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  1. #1
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    186
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100

    Tank Stances and the Return of Job Flavour

    I believe that the current Tank stances get the job done, but thats about it. They are lacking the original perks that helped give each job its own gameplay identity, and in terms of gameplay impact, were what separated good tanks from great. The emnity generation buff was a welcome change imo that helps new tanks get used to the role, but the removal of the traits that made those tank stances unique are holding back job gameplay identities. I thought of some basic ideas that could return flavour to the tanks gameplay, but I'm interested to see if any other ideas are floating around out there.

    The button bloat issue could be bypassed by having Tank and DPS stances be placed into their own unique buttons on the job gauge, which could function similarly to duty actions. they could sit somewhere to the side of the screen, mappable to any key on the keyboard, customisable by the UI elements, and for controller players the stances would be activated by pressing either L3 or R3 while holding down a trigger, just like duty actions.

    EDIT: Only one stance can be active at a time. both stances are OGCD, 10 sec recast. OT stance does not generate emnity. some ideas have been adjusted to allow both MT and OT stances to deal relatively same amount of damage while letting certain tools shine

    PLD - shield is defencive stance based on making sheltron/sentinel more useful. sword is dps stance that makes support skills easier to use. Shield swipe introduced as MT skill only, shield bash OT skill only (acquired lv 30)

    Shield Oats - lv 10
    Generates emnity (lv 10)
    block rate +20% (lv 10)
    ~transforms shield bash into shield swipe, 200 potency 6 sec pacify, 50 gauge, does not break combo. 5 sec recast (lv 30)
    ~generate 10 oath gauge each time you block an attack during sentinel (lv 45)
    ~divine veil can proc off of any healing "ability", not just spell (lv 66)
    ~Generate 10 oath gauge when blocking under passage of arms (lv 70, max 50 gauge)
    ~Holy circle generates 10 gauge when used (lv 72)
    ~lowers cost of sheltron and shield swipe to 30 gauge (lv 74)

    Sword Oats - lv 30 (unlocked via job stone acquisition)
    shield bash, 200 potency 6 sec stun. cost 50 gauge to use, does not break combo. 5 sec recast (lv 30)
    ~spells cast by PLD no longer break combo (lv 58)
    ~lowers cost of cover to 30 gauge (lv 62)
    ~holy spirit generates 10 oath gauge when used (lv 64)
    ~lowers cost of intervention and shield bash to 30 gauge (lv 74)
    ~~~~~~~~~~

    WAR - basically a lot of hp regen due to no passive def bonuses. deliverance helps build more beast gauge. ideally you wanna switch to defiance during high healing moments or deliverance for certain burst windows.

    Defiance - lv 10
    generate emnity (lv 10)
    30% base HP boost (lv 10)
    20% self recovery boost (lv 10)
    ~adds 20% bloodbath effect to all attacks while under vengeance or berserker. (Lv 30)
    ~all attacks generate 5 beast gauge under berserker (lv 45, max 50 units. generates 10 units, max 100 after lv 62)
    ~restores 20% of damage dealt from all beast gauge attacks (lv 52. Increased to 35% at lv 64, 50% at lv 76)

    Deliverance - lv 30 (acquired with job stone, similar to PLD)
    ~transforms storms path into butchers block, grants 10% skillspeed for 30 secs (lv 30)
    ~all attacks generate 5 beast gauge while under infuriate (lv 54, max 50 units. generates 10 units, max 100 after lv 72)
    ~allows you to target other party members for thrill of battle (lv 56, only 50% effective. boosted to 100% at lv 76)

    ~~~~~~~~~

    DRK - grit helps maximise hp regen while keeping mana regen ticks, darkside boosts mp regen while removing mana ticks. flood and blood weapon moved to lv 30, edge lv 35, stalwart lv 40. both edge and flood would share potencies and would have to be lowered to adjust for more mp building. flood/edge/abyss drain each cost 3k mana. tbn would still grant free edge/flood/abyss casts via dark arts proc.

    Grit - lv 10
    increase emnity (lv 10)
    increase magic defence 20% (lv 10)
    ~allows BW to regenerate 5% health per attack (lv 30)
    ~adds blood price effect to Shadow Wall (max 1500 MP at lv 45. up to 25 blood lv 66. 3000 mp and 50 blood at lv 74)
    ~grants walking dead 30% healing received increase (lv 50)
    ~transforms edge of darkness into abyss drain, same potency but with high single target hp restoration effect (lv 56)
    ~quietus now restores 200mp per enemy (lv 64)

    Darkside - lv 30
    ~transforms Souleater into Power Slash (lv 30, applies mana leech effect that restores 1000 mp over 30 seconds)
    ~extends Blood Weapon duration from 10s to 15s (lv 45)
    ~allows you to target other party members for Dark Mind (lv 54)
    ~doubles mana regen from Blood Weapon, Syphon Strike, Stalwart Soul, and Carve and Spit (lv 60, always active. from 600 to 1200mp)
    ~allows bloodspiller to restore 1000mp (lv 76)

    ~~~~~~~~~~

    GNB - Defencive stance helps buff defences, dps stance helps with utility. tbh I can't think of any other way to make this job feel more tanky than to introduce arbitrary powder gauge costs to its utility, so a max of 3 cartridges was needed, up to a max of 6 at lv 80. This meant that heart of stone and aurora needed to cost 2 cartridges.

