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  1. #1
    Player
    Miziliti's Avatar
    Join Date
    Jul 2015
    Posts
    142
    Character
    Tezu Silvin
    World
    Leviathan
    Main Class
    Culinarian Lv 80

    How is this fair for DRK?

    I got all 4 tank jobs to at least lvl 82 to see if my dungeon leveling can be smoother. DRK is such a disaster that I lost my interest in leveling for now.

    PLD Holy Sheltron: 15% damage mitigation + regen


    WAR Bloodwhetting: 10% damage mitigation + heal on hit + shield + short cd (25s)


    GNB Heart of Corundum: 15% damage mitigation + heal when below 50% hp + short cd (25s)


    DRK Oblation: 10% damage mitigation and that's it and it has long ass cd (60s) which is entirely inferior than what the others got.

    2 charges makes no difference. Can't even pair with other defense cooldown because they are all mitigations that cannot stack. If Rampart or Shadow Wall can't save me, then this thing is even more useless then TBN.


    All except DRK feels stronger and more tanky when I compare my dungeon runs with lvl 81 and lvl 82. DRK still feels the same and painful. Abyssal Drain cd is so long and weak cure potency doesn't really help in dire situation. Not to mention Living Dead makes no difference when I'm about to die in most situations. Many DRK turned a blind eye on the LD problems for many years, and DRK continued to get something so shi/tty.
    (13)

  2. #2
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Some would say that the actual short CD is TBN and that's it's just as strong. And they'd be right that this is the skill that should be compared to HS, Blood and HoC, but it isn't as strong anymore.

    I assume the idea would be that Oblation is a buff to TBN that you choose or not to apply so you can control wether or not TBN will pop from an attack. But it's honestly quite clunky and not that strong.

    Personnaly I'd love for Oblation to be a TBN+ that turns it into a 25% Shield that reapplies after breaking, decreasing by 5% each time, granting several dark arts.
    And while at it, make Shadowbringer Flood of Shadow upgraded when under dark arts. That'd likely work better.
    (1)

  3. #3
    Player
    Undeadfire's Avatar
    Join Date
    Mar 2011
    Posts
    759
    Character
    Nova' Dragon
    World
    Phoenix
    Main Class
    Paladin Lv 92
    Holy Sheltron/Intervention isn't as powerful as they are made out to be, you have to keep their buff rolling not by choice in many situations, because of points gains, the ability isn't free, and you need the second one for the busters. Paladin has always generally lacked self mitigation, it's perfectly fair. Reqs healing? Not by choice, Paladin has a forced rotation requiring. Out of more player throughs, Gunbreaker is shown to be a better main tank, it's only bad at positioning bosses.

    HOC is a strong ability, a short mitigation and only gets proper value if the target falls below 50% HP, but it is stronger than TBN, Gunbreaker has a lot of cooldowns.

    Bloodwhetting/Nascent Flash are extremely powerful abilities, which I would no doubt these two will get healing nerfed, they're basically I don't need a Healer when active, Thrill of Battle adds more boost to them. Bloodwhetting/Nascent Flash can be popped whenever you need it without drawbacks.

    TBN is intended to soak a heavy attack, that's what it's designed for, but I do agree the punishment needs to go with an increased cooldown. You can't have Oblation operate closely to the other 3, and have TBN, that's incredibly overpowered.
    (5)
    Last edited by Undeadfire; 01-01-2022 at 05:49 AM.
    Gae Bolg Animus 18/04/2014

  4. #4
    Player
    Xiaoki's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Balar Avagnar
    World
    Ultros
    Main Class
    Marauder Lv 90
    25 seconds isn't a short cool down compared to TBNs 15 second cool down.

    Also, TBN has a much shorter cool down compared to the other tank defensives because it has a cost.

