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.
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.

Pff screw tanks, I want Acc on healer gear!
If you're a Warrior and you're asking yourself "Fending or Slaying", you're not axing the right questions.
Slaying all the way.





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
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.![]()
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.



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.


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.


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.
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.
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.)
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