As a casual player can someone please explain to me what so important about tank dps? I mean we are a tank we are meant to take punches in the face and survive especially as a MT.
As a casual player can someone please explain to me what so important about tank dps? I mean we are a tank we are meant to take punches in the face and survive especially as a MT.
Tank dps is for more hardcore raiding groups due to the time limit to boss enrage extra dps that the tank can output can be the decider of a clear or a wipe due to the content needing to be done almost perfect pre echo
Their is more then one way to approach fights, tank dps as some one stated can also correlate to time limit checks in raid, Efficiency, and people aiming improve their gameplay by Challenging themselves to be better and more wellk rounded player by experimenting with different play styles.
That being said, one should always focus on maintaining their main function of threat and damage mitigation prior to looking into improving their dps. Dps will improve with experience and understanding of the mechanics of the fight and their class. In my opinion at least
1. We're factored in by the developers into the damage calculations for raid DPS, stated in a live letter from the creator of the game.
2. More damage = more hate
3. More damage = monster dead faster = less damage you take. This is easily seen in almost any mass pull as when you start killing off mobs, it becomes drastically easier for the healer to keep the tank up.
It is possible to tune boss HP and DPS checks around tank (and healer) DPS in addition to what your MNKs, DRGs, BLMs and so on are contributing.
Not to mention that tank DPS goes hand in hand with enmity modifiers and thus help us hold aggro. The more DPS you do as a tank, the easier it is to hold aggro. Hence why a tank with a 142 weapon will sometimes have to do nothing but Halone combos to hold off aggro from a good DRG or BLM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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