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Thread: Tank Stances.

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  1. #1
    Player
    BorisDaBlade's Avatar
    Join Date
    Sep 2015
    Posts
    462
    Character
    Boris Taglia
    World
    Siren
    Main Class
    White Mage Lv 80
    On topic though, getting rid of the damage down of tank stance will most likely just boost the hp of all dungeon mobs, as has been said before.

    And if you use it for tank busters, because we grossly over gear content about 2 weeks after its released, does it not just turn into a defensive cooldown that most tanks don't know how to use anyway?
    (2)

  2. #2
    Player
    Wyndam's Avatar
    Join Date
    Sep 2013
    Posts
    120
    Character
    Aubret Reinard
    World
    Faerie
    Main Class
    Miner Lv 100
    Quote Originally Posted by BorisDaBlade View Post
    On topic though, getting rid of the damage down of tank stance will most likely just boost the hp of all dungeon mobs, as has been said before.

    And if you use it for tank busters, because we grossly over gear content about 2 weeks after its released, does it not just turn into a defensive cooldown that most tanks don't know how to use anyway?
    Too true....

    Personally speaking I think stances do more to inhibit gameplay than enhance it. I'm kinda okay with the way the stances work for PLD because no abilities are locked behind the stance, it's just a flat buff and you pick one or the other. I would prefer they be off the GCD. I dislike the way DRK and WAR have abilities that rely on being in different stances but it really isn't terrible since it's only like 2 abilities for DRK and WAR has analogues in both stances. If damage was the same regardless of stance I'd be okay with that, even if it meant dungeon mobs have more HP, because it would be one less button to push. I find more meaning in changing from a high threat rotation to a high DPS rotation than I do in swapping stances.
    (0)