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  1. #1
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100

    Are all the Tanks identical?

    Had someone in the Healer forum say that the Tanks are all the same. Specifically:

    WAR still has the exact same template as the other 3 tanks - 1-2-3 combo ~6ish defensive options and a burst rotation - Fell Cleaves.

    DRK also has discount Fell Cleave with dark arts spam. It literally is no different.
    Now, I'm not hyper hardcore, but I play GNB, PLD, and WAR, and have done so in Extremes as well as casual 4 man and 24 man content, including PLD post 6.3. The Tanks don't really feel "literally no different" to me. Each one felt distinct to me to play, not just in their aesthetics but also their rotations and general feel and flow.

    But maybe I just don't play them ENOUGH to notice it, so I thought I'd ask you Tank folks:

    Are the Tank Jobs "literally no different"?
    (1)

  2. #2
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,340
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    There has been a lot of homogenization between the tanks, to the point where you can overlap a lot of their skills on a hotbar and play them to some level of competence, especially defensively. All tanks have the standard role actions, a 30% mit, a Super Mit with a short CD, a teamwide mit, hell DRK and GNB literally have the exact same skill in Dark Missionary / Heart of Light.

    DRK and WAR probably have it the worst, where they both have the same core rotation of 123, build Blood/Beast spend on Bloodspiller/FellCleave, and then Delirium and Inner Release are basically the same skill with the only difference being Delirium restore MP while inner release gives guaranteed crits, but they're both doing the same thing of giving you 3 free BloodSpiller/FellCleaves and as a result at the very core these jobs can feel way more similar than they probably should be.

    Its a bit more of a Stretch to say it with PLD or GNB, but as things homogenize more and more all of the tanks basically go about tanking in the exact same fashion. There are differences, but they've become very small and ultimately up to preference of whether or not you want busy jobs like DRK or GNB or more GCD focused jobs like PLD or GNB. I can easily see why someone would feel that they're 4 flavors of the same thing.
    (19)
    Last edited by Oizen; 05-01-2023 at 04:41 PM.

  3. #3
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Not much difference between hitting your Fell Cleave button 3 GCDs in a row every minute, your Gnashing Fang button 3 GCDs in a row every minute, your Blade combo 3 GCDs in a row every minute, or your Bloodspiller button 3 GCDs in a row every minute. You can turn your pockets inside out looking for differences and you'll find some stuff like Continuation on Gnashing Fang or range/AoE on the Blade combo or a slight risk of overcapping Blood during Delirium+BW - but you'll also turn up even more similarities, like Double Down/Primal Rend/Confiteor all largely being the same skill occuring in unavoidably close proximity to the 3 GCD spam skill.

    Not much difference to speak of in the combos between the spam phases, either. Timer management is dead; the PLD rework killed Goring Blade and Surging Tempest is such a thin shade of what used to be that it really doesn't count. What you're left with is basic 1-2-3 filler where roughly every two cycles through the combo, you get a use of an out-of-burst resource spender that hits a little harder. There's some light differences to the structure where Divine Might can't be banked, Solid Barrel technically gives you the resources for a spender after one combo instead of two (and then regulates it with forced timer-based costs to Gnashing Fang and Double Down), but in practice the differences are just splitting hairs.

    Defensives are similarly homogenized. You have the short, 'active mitigation' skill, Rampart, a largely-identical 120s defensive cooldown, and then one "unique" class defensive. There's very little difference between the 90s party mitigation skills, or between the invulns.


    There's basically one "tank" class that allows you to make two binary choices as to your "spec": You can either pick an offensive-oriented tank with higher APM, more oGCDs, and a stronger 2-minute than 1-minute burst (DRK, GNB) or a defensive-oriented tank with lower APM, consistent 60s burst, and stronger self and party-survivability skills (WAR, PLD). And you can either pick a tank with an always-on 10% damage boost that pools and spends resources (DRK, WAR), or you can pick a tank with a larger, temporary damage buff that centers much more on cooldown timing than resource pooling (PLD, GNB).
    You get to choose whether there's pulp and whether it's from concentrate, but one way or another you're drinking orange juice.
    (10)

  4. #4
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Saying Paladin and Gunbreaker play identical is a bit of a stretch, but any amount of time playing Dark Knight should be enough for you to realize that it plays nearly identical to Warrior.
    • Bloodspiller and Quietus are just Fell Cleave and Decimate
    • Delirium is just Inner Release but with some slight mp generation instead of direct crits
    • Your core rotation is nearly the exact same. You press your 1-2-3, and in both cases you spend your Blood Gauge on Bloodspiller/Quietus just as Warrior would spend their Beast Gauge on Fell Cleave/Decimate to not overcap.