    Royal Guard - lv 10
    generates emnity (lv 10)
    Parry rate + 30% (lv 10)
    ~each time an attack is parried under camouflage or nebula, generates 1 cartridge
    (max 3 at lv 30. 4 at lv 52, 5 at lv 66, 6 at lv 80)
    ~Aurora cooldown reduced from 60s to 30s (lv 52)
    ~Heart of stone cost 1 cartridge to use, 15s cooldown (lv 68)
    ~Aurora costs 1 cartridge (lv 78)

    Trickster - lv 30 (Yes name is a blatant DMC ripoff, but isnt the Tank stance that too?)
    ~blasting zone now generates a cartridge (lv 30)
    ~can target other party members for camoflauge (lv 52)
    ~sonic break now generates 1 cartridge (lv 60)
    ~heart of stone and aurora cost 4 cartridges, but have 1 sec recast (lv 68)
    ~each successful part of continuation combo shortens cooldown of bloodfest by 5 secs (lv 76)

    ~~~~~~~~~~

    Let me know if you guys have any ideas of your own, or if you think my ideas are too blatantly OP. I tried to keep most of the potencies in line with each other by transforming skills I believe to be more on the tank side into skills that are more on the dps side. who knows if any of these ideas are balanced though. most of these passive effects would have to be unlocked via traits received with the corresponding skills of course. I think that skill transformation has the potential to solve button bloat + introduce skills that would be balanced by being only active on MT or OT stances. what do you guys think?
    (1)
    Last edited by bundythenoob; 08-07-2020 at 02:38 PM. Reason: More details and a few changes

  2. #2
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    there was no loss of job identity imo. we don't need to be going backwards.
    (10)

  3. #3
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by DrWho2010 View Post
    there was no loss of job identity imo. we don't need to be going backwards.
    Don't know what jobs you've been playing to come to that conclusion but it certainly weren't tanks or healers.
    (13)

  4. #4
    Player
    XanderNyx's Avatar
    Join Date
    Aug 2020
    Posts
    1
    Character
    Xander Nyx
    World
    Excalibur
    Main Class
    Gunbreaker Lv 80
    I really don't like this idea. Tanks not only get their work done but now they can do more thanks to the adjustments. Specially for high end duty raids, your only focus there is to kill the damn thing asap, so instead of just keeping emnity and defence cooldowns, you can also do your share of damage. I understand in normal dungeons and normal trials sometimes it feels bland but raids would be annoying imo if I had to change stances to either defend or attack. And I've heard many raiders expressing relief from not having to do so.

    I would rather give each tank more identity by improving their support to the group or their ability to react to mechanics. Everyone has more or less the same mitigation CDs and the PLD is known to be the best to keep things flowing if everything gets out of control, at least for a bit. But that's all, other than very specific situations of the raid/trials some have become creative and do interesting things with their tanks. It would be interesting to see what else each tank can bring to party compositions instead of "tank identity".
    (5)

  5. #5
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Honestly? I thought that WAR worked really well with the stance system, and I'm surprised that they didn't give it something to mimic that after the stance dancing system was removed from the role.
    (2)

  6. #6
    Player
    EliciaVenom's Avatar
    Join Date
    Jun 2020
    Location
    Ul'dah
    Posts
    5
    Character
    Elicia Venom
    World
    Sargatanas
    Main Class
    Dark Knight Lv 80
    I agree with the majority who already made their posts. That would be regression because I played both tank and DPS in SB and taking less responsibility off the NIN for threat mitigation on the party free'd up thought processes to DPS better and do mechanics rather than keeping my eye on the aggro list. Same with my tank, I wouldn't have to worry as much about anyone ripping threat off of me which I now see in ShB which frees me up to help contribute to the DPS more consistently (not reduced damage depending on the DPS in the fight) and to focus more on things that eventually help the team out as a whole. In a way they made tanking more appealing to people who had tank anxiety.

