

So basically none of the tank is selfish when played correctly.I mean it’s not like shared tank CD’s are anything unique, DRK can TBN or oblation anyone and dark missionary is just shake it off by another name, GNB can HOC anyone and has heart of light, PLD can intervention and cover others and has divine veil and passage of arms
All the tanks can help each other if they really need to but it rarely comes to that




Well they are selfish from a DPS perspective as none have a buff and that’s generally what people mean when they say selfish, if selfish meant party support then conversations on most class balance would be a lot different
I kinda miss the days where it took a month to get world first kills.It would not necessarily be a problem, if the last boss was simply not designed to be beaten week 1.
Right now however we have jobs that could beat it week 1 and some jobs that couldn't, that is absolutely not acceptable and nerfing the boss' HP does in no way solve the underlying issue.
Well, that depends on why. If it's simply not possible to clear day 1 because of gear, then I don't think that's a good thing. That's why I think Ultimates are perfect because they're simply challenging, not locked or gated by needing several weeks of gear like what happened back in Alexander savage.
That's basically the only reason bosses ever took that long. You either needed to farm gear from that raid first to progress further, needed specific gear (in games that had elemental resistances for example), it was bugged (hello Twisters) or you needed to do the most obscure things to even summon it in the first place.Well, that depends on why. If it's simply not possible to clear day 1 because of gear, then I don't think that's a good thing. That's why I think Ultimates are perfect because they're simply challenging, not locked or gated by needing several weeks of gear like what happened back in Alexander savage.
The bosses that took this long to kill were not only gear gated but came out at a time where mmos were new so pretty much everyone was absolutely terrible at the game.
I agree I play Warrior because I want to see those big Direct Crit numbers, give me a bit of my dopamine hit please.



Pretty sure people will gladly take a cure potency nerf on BW if it meant overall higher dps for the job as a whole. Pretty sure when criterion dungeons release people will see just how strong BW actually is.
A potency nerf would make it basically useless in any savage fight but still completely overpowered in dungeons. That's the whole issue, Bloodwhetting itself isn't actually that strong, it just scales infinitely with the amount of enemies. If Criterion dungeons keep the mob density of normal dungeons then of course it's going to be strong, in 8man fights however it already isn't any better than Heart of Corundum, in this savage tier it might actually be worse.
Wait, what's wrong with WAR?
Of all the Tanks, it's probably the one I like right now, despite not really being a berserker fan in a lore/aesthetic sense.
The rotation makes sense and doesn't require add-ons and reverse engineering to work out how to do well with it, it's forgiving but can still be wiffed thus allowing some skill expression, and it just feels...fun. I'm not sure how to quantify "fun", but it's just enjoyable. I like GNB okay, but WAR just feels...nice somehow. Granted, I'm a healer main, so being "the party's Blue Healer" might be part of that (though I find myself healing party members less on WAR than I do on PLD - which I know makes me a bad PLD, but I almost never PLD), but I honestly really like WAR.
I wish it jived with me more in terms of lore and appearance, but I can still enjoy it despite that. Which to me says it's a great design if even a person that isn't that into the class fantasy can still really enjoy it.
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