In the pre-CrysCon days, Heart of Light spread your Brutal Shell to your party.I think its also notable that Shake and Veil are useful in all forms of content while misionary is a button that you'll only press in 8 man content.
Even if all they did was make it affect all damage, that would go a long way. Though honestly I'd also like them to just re-evaluate either Dark Missionary or Heart of Light and not make them literally the exact same skill
I'MJUSTSAYIN'THAT'SACOOLIDEA.
Thematic skill interaction that also serves the same purpose? Lets get some more o' that please.
Dark missionary should get some sorta pseudo "counter" where its still 15% magic DR but on first hit party get a second wind tier heal
Both DRK and GNB need their party wide mitigation adjusted to be all damage. No reason why it should be limited to magical. P10s Harrowing Hell those two tanks provide almost nothing.
It was probably left over from when they wanted to split tanks into main and off tank, because it seems rather useless when you're constantly eating auto attacks that break your shield before you can spread it.
I mean, in the most general sense, sure, but unless you want to have to delay your Gnashing Fang just to force a Brutal Shell before multi-hit/stained magic raid damage and specifically wait until you've just been auto-ed to slip the Brutal Shell->Heart of Light in before the next, that implementation would not have been it.
Heck, anything triggering off a non-bankable GCD is probably a bad idea unless you're on a job that can significantly flex its GCD order.
Brutal Shell should be triggering off spending ammo anyways, but that's beside the point.I mean, in the most general sense, sure, but unless you want to have to delay your Gnashing Fang just to force a Brutal Shell before multi-hit/stained magic raid damage and specifically wait until you've just been auto-ed to slip the Brutal Shell->Heart of Light in before the next, that implementation would not have been it.
Heck, anything triggering off a non-bankable GCD is probably a bad idea unless you're on a job that can significantly flex its GCD order.
Ehh, seems at least adjacently relevant. It's a good guideline for all tanks that active mitigation (and perhaps all sustain) should come from what skills we actually have control over the timing of.
(oGCD Clemency > Req heals, healing from Wrath skills > Storm's Path, healing from Bloodspiller or Edge/Flood > Souleater, etc..)
Last edited by Shurrikhan; 06-21-2023 at 10:53 AM.
you would think that but they removed skills like that. Remember when you can keep SP up for 100% reprisal uptime on the boss? That was active mitigation via just doing your normal combo rotations. I personally think they should look more towards WAR and PLD as examples of how to manage ogcds. DRK is the wrong way to make a tank imo. Ask any DRK during their 2 min burst to toss help the party by throwing an oblation or TBN to someone else and tell me if they can do it, let alone on controller.I mean, it's a good guideline for all tanks that active mitigation (and perhaps all sustain) should come from what skills we actually have control over the timing of.
(oGCD Clemency > Req heals, healing from Wrath skills > Storm's Path, healing from Bloodspiller or Edge/Flood > Souleater, etc..)
Not particularly active of mitigation, tbh, since its application was highly bound up (forcing it into a simple combo A, B, C rhythm) and had only rare moments of any appreciable effect.
And again, my point was that mitigation (and perhaps sustain as a whole) should be timeable, even with a bit of bending or consideration to avoid overcapping opportunities while still optimizing its effect.
:: Better to have it on Inner Beast and Steel Cyclone than Storm's Path, on Burst Strike and Continuation than on Brutal Shell, on a decently bankable proc-allowed oGCD Shield Bash than on Rage of Halone, on Bloodspiller or Edge/Flood than on Souleater, etc., etc.
RIP 2.1 Inner Beast![]()
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