Results -9 to 0 of 38

Threaded View

  1. #4
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,133
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Now to talk about offensive uniqueness for the tanks that need it most since both PLD and GNB are pretty balanced in this regard.


    WAR; so my over all knowledge of WAR is very limited, but from I can gather is that WAR might need more focus on sustained DPS with at least 1 or 2 burst windows, so WAR would obviously need Skull Sunder and Butcher's block to come back but not as seperate combo paths, but as part of the full combo, which is as follows; Heavy Swing -> Maim -> Skull Sunder -> Storm's Path -> Storm's Eye -> Butcher's Block, a six hit combo path that does insane damage the higher you go up the combo, all while generating beast gauge which is used for guaranteed Critical Direct hit combo paths; Inner Beast ->Fell Cleave -> Inner Chaos for single target, and Steel Cyclone -> Decimate ->Chaotic Cyclone. Deliverance would come back as a separate 20% damage up buff that lasts 30 seconds but sits on a 60 second cooldown(cooldown timer is to keep it in line with GNB and PLD 20+% damage up buffed burst window), Inner Release would need to be adjusted to where it lasts 15 seconds and increases the damage dealt by all beast gauge abilities by 50%.


    DRK; Darkside needs to go back to stop natural MP refresh in combat, but now doubles MP regain from from certain skills and abilities, and increases damage dealt by 20% and reduces weaponskill cast time and recast time, spell cast time and recast time, and auto attack delay by 20% and makes it so that while Darkside is active spells now scale with skillspeed(the devs might need to find a way to make this work) and can only enable certain offensive skills and abilites while Darkside is active. Blood Weapon converts a portion of damage dealt into HP and at a later level increases the amount restored and provides shielding based on how much is restored as the trait Blood Price, and enables certain combo paths to restore more HP as Delirium.

    Now for reworking combo paths on DRK; combo path a will be Hard Slash ->Spinning Slash -> Power Slash and combo path b will be Scourge -> Syphon Strike -> Souleater. Now for how Souleater and Power Slash are going to work, Souleater doubles the potency of the next Power Slash(buff lasts 20 seconds) and Power Slash generates 10 or 20 blood gauge and doubles blood gauge gain on Souleater, and Unleash/Stalwart Soul are now target AoEs rather than PBAoE(because big pulls) and the combo path is Unleash -> Abyssal Drain ->Stalwart Soul which Abyssal Drain and Stalwart Soul both recover HP and MP and generate blood gauge, and blood gauge is used to power up MP spending combos, Edge of Shadow -> Bloodspiller -> Carve and Spit for single target and Dark Passenger -> Quietus -> Flood of Shadow for AoE(potency increase is between 140 and 280) and have 150 cure potency for AoE and 300 cure potency on single target. Dark Arts is brought back as a button by removing MP and blood gauge costs and increases damage dealt by these combo paths by 50% for 20 seconds, and sits on either a 60 second or 90 second cooldown.


    EDIT: I realized that PLD and GNB would be bottom tank DPS wise if these changes somehow happened, so quick fixes to make them on par with DRK and WAR, Gnashing Fang recast is reduced to 15 seconds, Sonic Break and Bow Shock recast reduced to 30 seconds, and Intervene extends Fight or Flight buff(if it's active) by 8 seconds while granting 3 more stacks of Sword Oath
    (0)
    Last edited by DRKoftheAzure; 09-10-2019 at 05:32 AM.