

Go in with ilvl 130 gear and at 11k hp and let me know how long you survive. Then we can have this talk about vit being no more important for tanks than any other class.Sorry...but this is wrong. VIT does nothing different for us than it does for any other job. VIT does nothing to directly influence how well we perform our job.
STR, DEX and INT increase damage for their respective DPS. VIT inflates our HP pool and nothing more. STR increases our damage and, by association, our enmity.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.

The defensive values of the gear is actually the main contributor to survival outside of a select few busters as far as I can tell. My tank(s) aren't 60 yet though so take it with a grain of salt.
The vit isn't what's making you survive. Armor does actually provide defense on it. Go into an just about any mmo and ask them about stacking hp, they'll all pretty much tell you the same thing, cross the min survivable hp threshold(usually automatic) then get other stuff(usually mitigation, but in this game that doesn't exist so it's dps).


Thanks I've played them long enough. And since I've said several times they need to add defense/magic defense to tank jewelry... ya.The vit isn't what's making you survive. Armor does actually provide defense on it. Go into an just about any mmo and ask them about stacking hp, they'll all pretty much tell you the same thing, cross the min survivable hp threshold(usually automatic) then get other stuff(usually mitigation, but in this game that doesn't exist so it's dps).
The hp threshold being met withotu jewelry is the problem.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.


No, the problem is the lack of any sort of real diversity or defensive stat options. HP bloat doesn't equal defense and there's no reason why they should be enforcing vit accessories as a mandatory choice for tanks. Allowing the HP threshold to be met from left side gear alone allows for far more options for jewelry if they had some actual options for us to pick. But as it stands right now it's either: A) take Fending and give bad players more of a cushion or B) learn how to play optimally and use Slaying/Pentamelds to help increase kill speeds and actually mitigate damage by not dragging the fight out.
The only way defense being on VIT stuff would be appealing is if it was done as a raw damage reduction and it would have to be at a level that it was more beneficial than running with higher DPS.


Thank you for completely missing my point entirely. The discussion here isn't ilvl or left side gear. We're talking about the benefit tanks get from using Fending accessories, which currently is absolutely nothing once a specific HP value is reached. VIT is only useful until you're no longer in danger of getting gibbed by a boss under normal circumstances. Assuming that you're a competent tank and your healers know what they're doing then after you hit that point VIT is completely useless aside from making your epeen tingle by seeing a larger number next to "HP".
Like I said before, VIT only does one thing and it doesn't even directly influence how we play our job. It has 0 impact on our outgoing damage, our incoming damage (stoneskin aside) or our enmity. STR, DEX, INT and MND all directly contribute to increasing the performance of their respective jobs. We are the only job that has two "primary" stats and that's what needs to be changed.
The best and probably simplest idea for them to fix this is to just add STR to VIT accessories. No DPS would sacrifice using an appropriate ilvl Slaying piece to gain extra VIT. In addition to this they should remove parry as a stat option or have it included in all tank gear in addition to normal secondaries. As it stands now it's completely useless and there's no point in stacking it because you'll never see a noticeable difference in your incoming damage outside of large trash packs.
Damage mitigation based on RNG isn't true mitigation, we have no control over it. Even if you stacked it on every slot and managed to have maxed parry value for each you're still only looking at an increase of 2~% or so parry rate with no change in the amount you parry for.
Their other option would be to rework how our skills work just like how they altered DEX when Ninja was introduced and have all of our damaging weapon skills be modified by our VIT value.
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