Hi guys, I wanted to look deeper into the design of GMB & how we feel about it. This will touch upon the effectiveness of the job too, so discussion around that is welcome!
Identity
The GNB is pitched as a fast-paced, explosive job with high-impact skills. I think this is achieved in the offensive kit, but sorely neglected in the defensive kit we have. I break this down in more detail below, but suffice to say some aspects work and some really don't.
Offensive Identity
Offensive skills such as the the Gnashing Fang combo & Blasting Zone hit hard & fast, which is excellent. The overall rotation is active and keeps you feeling like a badass. + points here. Lots of oGCD engagement is fun and creates the pace we expected, & there are numerous decision points throughout as key skills come off c/d. It's rewarding to line everything up within No Mercy and really see the numbers fly.
One gripe is the Lv.80 skill (and the 70-80 journey in general), as it is just a trait/animation upgrade. Feels pretty bad and I'd really consider GNB largely complete at 70.
I think GNB has the best feel of all the tanks, possibly matched by WAR for it's damage, although rehashed animations are a letdown.
Defensive Identity
I feel that GNB is the lowest impact tank of the selection. Everything from the pitiful mitigation from Brutal Shell & the nuanced but laughable Heart of Stone interaction. I mean, seriously, plopping a 3k shield on a PLD with 120k+ is almost not worth bothering with.
Furthermore, Aurora is the lowest impact heal possible - it's a HoT, literally trickling in and smoothing things over. We have no way to takecontrol of a situation as a tank, simply. PLD's can drop 30k Clemency's or layer heavy defensives, WAR can burst heal themselves & allies with engaging abilities such as Nascent Flash. DRKs have a 25% HP shield that can turn the tide. GNB has... Well, nothing.
Resource Identity
Unlike other tanks, we really only have to worry about cartridges. I exempt c/d's here as all jobs deal with c/d management, even if ours line up a bit more cohesively. I think it's a hugely missed opportunity to load all cartridge gameplay into our damage, and that the decision is so simple hurts the overall engagement.
The decision flowchart is Gnashing if available > Burst Strike/Fated Circle spare cartridges generated. That's our resource cracked in a nutshell. It's a shame that in-game lore even discusses how cartridges are imbued with aether to create myriad effects, which is represented through in-game animations (Aurora, Brutal Shell). Why weren't we given a version of old Dark Arts (as an example) - cartridges can augment skills to create impact! Need a bigger heal, spend a cartridge on Brutal Shell for bigger potencies, then throw that on your MT. Aurora can provide up front healing followed by a HoT.
Let me know your thoughts guys.