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  1. #31
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Kraze View Post
    Missing one Halone does not screw the run, lmao. But okay.
    Yes is does screw the run, try missing one on Turn 4 early spawn sometime when your DPS need to be pushing as hard as possible.

    Or better yet wait until you are on Silence or Stun duty and miss one of those.

    100% accuracy is the most important secondary stat for a tank. What's another 1 or 2% in parry rate or the pitiful amount of extra damage you do with determination compared to 100% hit rate?
    (2)

  2. #32
    Player
    symba's Avatar
    Join Date
    Oct 2013
    Posts
    94
    Character
    Qt Symba
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Much rather have too much accuracy than not enough while stacking determination/crit instead. Especially since the vit you gain from allagan/af2 is essentially the same.
    (1)

  3. #33
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    I am in agreement with Ladon.
    Accuracy is an extremely important stat.
    Sure, a miss won't hurt in the long run, but if it occurs during times when you need it?
    Yeah, you can't do such a thing.
    A BIS would assume the minimum accuracy needed to ensure you never miss.
    (1)

  4. #34
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Kraze View Post
    Missing one Halone does not screw the run, lmao. But okay.
    I'd argue that, especially in the first ten seconds of a fight, there's a huge difference between Fast->Savage->Rage and Fast->Miss->Fast. That one miss would cut your enmity in half while you're still trying to firmly establish your enmity. Might not completely screw the run, but that's only if all 7 other people notice in time to change their rotations, because I'm certain they're all prepared to open as if you've done a full RoH combo. I know the first few seconds are where I'm really riding the tank before his full combo lands and he takes off.
    (0)

  5. #35
    Player
    HelianCreed's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    4
    Character
    Fero Creed
    World
    Phoenix
    Main Class
    Gladiator Lv 60
    Ultimately, get both to +1. Get all your valor armor. At this point in time, we should gear up well before the 2.1 update.
    (0)

  6. #36
    Player
    CrazyDuck's Avatar
    Join Date
    Aug 2013
    Posts
    64
    Character
    Cherryana Sugartoes
    World
    Cerberus
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by juniglee View Post
    Hey guys,

    I have about 477 Mythology tomestones remaining after +1-ing my brand new, shiny Holy Shield yesterday. After the next reset, I'd be able to get about 777 Mythology tomestones for the coming week (what a nice number, isn't it?).

    My question is how I should spend them. I've heard people telling me that Curtana +1 isn't worth it - in contrast, Holy Shield +1 is worth it, and that's what I went for first, and that I should save them and spend them on Valor gear. Only problem with Valor Gear is that it will take ages for me to get them, since Darklight gear is one of those 2-in-1 piece gears, so I'll need to buy both relevant Valor parts together, or buy one and use AK gear for the other part.

    Thanks for any help.
    always always +1 your relic 1st, the relic + are getting a buff soon so they will be worth it,
    (0)

  7. #37
    Player
    loldrg's Avatar
    Join Date
    Oct 2013
    Posts
    41
    Character
    Lol Drg
    World
    Sephirot
    Main Class
    Marauder Lv 30
    Quote Originally Posted by Viridiana View Post
    I'd argue that, especially in the first ten seconds of a fight, there's a huge difference between Fast->Savage->Rage and Fast->Miss->Fast. That one miss would cut your enmity in half while you're still trying to firmly establish your enmity.
    To add to this, in turn 2 when tanks are trading hate, often nailing your Halone combo as you Provoke off the other tank is what turns ADS or the node to focus on you. In this case missing the combo can possibly kill the other tank before you get hate because of your shitty acc. This can screw a run easily. My first turn 2, after just getting Allagan Boots I could not hit the broad side of a barn without DL legs +43 acc and had trouble taking hate off the other tank and keeping it when it was my turn. The problem immediately disappeared once I re-equipped my DL after we wiped. Acc is PLDs #1 stat for coil after VIT until you hit the acc cap.
    (0)

