That's exactly what I was getting at, but worded way better.Trying to break away from the Holy Trinity has been tried and failed before numerous times. the latest being GW2 where the majority of encounters simple became a giant game of dodge all the mechanics.
Note: going to use dealing damage as an example of an added ability to tanking
A tank needs to take the hits at the cost of dealing damage. If a tank can deal a worthwhile amount of damage, then the meta would be to have all tanky dps. Now that everyone can take the hits, the point of tanking becomes trivial and it's now just a game where everyone tries to survive.
Strategy gets tossed to the wind when the status que is changed...
You just can't make tanks be more then what they are, something to strategically take the hits for others to survive.
Ten points to Leviathan!
Ok, I'm getting really confused, first you say keep tanks, then you say the game would be better with only one DPS class and one Healing class, no tanks at all. Which one is it?Ok first off, I never said to do that. I said to blur the lines and make tanks more teamwork-oriented instead of being totally self serving.
Second, if the game were entirely Conjurers and Lancers with all their AAs, not only would it be a better game, but the only thing you would need to change about any given fight are the numbers involved. That's how badly tanks are designed right now.
Edit: I say conjurer and lancer because that's what we had in beta phase 1. But arcanist and marauder would be way more fun.
Also, call me crazy but I'm not sure how soaking up all of the damage a boss is dealing so the team doesn't wipe is self serving for a tank.
All I seem to get from his post is to make mobs hit less so DPS can "tank", which then removes tanks. However, it would be kinda boring at that point.Ok, I'm getting really confused, first you say keep tanks, then you say the game would be better with only one DPS class and one Healing class, no tanks at all. Which one is it?
Also, call me crazy but I'm not sure how soaking up all of the damage a boss is dealing so the team doesn't wipe is self serving for a tank.
If the player runs tank + heals its unlikely that he will have any decent strength accessories. All his tomes would be going towards tank and healer stuff, and he'd be the last person in line for DPS equipment in Coil. So I think expecting a tank to have DPS accessories is a bit unrealistic without personally knowing the tank in question.
Isn't the whole point behind tanks are so that the healers aren't exhausted trying to keep up with the damage for entire parties? Keep it mostly on one point so they don't overextend their abilities.
...? You can get a full set of i90 Accessories from doing Coil + Myth + old-ex primals. None of which have a cap, and is what most people refer to when they talk about putting on DPS accessories (Because to be fair, your i110 Tank accessories won't have better stat weights than the +13 STR you can get from a single ring)If the player runs tank + heals its unlikely that he will have any decent strength accessories. All his tomes would be going towards tank and healer stuff, and he'd be the last person in line for DPS equipment in Coil. So I think expecting a tank to have DPS accessories is a bit unrealistic without personally knowing the tank in question.
Sadly not an option anymore with SE's nerf =p
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