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  1. #11
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Tying defensive effects to weaponskills that are a part of your rotation either result in them always being up, like Heavensward Delerium, or having no proper control over their timing and usage. Both of those situations seem boring and less than ideal.
    Tying defensive effects to weaponskills that are not tied to a set rotation but are based on cooldown just makes them tend to be used as another damage ability, foregoing the defensive aspect for the dps.
    A small level of passively applied defense is fine and already exists for each of the tanks, but trying to make the prominent defense abilities like that would not work out well.
    The closest thing to this that I could see maybe, emphasis on the maybe, working would be removing the defensive buff from the Tank Mastery trait and rolling that into some sort of weaponskill rotation or another ability that has to be managed and kept up similar to how some of the dps buffs like Darkside and Surging Tempest (aka Storm's Eye) are kept up.
    (5)

  2. #12
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    That'll be a nope from me coach.
    (3)

  3. #13
    Player
    Luizgazen's Avatar
    Join Date
    Feb 2022
    Posts
    51
    Character
    Casimir Ditasch
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Maybe tie some minor mitigation to the weaponskill combos, something like 2% mit on your 123 combo up to 10%, improving the base tankiness even when between mit CDs as long as we can keep uptime while still having the CD as normal or maybe rebalanced to account for this base mit...
    (0)

  4. #14
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Luizgazen View Post
    Maybe tie some minor mitigation to the weaponskill combos, something like 2% mit on your 123 combo up to 10%, improving the base tankiness even when between mit CDs as long as we can keep uptime while still having the CD as normal or maybe rebalanced to account for this base mit...
    Most of the tanks already have some form of small defensive component tied to their basic 1-2-3 combo. DRK has the heal from Soul Eater, WAR has the heal from Storm's Path and GNB has the shield+heal from Brutal Shell. PLD is the only one that is a tad different in that it has passive mitigation from Block which is their approximate equivalent to what was listed for the other tanks, although they do now get those heals from Holy Spirit and Holy Circle as part of their Requiescat phase of their basic rotation.
    (4)

  5. #15
    Player
    MilkieTea's Avatar
    Join Date
    Dec 2020
    Location
    Interdimensionality
    Posts
    2,134
    Character
    C'erise Vanesse
    World
    Maduin
    Main Class
    Red Mage Lv 90
    No thank you.
    (3)
    Off-Topic Discussion Megathread: https://forum.square-enix.com/ffxiv/threads/434886-Off-Topic-Discussion-Megathread
    Quote Originally Posted by Stormpeaks View Post
    No thanks. Housing is fine as it is

  6. #16
    Player
    Luizgazen's Avatar
    Join Date
    Feb 2022
    Posts
    51
    Character
    Casimir Ditasch
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by TouchandFeel View Post
    Most of the tanks already have some form of small defensive component tied to their basic 1-2-3 combo. DRK has the heal from Soul Eater, WAR has the heal from Storm's Path and GNB has the shield+heal from Brutal Shell. PLD is the only one that is a tad different in that it has passive mitigation from Block which is their approximate equivalent to what was listed for the other tanks, although they do now get those heals from Holy Spirit and Holy Circle as part of their Requiescat phase of their basic rotation.
    Yeah i know, i mean just make that mitigation actually mean something, i just used an example before but anything that makes the mit from the combo actually useful rather than just fluff
    (0)

  7. #17
    Player
    Undeadfire's Avatar
    Join Date
    Mar 2011
    Posts
    759
    Character
    Nova' Dragon
    World
    Phoenix
    Main Class
    Paladin Lv 92
    Quote Originally Posted by Zairava View Post
    This is another part of why I miss managing enmity. We had combo actions that increased the amount of enmity we got and it worked wonderfully with tank stance
    There really wasn't any managing enmity on tanks, it was mainly on DPS/Healers.

    All tanks did is one Enmity combo and drop tank stance forever. And hope you had DPS/Healers cooperating their minus enmity abilities, and HW+ always have a Ninja.
    (2)
    Gae Bolg Animus 18/04/2014

  8. #18
    Player
    Insertusernamehere's Avatar
    Join Date
    Jul 2019
    Posts
    189
    Character
    Misha Fiertze
    World
    Zodiark
    Main Class
    Gunbreaker Lv 90
    It is bad idea IMO in a raid it will force you certain rotation to align your buffs with tank buster and it will be more trouble some in add phase because adds hit like truck.

    Edit: Removed game suggestion part.
    (0)
    Last edited by Insertusernamehere; 02-11-2022 at 12:32 PM.

  9. #19
    Player
    Gaethan_Tessula's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    222
    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    Isn't this just BLU tanking (e.g., Bad Breath, Magic Hammer, Dragon Force, Chel' Gate, Cactguard, etc.)? With more of the buttons stapled directly to damage and being even less flexible (since the mitigation is tied to a combo)? Which... I like BLU, but tank is far and away the most jank role to try to play BLU on. Dragon Force as a "Rampart/Sentinel you have to cast" feels absolutely awful, as does dying to something because you got server ticked on casting Diamondback. Things like Bad Breath for a "debuff tank" idea are neat, but would be better served as a unique foundation for a job (which is sorta already does, with BLU in tank mimicry). Nor does that kind of "upkeep mitigation" appeal to current tank design - aside from Reprisal no full job tank really has such a thing.

    So, maybe add a weaponskill or two, like an alternate combo finisher on a cooldown, that grants some mitigation. However, I definitely wouldn't want to see this as the core basis of all tanks.
    (0)
    Last edited by Gaethan_Tessula; 02-11-2022 at 03:41 PM.

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