  8. #38
    Player
    loldrg's Avatar
    Join Date
    Oct 2013
    Posts
    41
    Character
    Lol Drg
    World
    Sephirot
    Main Class
    Marauder Lv 30
    For OPs question, I went Sword > Shield > Head (I got Allagan body drop). Shield is a huge waste of myth as an upgrade IMO since its Allagan counterpart is a turn 1 drop which also has +acc, I regret getting mine so early. Shield gives 1% extra block/parry dmg reduction w/ less vit per myth than upgrading other slots. Sword gives extra acc and extra damage, which will help tremendously in turn2+4 if your coil DPS gear up faster than you in ilvl90 gear. Honestly unless you're doing Coil it doesn't matter what order you get things since DL+ilvl70 weapon is enough for all other content so it becomes almost purely vanity based on what gear you want to get first. You'll have enough of it by 2.1 that you'll excel at all the content in it regardless of your choices now.
    (0)

  9. #39
    Player
    RapBreon's Avatar
    Join Date
    Sep 2013
    Posts
    344
    Character
    Rap Breon
    World
    Tonberry
    Main Class
    Warrior Lv 70
    I'll add my own anecdotal evidence into the foray;

    First attempts on T4 my WAR wasn't hit capped, the amount of times a Skull Sundered or Butcher's Block has missed on wave two is so unnnnnnng. Now you may think, if that causes a wipe, you is da baddens.

    True, I recover the mob before any serious damage is done, but it does stop my melee from doing absolute maximum DPS as they have to chase the one that's chasing me (who is chasing the one chasing the healer). This puts us only a couple of seconds behind on the Dread; which on our first attempts were cutting close even under the best circumstances. Sometimes those few seconds meant a spider got to the Dread and essentially caused a belated wipe.

    @Kraze; If your job is truly to hold threat and not die (which it is); the chance of missing a threat move at the wrong time (the start, add spawn, aggro reset, etc.) would have a far more tangible chance of causing a wipe than having a little less crit/determination. And seriously if you need crit. or det. to hold threat you're doing something wrong to begin with. Equally geared and skilled tanks won't lose threat on a single target to equally geared DPS after the first couple of globals (BLM 2.5k crit hooooooooooo).

    Napkin math here (someone better at this correct me if I'm wrong); the parry would only amount to like ~0.0025%-0.005% (more like 0.0025%) damage reduction. So if you had roughly 9k EHP (ballpark number I pulled out my arse, should be close), it would only give an extra 22.5-45 EHP, depending on break-points (~2 Vit essentially).

    Thus, ignoring the accuracy cap has a far more realistic chance of causing shit to go wrong, sure early into an attempt, but the threat is far more likely and realistic, than 22.5-45hp ever saving you (or more realistically an extra 1-2% chance to mitigate 25% damage). You're essentially gambling an attempt on having ~2 extra vit. Your rationality for not being accuracy capped doesn't even satisfy the first half of your job requirement.

    And spare me the Liberal 'it's my opinion' philosophy lesson. Opinions can be wrong (it happens to everyone), which by following your logic; you are deliberately choosing the least optimal path for holding threat at the most crucial moments. As previously mentioned this appears very inconsistent to me.

    The only thing I can think of that would validate your POV is that you have some insane DPS that catches you on aggro all the time (which an argument can be made for acc in this situation as well). Which beyond the first few globals like I've mentioned, doesn't happen if you're using your offensives every-time they're up. And as a Warrior hooooooo boy you can generate a lead so big at the start if you do it right even the best DPS can't catch you for a solid minute even if you're just AAing.

    Edit: Oh yeah stun/silence duty, forgot about them.
    (1)
    Last edited by RapBreon; 10-15-2013 at 05:08 PM.

  10. #40
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Viridiana View Post
    I'd argue that, especially in the first ten seconds of a fight, there's a huge difference between Fast->Savage->Rage and Fast->Miss->Fast. That one miss would cut your enmity in half while you're still trying to firmly establish your enmity. Might not completely screw the run, but that's only if all 7 other people notice in time to change their rotations, because I'm certain they're all prepared to open as if you've done a full RoH combo. I know the first few seconds are where I'm really riding the tank before his full combo lands and he takes off.
    In half? it's much, much worse than that

    Fast blade = 150 potency of enmity
    Savage = 600 potency (200 combo potency and 3x enmity)
    Rage = 1300 potency (260 combo potency and 5x enmity)

    So you're talking 2050 potency of enmity vs. 300 potency because you couldn't be bothered to hit the acc cap. Don't do that to your group. Hit the acc cap.
    (1)

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