Quote:
Originally Posted by
Ametrine
The flaw with that is it would make lower level dungeon emnity issues worse unless they gave tanks their stances at the lowest possible levels. Should we make materia a requirement, or a bonus?
At low level, enmity bonuses we have now are so powerful that it's nearly impossible to rip anything off once you've hit Flash a couple of times. I don't have any wish to make life harder at level 16, but holding mobs at that level is virtually no effort and there's room to manipulate things without breaking it down there. (And if necessary, tank stance earlier wouldn't exactly break anything.)
Quote:
And if they cut Crit away, we may as well start considering dropping materia as a system all together or reworking it from the ground up.
Yep. I mean, the only choices right now are "tenacity or DPS stats" effectively. Unless they plan to cut all the DPS stats, people will just keep going to them until they run out or tenacity is stronger. And if you cut them out, why do we have this system at all?
Quote:
Also, you get a comm though for being the first person to see me say how much easier healing a Tenacity focussed tank is over a DH one, and not respond by passively telling me I'm a bad for being dependant on a tank being defensive. Tenacity tanks being less work is something to note, yet it isn't.
:)
Quote:
Also, in regards to DPS maximization on Heal/Tank jobs taking *priority* (key word here) over the core Healing and Tanking role, not suplementary to it, I think that's the point a player needs to consider DPS. We're all trying to maximize what we enjoy, so if big damage outputs are what you enjoy doing, then why not play a job built for getting the most out of that?
I'm a healer main, so I can come from there more easily. Piety does nothing for me. I have all the MP I need on WHM and SCH (and I don't like AST). It may be the healer stat, but having more of it doesn't change anything. So I don't. I put VIT on a couple of items for that extra survivability, and after that it's all other stuff. That other stuff boosts both healing and DPS, so we have it kind of easy.
But once I can do enough healing to keep everybody up through the damage, what does more healing get me? Not a lot. You need to do X healing, and any extra is overheal. X varies from group to group and tank to tank, but it rarely goes over a certain point. Of course, I don't have a ton of healing boosting cooldowns, so more healing is often better.
Tanks tend to only be under threat in certain attacks and have boatloads of ways to mitigate it through abilities. They need enough toughness to survive. After that, more DPS helps avoid enrages so it's value goes up quite a lot to get a kill in case someone else dies or something happens (or just to do it faster and avoid mechanics). More toughness past what you need on jobs that already have so much is not going to stack up for a lot of groups.
That said, I certainly don't mind a tough as nails tank in DF. :) Tenacity there isn't optimal for speed, but anytime I'm healing one of those folks I know we're going to have a smooth run because there's no way they're suddenly going to spike down faster than I can recover.
Quote:
Personally, I'm starting to realize why some players wish we had support jobs. I think I've become one of them.
Yep. I mean, healers are usually effectively support but I spend half my time flinging rocks. I know Moro likes that playstyle quite a lot, but I've always found it weird (coming from WoW) and if they shifted it to make healing harder where I need to do more of that and less DPS, I'd be okay with that. That's not the game we have right now, though.
The entire game is built to be extremely DPS focused. When that's the game they give us, it's hard to fault people for taking that and running with it.