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  1. #51
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Gotta remember, Giantbane, they'd originally intended on *breaking* the whole thing.

    After what melded accessories did to Coil, they decided crafted gear has to suck.

    Though I'd honestly be more agreeable to removing overmelds. Entirely.
    (0)

  2. #52
    Player
    Incatasi's Avatar
    Join Date
    Aug 2013
    Posts
    19
    Character
    Incatasi Lionheart
    World
    Midgardsormr
    Main Class
    Pugilist Lv 51
    Pff screw tanks, I want Acc on healer gear!
    (0)

  3. #53
    Player Eidolon's Avatar
    Join Date
    May 2011
    Posts
    1,373
    Character
    Muhau Nbolo
    World
    Mateus
    Main Class
    Warrior Lv 90
    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.
    If you're a Warrior and you're asking yourself "Fending or Slaying", you're not axing the right questions.

    Slaying all the way.
    (0)

  4. #54
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    A1S trolled my static this week with a Neckband and Wristband of Fending. Luckily the Neckband is one of two Fending pieces I actually use and has decent stats. The Wristband is horrendous and the other tank took it to wear on his WHM in PvP. xD
    (0)

  5. #55
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Ashkendor View Post
    The Wristband is horrendous and the other tank took it to wear on his WHM in PvP. xD
    LOL!! But glad to see I wasn't the only one to get trolled. That horrendous wristband dropped for me as well. The other tank didn't even roll on it. I only did because "Why Not?" I guess, even though the secondaries on it are complete crap for tanks.

    I rolled a 1 and won it. I felt the number I rolled was also representative on where I would rate that particular piece of gear if I were tasked to assign it a number from 1-100.
    (2)

  6. #56
    Player Isala's Avatar
    Join Date
    Jun 2014
    Posts
    866
    Character
    Isala Zuntrios
    World
    Adamantoise
    Main Class
    Blue Mage Lv 80
    We should really just toss Fending completely, put a little Vit on all accessories, and let tanks roll on Slaying. And I do mean all accessories. Make the STR/MND/DEX/INT a primary stat, and put some Vit on it, just like they do with the actual armor pieces. Never saw the purpose in having accessories just for Vit anyway.

    And before anyone says "What about the parry on Fending?", I want you to stop for a second, and ask yourself why you even care about Parry in the first place.
    (2)

  7. #57
    Player
    Velox's Avatar
    Join Date
    Sep 2013
    Location
    Sharlayan
    Posts
    2,205
    Character
    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    I think it would be funnier if they just class-restricted accessories the same way they do gear.

    The tears from the community would be delicious.
    (2)

  8. #58
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    The stats tanks needed in 1.0 were slightly different. Each class had 2 stats that effected their damage.
    Warriors attack was determined by STR and VIT
    Paladins were STR and MND

    Thus making Warriors so much better because they could stack vit and raise their attack and steel cyclone.

    So all SE has to do is change it so tanks attack is determined by 50% str and 50% vit similar to 1.0 warriors so then they could use their fending accessories and groups could meet dps checks without having to have their tanks go full on getting str accessories.
    (0)

  9. #59
    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
    Gotta remember, Giantbane, they'd originally intended on *breaking* the whole thing.
    Just because the original version of overmelding was god awful, doesn't mean the current version isn't bad, frustrating and way too dependent on low % RNG.

    Quote Originally Posted by Zumi View Post
    So all SE has to do is change it so tanks attack is determined by 50% str and 50% vit similar to 1.0 warriors so then they could use their fending accessories and groups could meet dps checks without having to have their tanks go full on getting str accessories.
    This would make pentamelded accessories give more damage than slaying accessories currently do, making them best in slot in nearly every circumstance (something SE stated they wanted to avoid). I don't think this is the right fix.
    (0)

  10. #60
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Just to throw some other ideas out there, they could go another route with it entirely (rather than buffing fending accessories via further vit/str):
    1. Strong tank-unique secondary stats (issue: OT dps, unless including something like... Vigor - a tiny portion of your HP, based on your %HP, counts as AP... though even that would be limitingly OT-only)
    E.g. Tenacity - potency taken(/mitigated) gives bonus AP for a short time;
    Bastion - bonus healing taken and small AP boost from (bonus) healing received;
    Steadfast - reduced knockback, interruption, heavies, and slows, and mitigation builds slight flat bonus mitigation (best vs. AAs and quick spam attacks);
    Luck - Attacks that would kill you will instead guarantee the form of active mitigation that most narrowly allows you to survive, consuming a hidden supply of bonus maximum health or 'Luck', but once your luck runs out...;
    Vigor - a tiny portion of your HP, based on your %HP, counts as AP

    :: Likely all these stats, not just Luck, would need to have an underlying resource so they could be noticeable when it counts without being overpowered.


    2. Positional/focus threat - Enemies have a lower enmity maximum; enmity, especially from non-tank sources, is reduced when not attacking from the enemy's line of sight; but a small portion of enmity also stacks positionally (e.g. 3 ranged can fire from the same area in attempt to rip off the tank and move a mob; it will turn and select the highest enmity member as its target). Rather than enemies counting every point of damage from each source (most of which are invisible to them), they mostly just get more pissed, directing it where it most seems to make sense. (Eventually this could also allow players to bait certain tail/leg/defensive missile/whatever mechanics.)
    (0)

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