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  1. #1
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    548
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Lyth View Post
    I wish that they would just redesign DRK's mitigation effects so that they were are consistently flat damage reduction bubbles across the board (i.e. Oblation and Shadow Wall) to match the animations. You don't actually need to use %DR on every job, and it's a nice flavor choice.
    No Im tired of bubble parties but I agree with you flavor and cohesiveness is a great idea but NO MORE BUBBLES GRACIAS! (might have spelled that wrong lol)
    (0)
    Free the Glam!, Duel Pistols (Gunner)?

  2. #2
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Lyth View Post
    I wish that they would just redesign DRK's mitigation effects so that they were are consistently flat damage reduction bubbles across the board (i.e. Oblation and Shadow Wall) to match the animations. You don't actually need to use %DR on every job, and it's a nice flavor choice.
    Honestly I think they should split the tanks in the same way they split the healers. You have have flat mitigation tanks, PLD/GNB (shield oath) and eHP tanks, WAR/DRK (Defiance). The bigger HP pool would buff TBN and would differentiate the tanks enough at a glance just by looking at their HP. It would also pair well with shield healers. Throwback to WAR/SCH synergy of the older expansions.
    (0)

  3. #3
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Marxam View Post
    Honestly I think they should split the tanks in the same way they split the healers.
    I'd think if they were going to split the tanks in any way, it would have been between Main Tanks and Off-tanks, like they planned when they added Gunbreaker.
    (0)

  4. #4
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    264
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Marxam View Post
    Honestly I think they should split the tanks in the same way they split the healers. You have have flat mitigation tanks, PLD/GNB (shield oath) and eHP tanks, WAR/DRK (Defiance). The bigger HP pool would buff TBN and would differentiate the tanks enough at a glance just by looking at their HP. It would also pair well with shield healers. Throwback to WAR/SCH synergy of the older expansions.
    Quote Originally Posted by Archwizard View Post
    I'd think if they were going to split the tanks in any way, it would have been between Main Tanks and Off-tanks, like they planned when they added Gunbreaker.
    I think a split would work as long as they give both subroles opportunities to shine (maybe also magic vs physical?). I just haven't heard any particularly positive or negative feedback about the healer split so I couldn't make a call on if it'd be worth doing the same with tanks too or if it'd just be some arbitrary distinction.
    (0)

  5. #5
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Archwizard View Post
    I'd think if they were going to split the tanks in any way, it would have been between Main Tanks and Off-tanks, like they planned when they added Gunbreaker.
    MT/OT has a different definition pre SB than it does post. Back when boss fights had adds it was the OT that had to deal with it. Now all fights a singular boss and the OT just tag teams with MT for tank busters with nothing to do in between with regards to tanking outside of reprisal. Literally no reason to even have an OT now and it's only there as an antiquated design and forced on the player due to mechanics. For reference compare T1 to P1 boss fight and its literally night and day and see how MT and OT function in both.

    If tanks should be split, it should be the result of their tool kits and not damage. Making OT the "damage tank" was never a good idea and the only reason WAR got that rep was because it was way over tuned in HW when compared to other tanks. Slashing debuff, 100% uptime on reprisal effect via SP, negate dmg penalty while in tank stance, seamlessly swap tank stances, ogcd that boosts ATK power, bloodbath synergy with defensive and offensive cds, etc. Yeah jobs can only dream of what WAR used to have and no other job has come close to as broken (and fun) as that.

    Makes me wish they went back to the old style of MT handles the boss while OT handles the rest as opposed to what we have now.
    (4)
    Last edited by Marxam; 08-11-2022 at 10:23 PM.

  6. #6
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Lyth View Post
    I wish that they would just redesign DRK's mitigation effects so that they were are consistently flat damage reduction bubbles across the board (i.e. Oblation and Shadow Wall) to match the animations. You don't actually need to use %DR on every job, and it's a nice flavor choice.
    I'm not sure if the bolded part is true. Tankbusters in this game can be tuned to almost 300% of a tank's maximum HP, unmitigated. It's difficult to imagine a system of flat-HP mitigation skills that would allow DRK to survive something like Soul Tether, even if it's married to something like Rampart which remains percentage-based as a role skill. It's more difficult still to imagine a system that would allow DRK to survive it without effectively giving DRK the ability to completely nullify the majority of "normal" Savage-sized (80~100% of max HP, unmitigated) tankbusters.

    In general, flat-value mitigation is a bit tricky to balance, because at certain ranges of incoming damage, it very quickly becomes overpowered, but as the damage scales up, it pretty quickly goes from "average" to woefully underpowered. In FFXIV, I don't think you could build a tank around the concept that relies on it much more than DRK already does without creating a situation where certain things are needlessly easy and others are overly difficult to deal with.
    (2)

  7. #7
    Player
    Griphyt's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Saint Griphyt
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    i just need they change battle stance like cloud xd
    (0)

  8. #8
    Player
    stanleyyoung's Avatar
    Join Date
    Apr 2012
    Location
    ul dah
    Posts
    217
    Character
    Stanley Young
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    oblation would be even better skill if it could have a regen effect 12sec for 250 potency if used above 50% hp or 1000 potency heal if below 50% hp also increase duration of TBN by 3sec and when shield breaks you get all mp back if it doesn't break you get 50% back.

    if using oblation on another target they get regen effect 12sec for 250 potency if used above 50% hp or 1000 potency heal if below 50% hp and 10% damage reduction and increase parry rate by 50% 10sec upon parry an attack gain 5 black blood.
    (0)

  9. #9
    Player
    Travel's Avatar
    Join Date
    Jan 2022
    Posts
    99
    Character
    Yakov Kreso
    World
    Malboro
    Main Class
    Gunbreaker Lv 70
    Dunno if this has been answered in the thread before, but... how does DRK fare in solo play, in comparison to the other Tanks? Was thinking about gearing up for some solo content, such as the Bahamut Coils and Extreme fights, but I was wondering if it would be worth it to use, in comparison to stuff like WAR, PLD, and RDM; I've heard those three are the best, but how does DRK measure up to them?
    (0)

  10. #10
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,541
    Character
    Alondite Ragnell
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Travel View Post
    Dunno if this has been answered in the thread before, but... how does DRK fare in solo play, in comparison to the other Tanks? Was thinking about gearing up for some solo content, such as the Bahamut Coils and Extreme fights, but I was wondering if it would be worth it to use, in comparison to stuff like WAR, PLD, and RDM; I've heard those three are the best, but how does DRK measure up to them?
    For a lot of it, DRK's burst honestly makes it good enough to kill things before its sustain becomes an issue. And with the 6.1 change to Living Dead its honestly not the worst at keeping itself alive anymore.

    I've rather easily soloed content up through Stormblood, not sure how much further I could go but I've never really had a reason
    (1)

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