They need a visual indicator for received or incoming damage, something like red = physical, blue = magical.
the other 3 tanks can all mitigate and survive these magical tankbusters with zero issues. therefore it offers no benefits over the others, and there's really no good reason for it to remain as magical mit only.
outside of raids its even worse. its useless in dungeons, and makes DRK below 70 squishier due to essentially having 1 less cd than the others.
Until Dark Mind is part of the reason DRK could solo both demigod doubles in P4s & every double buster in P2s without breaking a sweat and ever needing an invuln, even during week 1 world prog. DRK also readily takes magic tank busters with way more HP remaining than the other tanks on almost any tank buster purely because DM is just absurdly strong and up for almost everything. DRK is just a defensive powerhouse with it in tow.the other 3 tanks can all mitigate and survive these magical tankbusters with zero issues. therefore it offers no benefits over the others, and there's really no good reason for it to remain as magical mit only.
outside of raids its even worse. its useless in dungeons, and makes DRK below 70 squishier due to essentially having 1 less cd than the others.
Even in Dragonsong ultimate it's absolute godly for P6 & final phase since its up for so much in P6 where other tanks are stretched ice thin on the mit front (seriously, one Hallowed wings is literally nothing but Corrundum + camo, he needs my TBN or he drops instantly where Dark Mind makes my entire mit that phase ultra comfy), on top of being up for every tankbuster in the final phase. 60s CD with 20% mit is actually absurdly broken. It can stay magic and keep its broken recast & %, thanks. Just give it a 5% physical mit or a healing % up so it has some use in dungeons without impacting its raid performance and not changing its absurdly OP magic mit.
On topic, the purpose behind their existence (or at the least, in the dev's eyes) - was to create variation in tank design and class design. Like, PLDs were great at physical fights because they could block, DRG could take a beating if a tank fell due to its much higher HP & physical defense, etc. The whole system fell apart when they started designing the vast majority of raid damage to be magic and certain jobs were having massive trouble mitigating (PLD) or surviving at entry ilvl week 1 (DRG) which caused them to streamline damage types and change several job mechanics, rendering the system almost non-existent outside of niche cases, like Feint vs Addle.
Now its a relic of a bygone age that only really serves to let the devs allow an attack to hit the casters in the party harder than normal to force stronger party mit. (Like that one solo hit that follows the stack hit in E12s in phase 2, or the entire icicle phase in phase 1)
Last edited by Daeriion_Aeradiir; 05-15-2022 at 01:24 AM.
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