Now that we have translations... those WAR nerfs seem really pathetic and I look forward to still not using PLDs after the patch.
What am I missing?
Now that we have translations... those WAR nerfs seem really pathetic and I look forward to still not using PLDs after the patch.
What am I missing?
Mnk should always be top DD on a single target. They have lower range so need to get in very close/every AoE range, and their only AoE has short range, 40 sec cooldown and lower damage. Drg, especially now that Impulse Drive won't miss half the timewill have two strong AoE, plus Doom Spike they can rotate easily and quickly. As for defensive abilities? Drg has Lifesurge, which is a LOT better then's Mnk's defensive abilities. Featherfoot isn't 100% evasion and Second Wind is one heal. With Jump Drg basically has all of Mnks defensive abilities, only better.
Now, I will admit Drg buffs seem a bit short sighted and could either use a lot more, or be done different.
I really love Mnk, but buff the damage of every single WS, combo or not, seems a bit insane. >_> (updated translation says buffing Howling Fist combo effect. Read: damage. Miser is going to be such a pussy now.
I gave up on ranged weapons after I found out they did about 1/3rd the damage of a regular hit.
I don't really see why these changes would make Paladin a better tank though. Maybe I'm missing something but increasing damage on those two WS and allowing us to cast if we block isn't exactly gonna change anything.
I'm trying to stay optimistic about Paladin, and withhold judgement 'til I've had the opportunity to test out the changes, but I, too, am a bit concerned. -_- Excitement of patch day is kinda wearing off, and I'm wondering what exactly is going to change in terms of what class is chosen/suited to tanking for a high-end party, with just a couple of weaponskills increasing in damage.
Trying to stay optimistic!!! >.<
I think they should remove the range penalty on MNK needing to be very close rather than try to "balance" around it, honestly.
When comparing defensive capabilities between the two jobs it depends on what situation they're in. If we're talking doing the most damage:
Power Surge gave +118 attack at the expensive of taking 22.5% more damage.
Fists of fire is +25% attack I think? So you can get over that +118 with no defensive penalty. Even if you're not using Fists of fire, MNK has no ability that lowers it's defense. This is why the defensive capabilities of MNK far exceed DRG. Not beating them in single target damage while taking almost 1/4 more damage from each attack is just flat out bullshit, in my opinion. That's changed now, but the job will still have a massive defensive disadvantage compared to MNK.
A WAR using Berserk should beat out a MNK too if they're giving up defense for it, single target or multiple mobs shouldn't really matter.
Let's say the DRG isn't using Power Surge and is using Life Surge. For HP gained over time it's definitely better than Second Wind, assuming you've got it up constantly. But now you're losing even more ground to the MNK in terms of damage that way. If you want one of these jobs to tank, MNK can use Fists of Earth so it can have higher defense than DRG and higher evasion. What can DRG do to buff it's defense and take less damage? WAR and MNK both have options, DRG has zero.
WAR: Defense/parry traits, abilities.
MNK: Evasion trait, fists of earth.
DRG: Nothing. (Up until this update where you can Jump to avoid stuff.)
Either way, MNK wins out in terms of defensive capability. This latest patch is going to do a lot to remove some of the harsh negative penalties on DRG's defense, but MNK is still going to be the better defensive job overall with the capability of tanking (DRG has none, it's got no hate gaining abilities, it has no dual role of being able to tank in a pinch).
I rather thought the bonus was more like 40 ATK. I could be mistaken.Power Surge gave +118 attack at the expensive of taking 22.5% more damage.
Will dig through the thread looking for that quote.
New ones are available. o.0I get that, but poor damage, dated recipe, and how much of a clusterfuck the action bar is is pretty much a turnoff for me to use them.
You see all that enmity- on the AF? It's no surprise you can't tank on DRG; they didn't want you to.
They should just buff DRG up to do more damage than a MNK, since monk has other uses than just pure damage. I have no idea why you are discussing the damage mitigation of DRG vs MNK, when to me, the issue is that MNK shouldn't be doing more damage than DRG.
The official translation from is up
http://forum.square-enix.com/ffxiv/t...l=1#post700256
Dev post says "attack power" and not just "damage". If the dev post is indeed the correct one than the total effect would be nerfed given that the trait was reduced. Also note that the effect can only be enhanced by extending the duration several times.Increases attack power and reduces defense. Duration is extended when a weaponskill or Jump is used on the target. Effect is enhanced if duration is extended several times, up to a maximum of three stacks. Cannot be used simultaneously with Life Surge. Effect ends upon reuse
Bah. -.-
Although the change from damage taken +20% to DEF-whatever it ends up being is still a net gain defensively, it's not nearly as good as first envisioned. Sigh.
Edit: But you know, we actually haven't seen whether they simply increased the basic attack bonus granted by Power Surge, without the trait. Might not be a nerf at all. (o.O )?
They're finally going in (sort of) the right direction with PLD.
More HP (still not enough and their AF should still be changed to HP instead of MP, but it's a start) and more damage potential, these are the things that WAR has and PLD needs.
I don't quite understand the TP cost reduction on SC, I mean the nerfs are fairly justified (and I play and love WAR to death) but it just seems like a needless token gesture. Tbh something they need to adjust with WAR is the animations for Path/Whirlwind.
Unlike XI, in XIV animations aren't just positional locks but they also pause AA delay for their duration, and aside from these 2 WSs being of very limited usefulness (damage just isn't that good, long recasts) their animations are exorbitantly drawn out.
Also something people don't seem to acknowledge about DRG is they may lack the survivability of MNK in a lot of situations but they also have the best hate management between Elusive and Chameleon.
Though I agree that they seem to be giving MNK a bit too much, re: buffing Howling/DK. Howling is mad powerful already and unlike DK get's the full benefit of Blindside. DK was fine as it was given the additional effect.
As for Power Surge, the translation is iffy, it says using Jump/WS increases effect time as well as the potency, so is the duration still 1 min? I bring this up because the description says the effect is removed upon reuse which is usually only a quality found with perpetual buffs (Fists/Rampage/Berserk/Cleric). Also wondering how the Jump evade will work, will it just keep you suspended in the air for X seconds or give a buff that evades the next physical attack a la Feather/Decoy?
Edit: the official translations don't clear up much about Power Surge and Jump, how many times does the duration have to be enhanced for the effect to be? What's the max duration?
Power Surge will pretty much work the same as before but will reset to 1 min after every WS or jump use making it easy to maintain. It will also upgrade to lv II and lv III after each WS/jump. This will make use of Dreadspikes more as its alot easier to re-max out Power Surge after usage. (basically 1 combo chain)
The jump animation is a few seconds long so during that window you'll avoid any/all attacks, so your timing can help you avoid deadly aoe or direct atks. The skill removal upon reuse is what it is, just like any other skill, an on and off switch incase u wanna remove it manually (for when you pull hate and dont wanna take a def down penalty)
The change to Jump sounds like it will behave like Jump a la FFIV: hang in the air for a few seconds, and then come down with the attack.