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  1. #41
    Player
    Windklinge's Avatar
    Join Date
    Nov 2014
    Posts
    300
    Character
    Windklinge Wirbelwind
    World
    Shiva
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Hayward View Post
    Here's what I'd like to see done for Fending accessories:

    *Make a VIT:STR ratio of 2:1 and make Slaying accessories available only to jobs with STR as their main stat.

    Here's what I'd like to see for tanks jobs, in general:

    *Make VIT affect enmity generation (tanks only) and parry/block rate and effectiveness (up to about 50% damage)

    *I agree with the idea of making Sword Oath flip VIT/STR values (Defiance/Deliverance effectively does this anyway, so no change is needed there), though that may be trickier than Cleric Stance due to HP drops.
    since when does defiance and deliverance SWITCH damage from vit to str? its never done that so stop talking crap plz.

    se has many option to deal with this like was said yet refuses to. instead they already said they plan on handing out enmity buffs to your enmity skills with 3.1 which is basicly a band aid.
    (1)

  2. #42
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Alistaire View Post
    I don't see why they don't put more stuff like Ring of Lasting Shelter on fending accessories: http://na.finalfantasyxiv.com/lodest...m/dacdfdb4ea4/
    With how limited our inventory space is, I'd rather they *not* add a boatload of resist gear.
    (0)

  3. #43
    Player
    Phafi's Avatar
    Join Date
    May 2012
    Location
    Pizzeria Mafia New York Style Fuhgeddaboudit
    Posts
    335
    Character
    Phafi Flailspike
    World
    Sargatanas
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Alistaire View Post
    I don't see why they don't put more stuff like Ring of Lasting Shelter on fending accessories: http://na.finalfantasyxiv.com/lodest...m/dacdfdb4ea4/
    Cause then we'll eventually end up with FFXI DD tank syndrome cause they can just sit there in -50% damage taken and be like I FEEL THE BURNNNNN

    edit: I think it'd be ok if the physical resistances started showing up on weapons, but we'd need three weapons every ilvl tier to make it worthwhile. but it could turn into:

    A1: idk what the damage type is here for physical.
    A2: slash resist sword
    A3: blunt resist sword
    A4: who cares it's all magic, which one is the most offensive
    (0)
    Last edited by Phafi; 09-16-2015 at 10:03 AM.

  4. #44
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,557
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    If anything this is the only thing that makes gearing up interesting.
    "Do i buy this fending or slaying accessory?"
    I get to ask myself that often. It's actually nice from the cookie cutter change of only having one option.
    (0)

    http://king.canadane.com

  5. #45
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Canadane View Post
    If anything this is the only thing that makes gearing up interesting.
    "Do i buy this fending or slaying accessory?"
    I get to ask myself that often. It's actually nice from the cookie cutter change of only having one option.
    The problem is right now there is no reason to ever take the fending accessory over a melded item.

    (unmeldable) Fending accessories need a noticeable bonus to a tank's actual toughness, not just their HP pool. Even just phys/magic def on them would be enough to at least give them a reason to exist.
    (2)

  6. #46
    Player
    Jamez82's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Jay'nes Alexander
    World
    Malboro
    Main Class
    Conjurer Lv 50
    Except people still won't use them because "MOAR DEEPS".
    (3)

  7. #47
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Jamez82 View Post
    Except people still won't use them because "MOAR DEEPS".
    I don't subscrib to that frame of mind, I would use them.

    Quote Originally Posted by Nadirah View Post
    If you time it properly, it's an automatic block.

    It doesn't work *right* now because none of the tank busters can be blocked currently, but it *can* help out the auto attack right after that might be the cause of your tank's death if you're having issues at that point.
    That effectively limits the effectiveness of Sheltron to single targets, since you can only effectively time things against a single target.

    They specifically reduced block effectiveness and parry effectiveness because there are abilities that guarantee both. Can't remember what the warrior one is as I don't play it, but Sheltron is a guaranteed block, and Bulwark ups chance by 60%(not even sure what my block rate percentage *is* since it's not displayed anywhere that I'm finding) which is kinda stupid high with a lot of things hitting you.

    Not sure. Paladin used to have one combo and one combo only that was really used regularly, so lower enmity multiplier was okay. Now we have two more, which have higher potencies on the, but no modifier. So Goring Blade and Royal Authority do jack shit for my enmity. If I'm pushing DPS, I *will* lose hate if I'm not careful.
    I can't help thinking the lack of emnity modifier is an oversight.

    Blizzard had something similar going on with World of Warcraft and both shield tanks. Essentially, you wanted to be CTC capped(combat table coverage). Block, dodge and parry at 102.5% meant you could not be hit for full damage. At all.

    Then there was the Trial of the Grand Crusader runs on the last boss that summoned a boatload of adds that hit like trucks. We'd go back into old raids to get gear with block rate on it for our Warrior. He'd tank them because he'd take less damage. Blizzard fixed that right up by REMOVING block rate from gear.
    Apllying a modifier based on level difference seems like agood way to moderate a lot of things besides parry and block. But if a tank goes completely buttoned up at theexpense of damage generation, I don'tsee a balance issue since the missing dps has to be made up for by others.

    it causes balance issues. Done right, sure it could be good. Done wrong though.... Yeah.

    And I'd still like to see PLD get a damage reflect on block effect.
    A damage reflection - with an emnity mofifier makes sense.
    (0)
    Last edited by Kosmos992k; 09-17-2015 at 10:44 AM.

  8. #48
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dark-Blaz View Post
    I've never understood why tanks needed either two sets of accessories, or pentameld.
    Don't see healers needing pentamelded accessories with int to be able to do some dps, or a monk needing mind for their self heal, maybe give some strength to all vitality accessories like they did for accuracy on healer gear, before they took all that away. xD
    Because stupidly high DPS checks
    All accessories increase DPS for their respective jobs/roles except tank (str/dex/int for DPS and mnd which increases healer dps) so they don't need it.
    ACC for healers increases their DPS so they do that
    (0)

  9. #49
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Kosmos992k View Post
    That effectively limits the effectiveness of Sheltron to single targets, since you can only effectively time things against a single target.

    I can't help thinking the lack of emnity modifier is an oversight.

    A damage reflection - with an emnity mofifier makes sense.
    As it is, Sheltron is only good for one block. Very limited usefulness on anything but single targets, though I use it on CD on trash pulls anyways. making it last for a guaranteed duration though makes it too similar to Bulwark, with is 60% for 15s.

    The enmity thing I hope is an oversight. We *only* had our enmity combo before. Therefore, threat was fine.
    (0)

  10. #50
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Nadirah View Post
    They changed parry/block effectiveness because it was going to scale too high. They don't want us blocking 30+% damage of each hit every time. Especially with things like Sheltron.
    The side effect of this was to make an already bad stat (parry) worse.


    Anyhow, my vote is tank accessories would be changed to STR + VIT both at 75% of current cap (this would be the new cap for fending acc). This would make i190 fending about as strong as the current i150 pentamelds in terms of STR+VIT (with i190 level of secondary stats).

    Sadly, while this is better for overall balance between the classes (high level fending gear becomes universally desirable), it also removes the last good thing about crafting that's currently in the game. Crafting needs more useful stuff across the board. It's usefulness for combat classes shouldn't solely be relegated to leveling gear you barely need and grow out of quickly, and one set of accessories (pentamelded STR+VIT accessories) for one role (tanks) that's heavily dependent on possibly the worst system in the game (overmelding).
    (0)

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