So everyone is discussing how to diversify tanks more, but no one is talking about how
we are tanks and why our gauge is used for a damage burst phase. Except for Paladin which spends it's gauge on defensive abilities.
So right now paladin is the only tank class that is slightly different from the other tanks. Only due to Sheltron, Cover and Intervene which are spenders for Oath Gauge. I get that if as tanks we don't deal a decent amount of damage then out in the field soloing mobs will take longer but hey that's the trade off for being able to survive longer. Now i'm not saying nerf tank damage into the ground, but remove the burst phase from tanks and add flavor gauge spenders.
Here are some ideas for Quick fixes that would make all tank jobs more enjoyable.
*NOTE* This is not an end all be all change. Just some ideas.
*NOTE* all recast timers should remain unchanged. Just enhance the abilities.
Paladin
- Clemency - Remove from GCD, Make instant cast, still breaks combo. Cost 3000MP
- Sheltron - Increase base duration to 6 secs and enhanced to 8 secs. Cost 25 Oath
Warrior
- Raw Intuition - separate from Nascent Flash. Increase duration to 8 secs. Cost 25 Beast Gauge. Overridden by Nascent Flash
- Nascent Flash - Separate from Raw Intuition. Increase duration to 20 secs. Cost 50 Beast Gauge. Change damage reduction to increases parry rate by 50% while 100% of damage dealt is converted to HP.
- Steel Cyclone - No longer upgraded to Decimate. off Global cool-down, recast time 60 secs. at 72 This upgrades to Chaotic Cyclone.
- Fell Cleave - Off Global. Recast 10 seconds
- Decimate - Off Global. Recast 10 seconds
- Chaotic Cyclone - off Global 60 sec recast. everything else remains untouched.
- Onslaught - remove gauge cost. Recast 30 secs.
- Inner Release - Ignore Cool down timer on Fell Cleave/Decimate. Rest remains unchanged.
Dark Knight
- The Blackest Night - Learned at level 30, 15% HP shield. Cost 3000MP
- Enhanced Blackest Night - Learned at level 70, 25% HP shield (Current iteration)
- Abyssal Drain - Remains learned at 56. Combo to Unleash. Restores 15% of damage dealt as HP.
- Stalwart Soul - learned at 72, combo finisher to abyssal drain. Combo bonus: Restores MP. Increases Blood Gauge by 20.
- Bloodspiller - Off Global. Recast 10 seconds
- Quietus - Off Global. Recast 10 seconds
- Edge/Flood of Darkness - remove from game. Don't need 2 ways to keep Dark side active.
- Edge/Flood of Shadow - Deals 500 potency attack to primary target then 300 potency to all mobs in a straight line.
- Blood Weapon - Add skill-speed boost back onto skill.
- Dread Spikes - Wraps user in abyssal energy returning 15% of damage taken as HP. Duration 8 seconds. Cost 25 Gauge.
- Carve and Spit. Second combo finisher to Syphon Strike, combo potency 450. Adds bleed effect (90 potency dot) duration 20 seconds.
- Living Dead - Reduce healing needed to 50%.
- Delirium - Really don't know how to fix this. Don't want a wasted skill, or a skill that's identical to Inner Release.
Gunbreaker
Remains unchanged. I don't know enough about this job. Unlocked but never played.