Page 12 of 13 FirstFirst ... 2 10 11 12 13 LastLast
Results 111 to 120 of 129
  1. #111
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Hate to say it, but if SE really wants WAR's identity to be regen-based, it may behoove them to take a look at how blood DKs have historically operated. There are ways powerful healing tools, worthwhile mitigation, and an acceptable amount of damage could coexist on the job without it being a repeat of Heavensward WAR.
    (2)

  2. #112
    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 Absimiliard View Post
    Hate to say it, but if SE really wants WAR's identity to be regen-based, it may behoove them to take a look at how blood DKs have historically operated. There are ways powerful healing tools, worthwhile mitigation, and an acceptable amount of damage could coexist on the job without it being a repeat of Heavensward WAR.
    Tbh I think they should definitely look at making DRK the barrier and "revenge" tank, where it throws barriers on itself and others. Any barriers shattering should be giving a short bloodbath-ish effect to the target (10s), while any remaining HP should the barrier not break will be thrown into the target's HP pool. So say you get a 25K barrier and are hit for 30K. You lose 5K HP, but you gain the ability to start gaining your health back through damage, offsetting it. If you are hit for 20K, and then it expires, you get a 5K HP heal.

    If you want to avoid any power creeping of TBN, just change Oblation to a 10% max HP barrier move with this function added. We've suddenly made it a rather good support that can shield for 10% of a target's HP and give them the ability to get their health back by wailing on the boss. With the 1m cooldown, 2 charges is enough to lessen DRK's problems with sustain, and increase the value of Oblation at the same time.
    (1)

  3. #113
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    imo they just need to make TBN 2 charges and increase the recast timer to balance it out. It will gain the added benefit of utility and pair nicely with 2 charges of oblation. However, they will need to buff the other tanks short cd.
    (1)

  4. #114
    Player
    Windwalker's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    246
    Character
    Talu Seekku
    World
    Balmung
    Main Class
    Warrior Lv 100
    War is king, always will be, nothing beats a strong viking warrior
    (0)

  5. #115
    Player Simple_Barghest's Avatar
    Join Date
    Jul 2020
    Posts
    155
    Character
    Wren Blackwing
    World
    Midgardsormr
    Main Class
    Armorer Lv 90
    WAR has the tank invuln that isn't dependent on your Sage and Red Mage spamming all the heals in the world to prevent it from activating properly.
    I'd say it edges out a fair bit, even if it lacks Blackest Night.
    (1)

  6. #116
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Honestly I think WAR and DRK are very close in terms of defensive. The only difference is that DRK is easier to not overheal. Both use ehp mitigation via shields and/or heals. Not to mention tankbusters literally line up perfectly to your cds. P7S for example has equilibrium up for every aero. While DRK uses TBN to reduce dmg, WAR uses EQ to heal back that dmg. Also, EQ can crit so in some cases you are back at 100% hp after the hit and have a regen for the dot afterwards. That being said I still don't understand why DRK does more dmg than WAR if both are nearly identical in terms of ehp-style mitigation in savage.
    (0)

  7. #117
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    There's barely a 150-200 dps difference between all tanks, at a point in time when tanks in general just aren't heavy lifters in rdps. You could probably buff WAR very very marginally in damage output to make that even narrower, but first you really should start talking about achieving parity on things like Holmgang and Shake across all tanks.
    (3)

  8. #118
    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 Marxam View Post
    Honestly I think WAR and DRK are very close in terms of defensive. The only difference is that DRK is easier to not overheal. Both use ehp mitigation via shields and/or heals. Not to mention tankbusters literally line up perfectly to your cds. P7S for example has equilibrium up for every aero. While DRK uses TBN to reduce dmg, WAR uses EQ to heal back that dmg. Also, EQ can crit so in some cases you are back at 100% hp after the hit and have a regen for the dot afterwards. That being said I still don't understand why DRK does more dmg than WAR if both are nearly identical in terms of ehp-style mitigation in savage.
    Because DRK cannot heal itself, WAR can. That single thing is the main difference between the two. DRK can shield the hits, but still needs to be healed up. WAR can potentially heal itself back up after the hits, meaning no healing from the healers. WAR essentially allows DPS uptime for healers, meanwhile DRK requires them to actually heal. I guess their thoughts are that it balances itself out because of it?
    (0)

  9. #119
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by RyuDragnier View Post
    Because DRK cannot heal itself, WAR can. That single thing is the main difference between the two. DRK can shield the hits, but still needs to be healed up. WAR can potentially heal itself back up after the hits, meaning no healing from the healers. WAR essentially allows DPS uptime for healers, meanwhile DRK requires them to actually heal. I guess their thoughts are that it balances itself out because of it?
    Assuming this tier is a sign of things to come and not just a one-off event of one of the devs having some kind of vendetta against WAR, then it's fair to assume the playing field between the two will be far more level in terms of survivability. In fact, I'd say DRK is better than WAR in this regard at present (dungeons and dated content notwithstanding, of course). With the advantage of healing largely neutralized, DRK's noticeably higher damage tilts things heavily in its favor.

    The dots being applied to tanks are strong enough to burn straight through WAR's healing options. If they're going to need almost, if not as much, healing as the other tanks now, why not give back a little bit of the damage they used to have?
    (0)
    Last edited by Absimiliard; 10-26-2022 at 03:51 AM.

  10. 10-26-2022 08:43 PM

  11. #120
    Player
    NightHour's Avatar
    Join Date
    Oct 2021
    Posts
    316
    Character
    Night Hour
    World
    Odin
    Main Class
    Dancer Lv 100
    A tier where Warrior's can't brain off cheese everything.

    Good, keep doing this.
    (7)

Page 12 of 13 FirstFirst ... 2 10 11 12 13 LastLast

Tags for this Thread