If they keep the DPS checks harsh, the DPS will not wear VIT gear.
A better fix to the whole tanks-wearing-STR would be to put a damage scaling on VIT for tanks only where they get a % (20%, 30%?) of their VIT equivalent in STR. It is their "main" stat after all. Healers benefit their heals AND DPS from MND.
I was actually thinking more in the line of just Tanks. Their natural VIT would cause them to take less damage so monster/boss damage would have to be buffed alongside such a change else the new aspect to VIT could make incoming damage trivial.
Last edited by Donjo; 08-18-2015 at 06:38 AM.
Hi ^^; I know the tank community is very spirited here.. So I am just swinging by from the JP forums to kinda echo what I read there.. In regard to tank accessory.. Can strength be added to them also?
Otherwise.. Can attack power be scaled off of vitality for tanks? Tanks are the only role that deviates from their "role accessory" and must use dps stuff sometimes. Thanks so much for reading and hoping I didn't echo people here too much if I did. This is a great community and have a good day!
Ha. "Spirited". I suppose that's as good a word as any. I always tell people that in this game nobody treats Tanks worse than other TanksHi ^^; I know the tank community is very spirited here.. So I am just swinging by from the JP forums to kinda echo what I read there.. In regard to tank accessory.. Can strength be added to them also?
Otherwise.. Can attack power be scaled off of vitality for tanks? Tanks are the only role that deviates from their "role accessory" and must use dps stuff sometimes. Thanks so much for reading and hoping I didn't echo people here too much if I did. This is a great community and have a good day!
Anyways, it's interesting to see Japanese players also asking for the same kinds of things we are in terms of how stats affect Tanks. You did echo some people a bit, but this small nugget of insight is certainly worth it.
Scale tank attack power off of defense and balance defense between left and right side pieces. Give crafted pieces a significant defense disadvantage (something like 80-90% less).
Defense split between left and right side something like 60/40. Give defense some kind of regressive scaling contribution to attack power so that later tiers of gear don't completely destroy tank/dps balance. Something like 25% at 2000 defense, dropping to like 20% at 3000 defense, etc.
It wouldn't make strength on gear worthless. It'd just make defense incredibly more attractive in a way that would encourage/mandate wearing non-crafted vit jewelry.
Tank skills would need to be rebalanced downward potency wise probably, esp if they actually did scale attack power off a full defensive value since tank attack power would increase by a very noticeable amount. Not a big deal, though.
My life while tanking is an existential hell from which there is no escape.
Well how I work this problem out is a Mixture of slaying and Fending gear. Depending on the encounter and how well the group is with the fight. For 1st encounters I stack VIT like a mad man, boosting my HP as far as I can then once my healers are more cozy with the fight I start to switch out VIT gear for STR to a certain extent.
I don't think the goal should necessarily be to mandate Fending accessories. That just replaces one useless set (current VIT) with another. Tanks actually have some level of choice right now (high/mid/no STR) which is cool, it's just that the no STR option is super weak and has no real place in the game. I think it's because it doesn't actually make you tougher - you still require pretty much the same amount of healing.
On the other hand, non-meldable Fending accessories probably should have some effect on your damage while tanking. I think maybe adding some level of defense and magic defense (to the effect of 1.5~2.5% additional mitigation per piece depending on item level) as well as having them reduce the tank stance penalty by like 10% per piece might work. Defiance would end up with like a 12.5% damage penalty and Shield Oath/Grit would be 10. That way if there's a fight where you'll be in tank stance for pretty much the whole thing, you have the option to really turtle up while maintaining a little bit of your offense. If you're going to be tank swapping a lot, you can wear crafted or Slaying.
Don't know if it's already been mentioned, but I was always a fan of the first incarnations of WoW's "Vengeance" mechanic for tanks.
For those of you that aren't familiar with it, the tl;dr is taking damage increases your Attack Power by a percentage of damage received, up to a percentage of your max health, and this is a stacking bonus that ramps up over time.
This would allow Vitality to continue to serve as a health buffer, while also contributing a portion to your DPS. Obviously there would need to be a lot of work and testing but I think the basis of the idea is nice.
This could also help to serve in dungeons where the DPS overgear the tank, as the extra damage from Vengeance translates directly into more threat.
I think SE purpose was to break the tanking meta so everyone can enjoy the game casually. Because of this unique play style and custom builds they're trying to avoid extremely strong classes. If vit stack defense then warriors will be op because it's naturally a decent dps class posing as a tank. They're trying to avoid the "bruiser" builds because they're op in almost every mmorpg I've ever played and consisted on classes such as this new lancer and warrior. For example my fellow LoL players look how strong Jax, Nasus, Warwick, and ect can become if left unchecked. With that being said the smarter players will always aim for enough to survive content and start building an offensive measure that benefit their passive and active skills. Since vit doesnt stack it somewhat nerfs that idea to an extent. No matter what most players build for content then work on offensive measures as tank becoming a "bruiser" high health defense and good to strong damage.
Last edited by RecklessLion; 08-24-2015 at 09:00 AM.
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