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  1. #1
    Player
    Hezzlocks's Avatar
    Join Date
    May 2019
    Posts
    300
    Character
    Hezz Ackerman
    World
    Ravana
    Main Class
    Machinist Lv 90
    One thing to take into consideration, stuns have diminishing returns, Interject, afaik, does not. While it's true that enemies that have interruptable abilities are often prone to being stunned, and in the cases where an interrupt is very important you should be holding back on the stun for that moment, it's still something to be considered, as if the mob becomes stun immune, because, say, the WHM is going all trigger happy with Holy or something, Interject will let you interrupt an ability you'd rather they didn't get off.

    Personally, I'm having trouble finding any meaningful use of Arm's Length. There just doesn't seem to be any knockbacks that are affected by Arm's Length, at least none that are worth the effort of tracking. Should be noted I play ranged phys, and am only just getting into tanking, so I've not got any experience with any knockbacks that tanks alone have to deal with, if there are any.

    EDIT: Oh, and while the situation has never come up afaik, it's quite possible that Interject will be useful for if you ever want to move a spellcaster mob. Stunning them holds them in place, accomplishing nothing, while interrupting them will usually get them to chase you for a very short while.
    (0)
    Last edited by Hezzlocks; 07-12-2019 at 12:46 AM.

  2. #2
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Hezzlocks View Post
    Personally, I'm having trouble finding any meaningful use of Arm's Length. There just doesn't seem to be any knockbacks that are affected by Arm's Length, at least none that are worth the effort of tracking. Should be noted I play ranged phys, and am only just getting into tanking, so I've not got any experience with any knockbacks that tanks alone have to deal with, if there are any.
    Tanks lost convalescence, anticipation, and awareness going into 5.0 Those cd's were helpful when rampart and your main ones were still on cd, and conval was fantastic if your healing was having trouble or was potentially undergeared.

    Arm's Length is an absolute godsend for big pulls as it applies Slow to any mob that physically hits you. This causes their autos to move slower(as well as casts) so it will give your healers wiggle room. Arm's Length alone I would say makes up for con/anticipation both despite it only lasting 6 seconds because the slow effect lasts for 15 seconds. That is absolutely HUGE.
    (9)

  3. #3
    Player
    Hezzlocks's Avatar
    Join Date
    May 2019
    Posts
    300
    Character
    Hezz Ackerman
    World
    Ravana
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Noitems View Post
    Arm's Length is an absolute godsend for big pulls as it applies Slow to any mob that physically hits you. This causes their autos to move slower(as well as casts) so it will give your healers wiggle room. Arm's Length alone I would say makes up for con/anticipation both despite it only lasting 6 seconds because the slow effect lasts for 15 seconds. That is absolutely HUGE.
    You know, I honestly glossed over that part. As a ranged phys main, I rarely have things hitting me, so long as the tank is decent anyway, and even when I do, I just park it next to the tank, and I rarely have need of kiting in world content. But now that you've pointed that out to me, yeah I can see how useful that is. Weird that they attached that to a skill that's primarily for knockback resist, or at least the way they worded the tooltip suggests it's intended for knockback resist.
    (0)

  4. #4
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Hezzlocks View Post
    Weird that they attached that to a skill that's primarily for knockback resist, or at least the way they worded the tooltip suggests it's intended for knockback resist.
    It's because they took away Tempered Will for PLD and made Holmgang simply bind a target now. Both skills used to keep you grounded so most knockback wouldn't happen but to make it fair to all four tanks they decided to remove TW, adjust Holm, and give all tanks Arm's Length so they all can do it the same way.
    (2)

  5. #5
    Player
    Rivxkobe's Avatar
    Join Date
    Dec 2015
    Posts
    536
    Character
    Carmine Altair
    World
    Zalera
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Hezzlocks View Post
    Personally, I'm having trouble finding any meaningful use of Arm's Length. There just doesn't seem to be any knockbacks that are affected by Arm's Length, at least none that are worth the effort of tracking. Should be noted I play ranged phys, and am only just getting into tanking, so I've not got any experience with any knockbacks that tanks alone have to deal with, if there are any.
    Arm's Length is good when the Boss is using a knockback that will hurt your uptime or you are worried might kill you. Honestly don't see a reason not to use it on every knockback. If it doesn't work? Doesn't matter. Pull-ins are less important, to be honest. I mained SAM throughout SB but didn't play for over a year before ShB tbh so take what I say with a grain of salt.

    Also its pretty amazing on Tank and should basically be used on CD in pulls because of the Slow.
    (0)
    Level 80: SAM | SCH | PLD | DNC

    Leveling: AST | WAR | MCH