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  1. #1
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I wouldn't celebrate the tankbuster thing, tankbuster damage is a joke, if you want people to learn about tankbusters then tankbusters need to be a credible threat.
    They are in ultimates and these reflects this Square Enix philosophy of scripted incoming damage best.

    Consider that all ultimates have phases where you do trios (downtime mechanics) and targetable boss comes back between them only to do tankbusters and get spanked.

    TOP phase 5 is good example of this since it is double tankbuster - trio - double tankbuster - trio - double tankbuster - trio with a bit of targetable boss - double tankbuster into enrage.

    Each of these tankbusters do up to 300k damage while tank HP is ~110k, so as you can see each tank is forced to kitchen sink these + have party and healers to mitigate if they are swapping them to have ~65% mitigation, or invuln these.

    They are spread apart enough for rampart, feints, healer cds to come back. So incoming damage comes in intervals matching defensive/healer cooldowns. Even the short CDs like bloodwheting have to be used on specific things here.

    While the rest of the game is easier, fundamental scripted nature of damage still remains.

    And the proposals of more threatening autos, encounters forcing spreading of cooldowns etc. do not match this at all.

    Big issue is that the healing is secondary to mitigation and encounters forcing overlapping mitigations from entire party results in huge issues if somebody misses theirs.

    Shield healer tends to suffer as a consequence, but even they do not have enough tools to deal with all of this by themselves, so no wonder they are rarest role in PF.
    (1)
    Last edited by Somnolence; 10-26-2024 at 09:35 AM.