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  1. #1
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    548
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Derio View Post
    DRK is fine so long as the healer isnt really bad or messes up your invuln. If you got a early level version of TBN it would be perfect. I think healers honestly need better oGCD healing options earlier. Most of the time a DRK dies is because either A- lack of proper mitigation or B- Healer did not heal the tank. Some cases you can have both
    This is my question not a gotcha.

    Is drk power full or is healers overpowered? If drk's mit allow them to pull without a healer then it's drk. If the healer can keep a tank alive without mit, it's the healer. Now if you need both and drk still dies even if it's not all the time but still happens, I'd say it needs a bit of help. But let's be honest most other tanks are very overturned. Just some food for thought
    (1)

  2. #2
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,005
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Vatom View Post
    This is my question not a gotcha.

    Is drk power full or is healers overpowered? If drk's mit allow them to pull without a healer then it's drk. If the healer can keep a tank alive without mit, it's the healer. Now if you need both and drk still dies even if it's not all the time but still happens, I'd say it needs a bit of help. But let's be honest most other tanks are very overturned. Just some food for thought
    Both are overpowered.

    You dont need a tank and healer you just need one, you can clear any dungeon without a Tank, you can clear any dungeon without a Healer.
    (1)

  3. #3
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    548
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Rithy255 View Post
    Both are overpowered.

    You dont need a tank and healer you just need one, you can clear any dungeon without a Tank, you can clear any dungeon without a Healer.
    I would say that's a big problem and cb3 needs too look at the fundamentals before anything
    (1)

  4. #4
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,387
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Vatom View Post
    I would say that's a big problem and cb3 needs too look at the fundamentals before anything
    It's a fundamental issue that is bigger than the jobs and their abilities. In fact, comparing other MMORPGs, both the tank and the healer-kits aren't even strong in FFXIV. Healer kits are oGCD/CD overburdened while being underpowered and underdeveloped on the GCD-heal side (compare WoW having selections of heals like efficient-but-slow, big-but-costly, fast-but-costly, that stuff). Tanks have maybe a bit needlessly many CDs instead of fewer stronger ones on shorter CDs, but that's mostly a wash.

    The underlying issue is an utter unwillingness to deal any real amount of damage to either tanks or the group. And that's a problem. It means tanks can survive pulled large groups of mobs, while healers can spend all their time GCD-nuking, healing what damage there is mostly with oGCDs.

    The solution would be a combination of significantly raising HP pools (but not defenses), importantly not adjusting healing/regeneration/shields (so you take long to die even against high incoming damage, but you cannot trivially be re-healed either, it takes real time and mana to do that), then:

    * Increase all melee damage output massively (remember even non-tanks have high health pools now!).
    * Make many melee attacks cleaving, some even 360° (extra damage on melee DPS that has to be healed).
    * Make autoattacks able to crit, and make crit-resistance a type of damage reduction (allows further tank differentiation, one tank could be mostly or passively crit-immune in return for weaker CDs or less passive damage reduction).
    * Bigger individual trash mobs and bosses constantly have some way of dealing low~medium damage to non-tank party members. Say on every autoattack they shoot two bolts at random people for 25%-30% of their HP pool, or they cause unchoreographed line and circle AoEs to erupt in the area hitting for 15%-20% on everyone hit, or they just have a ticking AoE DoT that cannot be disabled that still deals non-trivial damage every few seconds.

    This together with changing healer and tank kits would allow a setup where healers spend most of their GCDs on healing, not damage, while also being able (heals cost a lot!) deplete their mana pools, so tank damage resistance against "normal" damage matters a lot suddenly. Meanwhile tanks cannot hold their defensive kit just for the 1-2 special abilities, they need to constantly reduce how much healing they require (or re-heal themselves, crucial all of a sudden!), and DPS need to actually utilitze their defensive and self-healing abilities (which probably need some buff then, too).

    The thing is... that's too much. That would basically mean scrapping the combat system entirely, including all enemy actions, and re-doing it from the start. And that for 100 levels of existing content. No way are they going to do that.
    (2)

  5. #5
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by HanakoTheGoth View Post
    Dark Knight

    Abyssal Drain (Rework) 30-60 cooldown (3 charges) drains tons more life, deals more damage under influence of blood-weapon

    Salt the Earth - Now Siphons life per tic healing the target dark knight passive dot/regan effect. whil under influence of blood weapon

    Shadows of the Vold - 60 second cooldown - shrouds the dark knight with shadow armor with tendrils. that whip around attacking targets close too and giving dark knight 40% damage reduction for all types of damage (these tendrils hit for 120 weapon potency anytime they whip an enemy they counter attack anytime your dark knight is hit

    Shroud of Darkness - 90 second cooldown - for 12 seconds all physical attacks/skill dealt to dark knight will result in a miss. also take 30% less magic damage

    Damage Drain - Creates a siphoning link to dark knight and draining there damage output and adding it to the dark knights damage this puts debuff on enemy and buff on dark knight as long that monster is alive like the tether from paladins cover. it deals damage over time . last 12 seconds or target is dead mp cost 3000 mp (does lot damage over time) during boss fights this makes dark knight super tanky and works with tbn
    This is not a rework... this is just the bare minimum expansion additions...
    (1)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  6. #6
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    353
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    This was before abysmal(lmao) drain got buffed...so I wasn't getting fully healed each time, I was the tank. Minimal item level synced as well, so SMN didn't have phoenix and the party was crippled on the level syncing down below what you typically queue as, there were still mistakes made on the party's part but we were still fine.Take it as you like, but what I came to understand is that even though DrK might have the least sustain it doesn't matter because even the least amount of sustain compared to the other three is still too much...and that doesn't begin to include other jobs and what they can do now party wide.


    There are runs without TBN as well in there if you want to look for them

    https://youtu.be/zttiIWIZsaA?feature=shared&t=1849
    (0)
    Last edited by Katish; 09-02-2025 at 05:23 AM.
    #FFXIVHEALERSTRIKE
    1: Healers need something to do when they aren't healing, the lousy one button dps experience and occasional second just is not enough.
    2: The sustain of the nonhealer jobs has taken our job from us...which has left us nothing to do besides our lousy one button dps experience.
    3: We do not need most of the healing buttons...a lot of those buttons can straight up be removed or consolidated. Which would be a good thing to consolidate using the new sys.
    4: Pure & Shield means nothing and having any combination of the two is just overkill.

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