    This is Balancing 101, very basic stuff. And yet, it flies over the heads of pretty much everyone on this forum.
    (7)

  5. #5
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    The shorter cooldown doesn't do much, the time between the tankbusters and moments when you need that mitigation is moreso balanced around the 25s of the other short CDs.
    Even if as you said, the cost in MP was to offset the shorter recast, the ability itself isn't all that interresting anymore.
    (3)

  6. #6
    Player
    Xiaoki's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Balar Avagnar
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Kalaam View Post
    The shorter cooldown doesn't do much, the time between the tankbusters and moments when you need that mitigation is moreso balanced around the 25s of the other short CDs.
    Even if as you said, the cost in MP was to offset the shorter recast, the ability itself isn't all that interresting anymore.
    There are other uses for TBN that just tank busters, uses that do come more frequently.
    (3)

  7. #7
    Player
    Undeadfire's Avatar
    Join Date
    Mar 2011
    Posts
    759
    Character
    Nova' Dragon
    World
    Phoenix
    Main Class
    Paladin Lv 92
    Quote Originally Posted by Xiaoki View Post
    There are other uses for TBN that just tank busters, uses that do come more frequently.
    Specially week 1 Savage, and prog new Ultimates.
    (5)
    Gae Bolg Animus 18/04/2014

  8. #8
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Undeadfire View Post
    Holy Sheltron/Intervention isn't as powerful as they are made out to be, you have to keep their buff rolling not by choice in many situations, because of points gains, the ability isn't free, and you need the second one for the busters. Paladin has always generally lacked self mitigation, it's perfectly fair. Reqs healing? Not by choice, Paladin has a forced rotation requiring. Out of more player throughs, Gunbreaker is shown to be a better main tank, it's only bad at positioning bosses.

    HOC is a strong ability, a short mitigation and only gets proper value if the target falls below 50% HP, but it is stronger than TBN, Gunbreaker has a lot of cooldowns.

    Bloodwhetting/Nascent Flash are extremely powerful abilities, which I would no doubt these two will get healing nerfed, they're basically I don't need a Healer when active, Thrill of Battle adds more boost to them. Bloodwhetting/Nascent Flash can be popped whenever you need it without drawbacks.

    TBN is intended to soak a heavy attack, that's what it's designed for, but I do agree the punishment needs to go. You can't have Oblation operate closely to the other 3, and have TBN, that's incredibly overpowered.
    Which is why Oblation should never have been the 82 move. It should have replaced Dark Mind completely (while being 15% mitigation instead of 10%) in order to remove a conditional cooldown for a usable one. 82 should have been an upgrade to TBN that gave it a burst heal should it break, and a small heal should it not. This would bring it in line with the other upgrades and make it so TBN can help keep you going even if it breaks quickly. Personally though, TBN really should just be 25s with no MP cost, and no free usage of Edge/Flood. Bring it in line with the other tank cooldowns.
    (1)

  9. #9
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Other people are correct; TBN by itself is comparable in strength to the upgraded skills the other tanks get at 82; Oblation is functionally the companion skill that upgrades TBN, so it doesn't need to be (and really shouldn't be) as strong as the other upgrades.

    That said, it's probably a touch too weak. If it got a slight bump in mitigation power, it'd be fine. If it got a slight reduction in cooldown but kept the same mitigation power, it'd be fine. There's no cosmic injustice being dealt to DRK here, but it just doesn't feel relevant in most fights.

    Quote Originally Posted by RyuDragnier View Post
    Which is why Oblation should never have been the 82 move. It should have replaced Dark Mind completely (while being 15% mitigation instead of 10%) in order to remove a conditional cooldown for a usable one. 82 should have been an upgrade to TBN that gave it a burst heal should it break, and a small heal should it not. This would bring it in line with the other upgrades and make it so TBN can help keep you going even if it breaks quickly. Personally though, TBN really should just be 25s with no MP cost, and no free usage of Edge/Flood. Bring it in line with the other tank cooldowns.
    These are all straight nerfs that objectively, literally make Dark Knight a worse class, on top of explicitly calling for further homogenization when the game already feels like grasping at straws to find any practical difference from one tank to another within the role. Absolutely no to all of this.

    If this is what you want out of a tanking class, there are three out of four tanks in the game that are specifically catered to your tastes. Please stop trying to take away the one (1) single solitary tank that still has some vestiges of gameplay in it catered to people who do not share your tastes.
    (2)

  10. #10
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,580
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Undeadfire View Post
    Bloodwhetting/Nascent Flash are extremely powerful abilities, which I would no doubt these two will get healing nerfed, they're basically I don't need a Healer when active, Thrill of Battle adds more boost to them. Bloodwhetting/Nascent Flash can be popped whenever you need it without drawbacks.
    Bloodwhetting is only a problem in dungeons because of how comically undertuned they are. At most, they could slap a fall off effect on multi-targets so it isn't so insanely ahead of the other tanks. Otherwise, a wholesale nerf to Bloodwhetting would completely kill the one niche Warrior has over Gunbreaker highend content.
    (5)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


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