When you say DPS gear, isn't it only the right side? Dunno, still think WAR pushes numbers that are a little too competitive, even if they aren't beating the actual DPS.
Well the left side has same vit and str so yea, it would only be dps accessories. They are only pushing those numbers because dps gear. Take that away, and their numbers will still be better than the other tanks, but it's nowhere near as competitive with dps. Nothing to do with the job itself, it's just the result of stacking strength.
Which begs the question, why does a tank get away with dps gear in progressive content? The standard is to be a psuedo DPS who tanks fine, so you don't see many WAR without STR accessories in the first place.Well the left side has same vit and str so yea, it would only be dps accessories. They are only pushing those numbers because dps gear. Take that away, and their numbers will still be better than the other tanks, but it's nowhere near as competitive with dps. Nothing to do with the job itself, it's just the result of stacking strength.
It's not progression comtent anymore, at least not for the people that pump out dps-like numbers. It's overgeared farm content. During progression tanks have been wearing melded vit/str, and there's quite a huge difference in str caps between i150 and i210 right side, so the gap between dps and tank damage was also bigger. This will also change in 3.2 with crafted right side only allowing one mainstat meld per piece, so unless SE nerfs the next raid so much that tanks can wear str pieces with only one vit meld from the get go, the difference will be even bigger by then.
Last edited by MrCookTM; 12-11-2015 at 08:12 AM.
Well, that's a different question entirely lol
I think the simple answer is the devs underestimated the player's creativity. I want to say skill, but I don't think that's the right word as they obviously designed it with a certain skill level in mind, I just think the thought of "I can wear str gear to increase my dps" is more of a creative concept than an indication of skill level. Certainly a level of skill is required to be successful with str tanking, but such would be the case without str stacking as well (ie, mechanics still exist, nevermind how much harder dps checks would be without it).
So once you create the concept, and prove it's successful, then like every other popular trend in society other people pick it up, try it out, some may make their own adjustments, and before too long it's the thing to do. The status quo, for lack of a better term.
But that's just my opinion.
This has always kinda got to me, not you but this statement in general. Content drops 210 gear. Nobody is higher than 210. We aren't going back and running with 220 or 230 gear, how is it "overgearing" exactly?
Last edited by whiskeybravo; 12-11-2015 at 07:52 AM.
Tanks were running STR accessories during progression too, I wasn't referring to farm content NOW in particular, just how Wars have been accessorizing themselves this expansion.It's not progression comtent anymore, at least not for the people that pump out dps-like numbers. It's overgeared farm content. During progression tanks have been wearing melded vit/str, and there's quite a huge difference in str caps between i150 and i210 right side, so the gap between dps and tank damage was also bigger. This will also change in 3.2 with crafted right side only allowing one mainstat meld per piece, so unless SE nerfs the next raid so much that tanks can wear str pieces with only one vit meld from the get go, the difference will be even bigger by then.
tanks role is to control all agro mitigate damage dodge aoes and maximize dps.
healer roles dot all mobs heal all and do as much dps as possible they two have to dodge aoes.
all a dps does is dps maximum efficiency and dodge aoes so doing 1.5x a warriors damage doesn't feel enough cause we do far less in general in the dps role.
Well I dunno mates, even if ya only do 10% more, then if tha checks're tight enough n' people good enough, they're always gonna choose that 10%. Tha whole reason tanks n' healers go balls deep with it already is squeezin' out erry last drop.
Personally, an' s'just me, ah'd love if tha personal damage from alla tha non-DPS shifted ta debuffs an' buffs that improved tha group instead, but ah always liked support shite.
It is because the content is tuned lower than the gear it drops. On my phone at the moment but if you look at old Coil in the Duty Finder it will say the minimum ilvl to do it, which is much lower than the gear that drops.
atm Warriors is nearly everything :P
the trinity is balanced around Damage (Cds included), Mitigation (Cds/Armor) , and Healing .
SCH and WHM as examples
WHM 90% healing , 10 mit (stoneskin)
SCH 70% healing , 30% mit (galvanize effects)
PLD is all about mit 70%, 10% some healing , 10 % dmg
Drk is 65% mit , 25% dmg , 10% healing
there are others thing to take into account in FFXIV , melee usually do more , AOE / Single
and i guess SE doesnt take into account the "armor" nor HP of DPS , usually balanced around DEF and MAGIC DEF (casters have more magic)
dunno how SE balance FFXIV , but war atm has lots of MIT , good DPS and even some healing ....
Last edited by Warlyx; 12-11-2015 at 09:59 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.