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  1. #10
    Player
    Noxifer's Avatar
    Join Date
    Jan 2014
    Posts
    1,177
    Character
    C'alih Tia
    World
    Phoenix
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Nektulos-Tuor View Post
    You do realize that tanks have different thresholds? That kind of thinking is stupid. You heal for how much damage the tank receives. Since I play a tank and healer I know I will take as about much damage per X seconds unless i'm using a temp.
    ....There are two types of thresholds. One is in number of HP, the other is in percentage of HP. Normally, the tank should have enough HP that a 'comfortable' percentage of their HP to start healing at sits anywhere between 30-50% (depending on whether you know/trust the tank or not, and whether you're comfortable with your own skills to keep them alive). If, however, 30-50% of their HP would be below the 'comfortable' number of HP to survive that particular fight, then you'd have to start healing them before reaching that percentage.

    So no, like has been said multiple times in this thread, Vitality doesn't mean mitigation. But it does mean you can take more damage before dying. So in that aspect yes, it does make you tankier.

    I'm all for Strength accessories and/or Strength speccing. Once you are comfortable with your skill set. I would never suggest to a new tank to immediately start out with Strength gear. I would, on the other hand, tell them that "As you go along, and especially once you've hit max level, you'll most likely find yourself wanting to switch out at least one or two accessories to Strength. Maybe all of them in the end. How many you switch out will depend on how comfortable you are with your skillset/cooldowns, the content, and the team members you run with."

    I ran by habit with Strength when I first went into HW dungeons, until I realized that... I wasn't anywhere close to overgearing content anymore. I was levelling, and often I wasn't even on par with the dungeon loot (once dungeon loot got above i130). So I switched back to Vitality until I got to Law gear. (Once I get to tomestone gear, the first piece I switch out is usually the ring, due to Unique stamp on them ¬_¬ And even after I've switched most accessories to Strength, I tend to keep one Vitality ring because of that. Unless I get raid loot to compensate.)

    Does running in dungeons in full or part Vitality gear make the dungeon take longer? Maybe. Does me pulling two-three mob groups instead of full rooms make the dungeon take longer? Maybe. Does it take longer than if I overpull or have a lower HP threshold and the healer can't keep me alive so we wipe? No.

    The second time I ran NeverR.I.P. (mind you, I wasn't even i160 at the time) it was via Expert Roulette. I pulled the first group on that first island and stopped there. Once they were dead, the healer dropped out the second I pulled the rest of the mobs on that island, without saying a single word. Would my 'slower' pulling (due to being less geared than I liked) have meant the run took longer than the 30 minute penalty? Hardly. Especially as the smaller groups meant the healer would most likely have been able to DPS more. But meh. We got another one fairly quickly.

    Quote Originally Posted by Ashkendor View Post
    Non-raiders get to 25% of their HP and completely freak "I ALMOST DIED OMG!!" Raiders get to three-digit HP and go "Nice save."
    *cough* Yeah... I was like that in the beginning, too. But I have a healer in my FC who... likes to test people. He very much lives after the device, "You're not alive unless you're almost dying." I don't think I can count any more the number of times I've been down at less than 500 HP before he pulls me back. And not with Benediction either, since he's a scholar xD

    Quote Originally Posted by Nektulos-Tuor View Post
    Strength.. decreases aggro..? Vitality makes you avoid AOEs? Is this FFXIV or are we talking about a different game?
    I think what they meant (it's a little bit difficult to interpret, though ^^; ) is that if you get a "damage taken increased" debuff, and you due to being Strength-specced have a lower HP pool, it'll be tougher for the healer to keep you alive than if you get that same debuff but have a larger HP pool. The losing aggro part... Yeah, I don't know. Possibly indicating the 'stop tanking in tank stance' bit. Because even with higher damage output, you'd be lacking the aggro multiplier from tank stance =)

    Quote Originally Posted by Nektulos-Tuor View Post
    So, he let you almost die and wasted his Aetherflow stacks.

    I think I know why tanks need the extra HP. Trolls! =3
    xD The point of that was that while I in the beginning started to panic if my HP began to drop below ~25%, I'm no longer doing that. Sure, if it's a healer through DF, I'll worry a little bit, but not to the point where I'll freak out. Might comment after the fight something like, "Got a bit tricky there for a while xD Good job."

    And pfft, wasting Aetherflow stacks? Aetherflow stacks are only wasted if they sit unused and the Aetherflow skill is back off cooldown since ages ago.
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    Last edited by Noxifer; 09-11-2015 at 12:33 PM.