In a 30 second pull scenario
WAR will have used Nascent Flash + best AoE abilities available at the time, whether it be Decimate x5, or Infuriate-boosted Decimates, or Overpower/Tempest
In a 30 second pull scenario
WAR will have used Nascent Flash + best AoE abilities available at the time, whether it be Decimate x5, or Infuriate-boosted Decimates, or Overpower/Tempest
Last edited by Elixirboy; 11-12-2019 at 03:58 AM.
That's cool and all but the quick maths were for the rotations sub 70 which was what OP was worried about. Post 72 all tanks begin to rocket up having access to bigger AoE toolkits and it generally balances out based on tank performance in expert roulette dungeons. (Especially beneficial for PLD since they gain Holy Circle and Confetti).
Blah blah DRK gains Flood of Shadow, more MP and Blood gain in Stalwart Soul, Living Shadow and just naturally crits and direct hits. Gunbreaker gains Fated Circle and just naturally crits and direct hits. PLD gains Holy Circle and Confetti and naturally crits and direct hits(1200 AoE potency > 800 AoE potency that can't crit or direct hit).
Holy still having the stun component while Art of War and Gravity not even having any additional CC is indeed busted but I wouldn't imbalance the tanks just because WHM made out like a bandit.If limited to casual content and to the infrequent result of setup... I've no issue with that.
I mean, just compare that to what's saved by, say, Holy spam, which requires no such setup...
The imbalance in SB dungeons was due to one tank dealing 50% more AoE dps than the other two over any typical run far, far more than it had anything to do with Clemency being lackluster in solo-clutch scenarios compared to SC or DA-AD (though still better than either of those for keeping your dps from dying after the healer takes a swan dive).
WAR being vastly stronger in damage didn't also need the incredible self sustain in the chamber. Fun in breaking dungeons is one thing, fun in being able to bring your class without being vastly inferior to another is also a consideration in which I'm sure SE has taken with the balance of ShB. All tanks should be able to be brought to dungeons without having a significant(IR+Op+Steel Cyclone vs Total Eclipse lol) leg up over another, this is especially good for the health of DF and prevent "ugh! X inferior class is here".
Personally I'd rather be able to bring all tanks to DF or be queued with any tank and not feel the run would be considerably worse for it over feeling temporary joy in being obviously overpowered.
Nascent Flash exists. Nascent Flash is extremely good and requires more setup and thought process with a reasonable cooldown, something WAR currently desperately needs. Abyssal Drain doesn't straight up scale to ludicrous healing anymore and that's fine, DRK is fairer for it considering their now burst king status and feel good durability in TBN.
And I'm sure our healers would appreciate being able to do their primary job and not being further forced into their bare bones DPS rotation as much as possible. Overpowered tanks make for bored green DPS I'd imagine.
But consider, that's a result of AST losing its stun and its external mitigation/suppression kit and SCH losing its slow and external mitigation kit. That's kind of the point: every tanks had something special, albeit only really within their burst phases. Warrior's had the least frequency but the most reliability and burst; DRK's required a minimum number of mobs to exploit significantly, but had half-intervals to hasten its frequency; PLD's, at per 60s, cost the most uptime and therefore had the least simultaneous throughput, but could actually save a group.
For the most part none of these saw any significance in raids, but they were damn fun to have in dungeons, even if it was... glaringly overpowered. I'm just not sure--neither as a tank nor as a healer--that that was in any way a detriment to the game. The monsters that are NF during IR, Req-Clemency, and TBN itself are still great, of course; I just don't think there was anything wrong with how they were -- save perhaps that DA-AD really shouldn't have been so poor a heal in low-mobcount situations.
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