Which minions? I need to know so I can farm at 70 before prices crash.
It helps that one of the minions was a waifu minion (Yugiri); last I checked though, prices dropped to 10M range since more people are getting EXDR access.
Can someone give me a rundown of the post patch tanks? I've got a lvl 60 DARK, WAR, and a low level gladiator and I need to decide which one will be most fun for stormblood. I've played a bit with WAR over the weekend, but not enough to really get a feel for the changes.
Can only comment on WAR so far and the day-to-day is fine. By and large a lot of regular play is the same as always except with a new oGCD to use, better mobility, and Infuriate resets. Gaining Rampart helps smooth a lot of things over as well. The stance dance penalty is awkward and clunky still but you can typically work around it. It's just an unfortunate jank that doesn't increase depth or add real choice.
Inner Release and tweaking out the 6x Fell Cleave (+1x Upheaval) is a thing; it's satisfying to get off and, realistically, we're still defensively in around the same spot as before (+ Rampart!). But it's also this weird thing of setting up an Infuriate to reset later some ~10 GCDs in advance that makes for a slightly weird setup time to adjust to. Threat feels awkward in that you're trying your damned best to avoid Butcher's Block for fueling more Fell Cleaves so you tend to suffer a bit. Edit: Left out the biggest downside, losing Bloodbath is a really big deal when it comes to massive pulls or even just for self-sustaining through DPS loops. Your health feels more like it just drops off in pulls rather than the down-and-up yo-yo effect that Bloodbath let you do. Your self-maintenance took a really big hit and it sort of sucks to deal with since nothing really makes up for it, not even more Storm's Path use.
Basically, my summary is the more I just do things then the more fluid it feels; Upheaval as oGCD threat / damage is neat, Onslaught feels fun for a lot of the PBAoE or "get to this side of the room and back" mechanics, and the Infuriate feedback loop is just a nice bonus use of your skills. The more you try to get the most out of Inner Release / Deliverance, the more tightly wound up everything feels and you start to really hate the idea of switching stances at any non-zero value (WHY GAME, WHY DO I HAVE 5 METER LEFT) and you're stuck with a bit more preplanning and setup than you used to before. Your sense of agency with your health management is significantly lower now but you do have better access to mitigation skills; healers may like you more for hits but I feel less responsible for my own HP which lends itself to more GCDs spent healing vs letting me deal with some of it.
tl;dr: More tools than before, maximizing use of stuff feels clunkier; better access to cooldowns for hits, require more active healing as HP sponge.
Why did it need to work that way though? I keep seeing that point, but again two tank classes with largely no penalty for jumping to and from DPS seems just the kind of shit that tilts the scales heavily in their favor. That was always the problem. Now we're all dealing with stacks in one form or another in largely the same fashion.
Because you spend a GCD (and resource) to trigger a mitigation effect; swapping stances on WAR just enabled better healing on them but on it's own didn't actually set anything off. Losing meter is a pretty harsh penalty here since it's generally worth more than a single average GCD for high values? It basically puts you in a spot of you should never switch when you're actually facing a resource loss and it significantly delays changing stance into Inner Beast by several GCDs (and/or having Infuriate ready).
Also, to conserve space here, Riot Blade is more than enough to cover MP between Requiescat cycles. You also don't need Sheltron / Shield Block at all to do a 5x Holy Spirit inside a Requiescat window.