    As for tank identity, they all still have plenty of things that make them unique in the way all their rotations works, what they synchronized was the cooldown timers with the same amount of mitigation other than their job specific mitigation tools. Could each one have more unique identity? Sure, but that's any job, I just don't have those ideas in my head XD
    (6)

  7. #7
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    186
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by XanderNyx View Post
    I really don't like this idea. Tanks not only get their work done but now they can do more thanks to the adjustments. Specially for high end duty raids, your only focus there is to kill the damn thing asap, so instead of just keeping emnity and defence cooldowns, you can also do your share of damage. I understand in normal dungeons and normal trials sometimes it feels bland but raids would be annoying imo if I had to change stances to either defend or attack. And I've heard many raiders expressing relief from not having to do so.

    I would rather give each tank more identity by improving their support to the group or their ability to react to mechanics. Everyone has more or less the same mitigation CDs and the PLD is known to be the best to keep things flowing if everything gets out of control, at least for a bit. But that's all, other than very specific situations of the raid/trials some have become creative and do interesting things with their tanks. It would be interesting to see what else each tank can bring to party compositions instead of "tank identity".

    so this idea was born in my head because I wanted to find a way to improve all of the tank's defencive capabilities while they are Main Tanking, while still letting Off Tanks find a way to deal damage and contribute via the jobs separate support utility. none of these stances would be meant to be changed constantly. MT PLD or GNB would sit on tank stance, and swap to OT stance after a tankswap of some sort. WAR and DRK would be able to keep both up simultaneously if they are MT, but would drop their OT stance during moments of higher damage intake, or drop their MT stance if they are not MT.

    the emnity changes made in SHB wouldn't allow MT to tank in DPS stance for the entire fight since nothing really generates aggro, so I tried to get MT stances to boost the defencive attributes of the jobs, and the OT stances to help with the utility side of the tank jobs. like if a PLD needed to offtank, he could generate gauge to spend on intervention a little easier, and he could clemency members without suffering a combo break in case it was needed asap. if a DRK needed to swap in after a tankbuster, he could turn MT stance on and generate emnity while making his self sustain higher. little things like that
    (0)
    Last edited by bundythenoob; 08-06-2020 at 06:30 AM.

  8. #8
    Player HeulGDarian's Avatar
    Join Date
    Jun 2018
    Posts
    644
    Character
    Heul Darian
    World
    Moogle
    Main Class
    Summoner Lv 90
    you could still tank in offtank . cause you can just put mt for a bit and no dps or heal will ever get aggro cause of the dumbed down aggro mechs. what youve proposed is just how aggro used to work during stormblood, without every job having a say about it.
    personally id rather they revert the aggro changes cause it wasnt replaced with anything and the stances was what i loved about tanks.
    (1)

  9. #9
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    186
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by EliciaVenom View Post
    I agree with the majority who already made their posts. That would be regression because I played both tank and DPS in SB and taking less responsibility off the NIN for threat mitigation on the party free'd up thought processes to DPS better and do mechanics rather than keeping my eye on the aggro list. Same with my tank, I wouldn't have to worry as much about anyone ripping threat off of me which I now see in ShB which frees me up to help contribute to the DPS more consistently (not reduced damage depending on the DPS in the fight) and to focus more on things that eventually help the team out as a whole. In a way they made tanking more appealing to people who had tank anxiety.

    As for tank identity, they all still have plenty of things that make them unique in the way all their rotations works, what they synchronized was the cooldown timers with the same amount of mitigation other than their job specific mitigation tools. Could each one have more unique identity? Sure, but that's any job, I just don't have those ideas in my head XD
    I'm actually a big fan of the SHB emnity changes. I believe they were a good step in making tanks more accessible, so thats why I didn't remove anything like that from the main tank stances. on top of that, because of the SHB emnity changes, there would be no way for main tanks to use their offtank stance the entire time without getting their party killed. these thoughts were what led to my idea that the MT stance would help buff the jobs main defencive cooldowns, while OT stance would help buff their damage and party utility, by making one more available than the other during main tank and offtank situations.

    for example, a PLD who is MTing would need sheltron and block rate much more than an OT PLD, so I tried to move some of the sheltron and block power to MT stance, whereas OT would use their clemency and intervention more often to help the party out. something along those lines.
    (0)
    Last edited by bundythenoob; 08-06-2020 at 06:30 AM.

  10. #10
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    If we keep enmity generation the way it is now then yes, you would probably just generate enmity in your opener and then switch to dps stance for the rest of the fight.


    Another issue is that if we would make the tank stance mandatory for mting but the dps stance vastly superior in terms of damage performance you're probably gonna end up with a shortage of people wanting to actually tank the boss.
    (2)
    Last edited by Absurdity; 08-06-2020 at 06:33 AM.

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