My Thoughts on FFXIV Tank Balance as a PLD / WAR Main



Just talking about Final Fantasy XIV Tank Balance with an emphasis on Paladin.

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17 thoughts on “My Thoughts on FFXIV Tank Balance as a PLD / WAR Main”

  1. There needs to not be trade-offs given the design of 14 is not around diversity of combat encounters. Everyone is a dps, any content requiring cognition is a dps check. 14 is a MMO first, an RPG very little and less day by day

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  2. what they need to do is make every tank their own thing. ex. make paladin really good at healing itself and have a heal ability for its team. may already have one. on top of that give it res for when shit really hits the fan. paladin will never really be the top dps tank but its the tank everyone will want in their team for saves as well as being able to just keep itself alive with no healers needed for 80-90% of the fight. then work out what the other tanks are. dark night is 100% more of a dps. everyone talks like it is so make it into it. more dps less mit less heals. while warrior and gunbreaker are middle of the road but different on how. = on damage but one has better mit other has better self heals.

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  3. PLD has one more raid CD compared to the other tanks furthermore their short CD is on a gauge which means they don't have to trade personal survaivability for the OT/raid member surv compared to the other tanks, as of current tier most Tbs hits both tanks and having effectively 2 charges at the start of the fight shouldn't be overlooked. There's some negative to it with the fact that gauge is tied to autos and downtime affects it, atm however this is not so widespread, what is however a problem is that the personal being block doesn't affects dots on the current iteration of tankbusters, one possible change is SE modifying holy sheltron to have both block and DR duration be the same (8 seconds to be specific).
    The reason I stress this is because the talks about tanks have been too much dps centric and alot of uses of Cds haven't really been discussed by the ppl. This is a problem because the feedback given to the devs is that the problem is the dmg, which isn't entirely correct, while I've shown some of the "advantages" PLD have, I would say they aren't really impactful enough and just slapping a potency fix or changing the rotation to be more in tune with everyone isn't really addressing the situation at hand. Sadly parse mentality has become too much ingrained in XIV as of late and I can't say I think it's for the best

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  4. Paladin is the most complex tank when it comes to optimization in fights. It's party mitigation isn't so much more amazing than the other tanks. Imo it should be gnb>pld>drk>war, as far as how much dps they do

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  5. Honestly, I feel paladin should have the lower damage but the most versatility as a tradeoff for low damage. DrK has high damage but not as much survivability (excluding things like TBN). Gunbreaker has high damage, but a strict rotation that can interfere with Mit CDs. Warrior has a ton of self-health while being in the middle of the pack, so to speak. People are looking at this from a damage perspective, which isn't necessarily wrong, but leaves a lot to be desired.

    I feel like they should make paladin gain gauge off of gcds as well as autos. While I don't think this'll necessarily fix everything wrong, I do feel like it would be a step in the right direction as currently, they're much more punished for downtime compared to other tanks due to it being strictly tied to autos. Then maybe give them abilities that serve as aoe heals when you block a certain amount of damage(???). I don't play PLD myself, so I'm just throwing ideas against the wall here.

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  6. Veil is a pain compared to Shake, but it's not as big of a pain as it seems. The heal from your attacks on your caster rotation can proc it. That heal from your caster rotation attacks also gives you pretty solid sustain. And considering you're in caster mode about 1/3rd of the time, that's a pretty significant amount of time.

    Wings is a dps loss if you use it for too long, but if you weave it between a global in anticipation of damage, you can get the DR out without losing damage on it. Is that as useful as dark missionary from a DK? Again, probably not. But that's part of why paladin has the highest skill cap. It has the tools, bit it takes more work to get there. Also remember paladins do block sometimes, which is a unique quality. You can also flash wings to block a buster if shelton is down. Being the only tank that has 2 group DRs AND a group wide shield is value. It's unique to paladin. And invulns have been less useful this tier, so HG isn't really a downside like in previous tiers, since it's actually sort of useful this time around for DoTs on busters.

    That said, these extra steps to do things are probably why it's next tank up for a rework. I just hope they don't do anything crazy, because I've been loving playing it again since 6.25. Shields up Ironbreaker!

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  7. They need to go back to the well so to speak. Every fight is boiling down to a dps dance check. Its more important to sacrifice a mit or two sometimes or let all your OGCDs do the healing so you can damage more.

    They need more tank specific and/or healer specific fights again. The DPS may complain but I do not see them rolling white mage to cast glare for 80% of a fight.

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  8. It's very fucking simple. The more complex or difficult your job is to perform, the more damage or utility that job ought to bring to the group and right now Paladin is way more complex than the other tanks while bringing nothing exceptional to the group and being bottom damage. Someone's got to be the bottom and it sure as fuck shouldn't be the Paladin.

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  9. I feel like 2% damage is big for lfg. Most groups just see tanks surviving and the biggest factor after just surviving is damage. I can get the details thst are important, but alot of players won't ever consider that.

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  10. I love you Ruri but I really don't agree. No tanks rotation is hard at all, they are all super basic simplified dps. Yes warrior is significantly easier than the others rotations but this by no means means that they should do 5-10% less damage. If so you are basically denying the job from being played in week 1-2 content.

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