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Thread: Tank Fixes

  1. #31
    Player
    Wolwosh's Avatar
    Join Date
    Sep 2013
    Posts
    643
    Character
    Ulorin Ardor
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    I actually really liked the stance dancing. I feel like i'm the only one that misses it
    It made you stand out as a better tank, if you could cd well ofc and keep the hate.
    I'm just confused as to why they keep making it more and more simple every expansion.
    You can do some potency changes, but if you only have one main combo like Drk it won't be much more fun, you get bigger numbers woohoo!! :s
    (1)

  2. #32
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    they oversimplified DRK and WAR barely change, looking at the state of the jobs looks like the din't make it on time and release the expansion with most jobs half made, specially DRK that have zero sinergy on his own kit and have a useless new UI gauge with a literaly copy pasted mechanic. but you can see the problems all around, SAM, NIN, SMN, both WAR and DRK, AST and SCH, ect. indeed the current state of tanks is pretty sad, they are pretty well balanced right now but with a overall point of view the status is pretty pretty sad and the raids don't contribute much, at least PLD and GNB are fun and engaging and not so ARR levels of simplicity.
    (0)

  3. #33
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Makeda View Post
    Again as a tank I don’t have a gauge on the one I leveled with my new main... but if you put the ability to do mitigation into a gauge you risk not having mitigation when needed. That just starts to remind me of warrior in WoW. Either you never had enough resources to keep up ignore pain and took too much damage or you had too much and could slide too much damage off the table letting you basically “break” some fights...

    - that’s why the gauges do offense. It is so SE can predict exactly how much mitigation we can do at each gear point and design fights around hard numbers that only change at the far edges of player skill.
    So long as it is purely offensive or defensive (as it already is), does absolutely nothing that a second charge of a CD could, except that it doesn't reward shorter fight lengths or downtime. There is no risk so long as it's all one or the other. Which, again, it is, unless you wish to count DRK and PLD MP as a survival tool despite DRK having no reason to tap into their last 3k MP early for damage and Clemency seeing no use in raids.

    Shelltron and Intervention working on a gauge does not break fights; it merely allows PLD to follow its stackable co-tank support theme already seen in Clemency. Intervention is inferior to Heart of Stone outside of use right when swapping out or when both tanks are taking damage, and it's often only that second charge per Rampart-Sentinel period that even allows Intervention to remotely compete with TBN outside of dual-tank-damage fights. That's a minor niche advantage and a higher skill ceiling for parity outside of that niche, and more or less a necessary consequence of how Intervention works... not a fight-breaker. PLD is fine as is in that regard.
    (0)

  4. #34
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,359
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    IMO all tanks should have their 2 part AOE combo before lvl 50.
    AD on DRK should have a 30s cooldown.
    LD on DRK should have a 50% heal requirement or increase healing received by 300% to help no WHM healers and future healers added.
    Dark Mind should be 15% magic mitigation and 10% physical mitigation.
    (0)

  5. #35
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Derio View Post
    Dark Mind should be 15% magic mitigation and 10% physical mitigation.
    You could honestly even up the anti-magic component up to 20% as long as you're willing to extend its cooldown to 90 seconds as to be the opposite of Camouflage (10% vs. magical and an RNG-driven average of 20% vs. physical)...

    Though, given DRK's outperforming GNB average mitigation over time in all other ways, I'm not sure DRK even needs that. Living Dead and TBN future-proofing are the only real issues to me at this point.
    (0)

  6. #36
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,796
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    One fix get rid of the tank stance and always have it on. Its pretty bad in raid when dragoon steals the agro from boss with 3 tanks attacking it. To many forget to turn on there stances.
    (0)

  7. #37
    Player
    BloodRubyXII's Avatar
    Join Date
    Nov 2013
    Location
    Völs am Schlern, Italy
    Posts
    1,007
    Character
    Owa Owa
    World
    Odin
    Main Class
    Ninja Lv 100
    Quote Originally Posted by hynaku View Post
    One fix get rid of the tank stance and always have it on. Its pretty bad in raid when dragoon steals the agro from boss with 3 tanks attacking it. To many forget to turn on there stances.
    Yea let me just go ahead and unintentionally rip agro from the other tank because I already shirked them before and the CD doesn't line up with IR which will fist their enmity hold to death if I'm anywhere close to them on agro.
    (2)
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  8. #38
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,635
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Enuriel View Post
    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.
    Please no. The absolute last thing I would want is yet more Fell Cleave spamming. It just makes the skill feel watered down, especially since it would need a massive nerf if you were able to use it every 10 seconds off the GCD. I also really dislike making the Beast Gauge something you ignore until a buster happens. It's something that always bugged me about Paladin.
    (3)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
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  9. 09-19-2019 09:47 PM
    Reason
    wrong thread

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