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I'm just curious. Did you actually try a dex based tank prior to 3.0? After getting responses, I did some more research (trying to see if dex did anything new now) and found a few interesting things from past players who did dex based tank. Most said it was a small niche that was extremely useful (according to them, they were blocking near 65% of attacks, which is huge). So I can't help thinking this was simply an underrated version that most never bothered to try (as it kinda goes opposite direction of most tank builds... but then again FFXIV is pushing STR based tanks that contribute dps... which is already off the norm). And sorry if I'm coming off as rude, I'm honestly not trying to.
I tried, but that wasn't honestly worth the trouble. The total block + parry rate of a full dexterity never went high enough to justify the loss of strengh or vit compared to the increase you had with sticking to crafted griffonskin accessories and leaving it as it was.
after that, with i100 and higher accessories, it was just too much of a loss to bother with it at all, especially since block and parry lost a lot of what little value they had due to the overload of magic attacks in raids.
yea, haven't had the pleasure of trying out a raid yet... I've heard they're fun and totally not full of elitist's :P
And does Dex do anything now? I'm just curious. I looked in the 3.0 patch updates and all i saw was thisI went ahead and assumed that was the Dex drop, but I'm curious if it was ever detailed anywhere.Quote:
Certain attributes no longer affect parry or block.
I had a dex build, all my accessory had max dex plus tons of strength. My mitagtion was quite high and 0 aggro issues cause of extra strength. Also dodged attacks a lot more. Problem with ff14 is stats were tiered for block and parry. Had to get to get to a certain value else no change. And anything magic base mitigation was out the window. Homogenization sucks!
Dex was garbage before and it does absolutely nothing now.
Well I guess to answer your own question you should maybe ask what do you really gain from mitigating so much damage?
Once you're mitigating that much damage what are you able to do after? I just see it as a serious loss if im already able to survive whatever encounter im doing without the extra mitigation why would I want to lose points in damage just to be able to survive even more? This game doesnt really have any rng surprise attacks that would warrant the need to mitigate even more damage than is needed.
That being said the amount mitigated before did not outweigh the stat it was replacing sadly, it was just uneeded mitigation (imo) even melds would've been better spent on just a flat vit increase. Imo yes it did add more variety in the game but sometimes less is more just due to somethings just being suboptimal and possibly detrimental to a party just by allowing players to use that build
I'd thought about something like that, as well. Alternate tanking methods are fun, but it's a bit of a shame how much they restrict stat customizability right now (to where it seems tanks are either Slaying or Fending). I almost thought about trying to make a Healadin (with Cure and Clemency), but the thought didn't pan out when I investigated it more, due to the inability to get substantial amounts of Mind on a DoW class.
Protip: if you edit your post, there is no limit. :)
People already have a conniption when tanks sacrifice piddly stats like det for parry, i can only imagine the next-level rage upon witnessing a sacrifice of infinitely more impactful primary stats like str and vit for dex of all things.