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Thread: Tank IDENTITY

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  1. #26
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Utility in this game doesn't matter in most cases and is only as effective as the content allows it to be or the mistakes by the player. This is why I think all roles should be within a 5% margin of each other. At least with the current game design. I think the only time this wasn't the case is when cover had native damage reduction. But some can be some what translated, but would be fight specific.

    The warp example is just a question of if it can get you engaged to the boss faster than other options and if so, by how many GCDS, and where in the combo rotation. Most of that however is / would be fight dependent. A decent use would be in Dohn Mheg dungeon where the frog forces you to cross a bridge to get to him and continue attacking. The warp could easily provide an extra 3-5 GCDs per player in this situation if it allowed you over.

    Raise and cures that exist to fix mistakes by your team mates on the other hand can't be translated as it's dependent on how good your team is doing and is generally why we have the DPS MOAR mentality.

    Shielding in most cases from tanks seems to be worthless. Maybe not so much in the highest tier of combat. But typically they don't circumvent any mechanics or healing requirements without outside aide. Which yet again, is a hit or miss or basically does it allow your healer a offensive GCD.

    Crowd control is worthless in a majority of fights and dungeons. Which eliminates quite a few role actions. However it would be good if healers had less options to OGCD heal. Then it would become a question of how well do you hold back the enemies so the healer doesn't have to heal, without losing a GCD yourself.

    But they'll never go that direction.
    (1)
    Last edited by Seku; 06-11-2022 at 02:25 AM.