    With the MP management being non-existent outside of saving 3k for TBN since they ran over Dark Arts with a parade of 18-wheelers the ONLY difference between DRK and WAR offensively is that DRK has more ogcd's to make their burst busier. That's it.

    I could complain for hours about how they neutered DRK's offensive gameplay identity but I'll leave it there to keep it straight and to the point before I bust a blood vessel.

    There's the simple and largely non-issue homogenization in that of some defensives.
    • All tanks have rampart and reprisal
    • Sentinel, Nebula, Shadow Wall, and Vengeance are all 30% mits (with the addition of Vengeance having the incredibly minute potency counterattack attached)
    • Every Tank having a relatively powerful CD on a short CD
    • Every Tank having a party Mit

    Like...could they make Sentinel, Nebula, and Shadow Wall have unique traits like how Vengeance has counterattack damage? sure...but it's basically a non-issue since you never should be using Vengeance for the damage anyway.
    (3)
    Last edited by Zairava; 05-02-2023 at 08:56 AM. Reason: fixed typo

  5. #5
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,984
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Zairava View Post
    Like...could they make Sentinel, Nebula, and Shadow Wall have unique traits like how Vengeance has counterattack damage? sure...but it's basically a non-issue since you never should be using Vengeance for the damage anyway.
    You actually do use it for damage whenever the fight allows you to, even if the change to Inner Release made it less effective. And why wouldn't anyone use Vengeance also for damage?

    Popping it on Toxic Crunch instead of Venomous Mass for example is just free extra damage.


    Or the other case where you just pop it during a buff window if you know you won't need it for another 2 minutes...although that scenario has been rare this expansion.
    (3)
    Last edited by Absurdity; 05-01-2023 at 10:07 PM.

  6. #6
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Absurdity View Post
    You actually do use it for damage whenever the fight allows you to, even if the change to Inner Release made it less effective. And why wouldn't anyone use Vengeance also for damage?

    Popping it on Toxic Crunch instead of Venomous Mass for example is just free extra damage.
    That's sick actually. It should be obvious, but I didn't know it was an active thing people did, guess I just never noticed.
    (1)

  7. #7
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,340
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Zairava View Post
    That's sick actually. It should be obvious, but I didn't know it was an active thing people did, guess I just never noticed.
    Well this tier has been pretty heavy on magic damage, which ignores the damage reflect.
    Infact I'm pretty sure only p5s has a physical TB and physical autos. Everything else has been Magic
    (1)

  8. #8
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    I have played all the tanks at high level content and I can say this. Each "feel" the same...but they couldn't be more different in terms of the fight mechanics they have to work around.

    P8S on Warrior feels completely different when played on PLD.
    Holmgang while not really needed...actually comes in handy on the 2nd phase as I can use it multiple times. Where as on PLD Hallowed Ground has maybe 1 use during the most opportune time.

    Same goes for burst windows and flexibility of each tank. PLD has the ability to range with it's burst and Holy Spirit. Warrior has to be close and max melee for those moments. Granted the hitboxes are much larger now then ever...but it's always nice to know that if I need to spread away during four fold I can put myself in the corner and still use Holy Spirit vs. Tomahawk...both of which DO NOT compare in damage.

    It's moments like that I love figuring out the minutia of each fight and how each tank can min-max themselves. So yes each tank has the same toolset...but it's used in different ways.
    (1)

  9. #9
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,887
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    I mean yes and no?

    They're all way too similar right now for sure, but at the same time they're not quite reskins of each other, I mean look at healer design compared to tanks... theirs where the jobs are the same. In reality they share a lot of the same tools, but have ways to stand out from one another, I think DRK/PLD Stand out quite a lot defensively (not all in good ways mind you)

    in terms DPS rotations sure they're very similar and all basically builder spenders now, but a majority of jobs are builder spenders anyway.
    (3)

  10. #10
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    It's easier to balance something where the core elements stays the same..
    All roles ( DPS/TANK/HEAL) have the same core elements in them ( same role,task,goal)..
    That's why they can feel the same..bc that's pretty much it..
    (1)
    SCH/AST/DNC/VPR/SMN

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