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Thread: Tank Stances.

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  1. #11
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by BorisDaBlade View Post
    snip
    I elaborated, saying that it was more about awareness of what your party can or cannot handle that contributes to being a good/bad tank, and that understanding the need/lack thereof for tank stance in a given situation situation is a part of that. And yes a WAR could absolutely do that pull, and a PLD could too, it would just take longer in the case of the latter. But they still wouldnt necessarily require tank stance, they'd just have to Flash a lot more, burn a lot more cooldowns, and things would have died a lot slower. I did not ever say that not dropping tank stance in and of itself makes you a bad tank.

    I don't think the damage down from tank stance should go anywhere. All tank stances can be activated on demand or within a GCD of that demand in the case of DRK/PLD, and provide instantaneous buffs to aggro generation and defensive capabilities (Defiance doesn't provide up-front mitigation, no, but it does provide IB and the Equil-heal, which makes it a wash in my mind). We may not always like them, but they are very powerful abilities. I'm totally fine with there being a tradeoff for that, and it makes it that much more satisfying when you achieve a level of mastery over an encounter that you don't need to use them.

    Quote Originally Posted by ChloeGrace View Post
    Simple solution: eliminate the enmity modifiers for weaponskills and abilities out of tank stance. They could even be reduced when in tank stance.

    No more stance dancing. Want to hold hate? Use tank stance. Want to dps? Use dps stance.
    This would destroy pretty much everything I've been celebrating in my past few posts.

    But still, it wouldn't stop stance dancing at all. It would actually make it more permanent. Late in a given tier, tanks don't even stance dance. Their WAR pulls with Unchained, gets a shadewalker and builds such a gigantic lead in aggro that they and their co tank can go the rest of the fight without using a single aggro-generating ability.

    If aggro modifiers were exclusive to tank stance, you'd hop in, build a solid threat lead, and then hop out. And then maybe hop back in later in the fight to refill your lead. And overgearing the content wouldn't preclude this from happening. You'd just pull in tank stance, hop out, and then hop back in for a few GCDs throughout the fight to maintain it. But you'd still probably be able to spend half the fight at LEAST out of tank stance, considering tank stance almost triples your baseline threat generation and DPS jobs in this game rarely deal triplefold the damage of a tank (most deal between 1.5-2x the average tank damage).
    (3)
    Last edited by SyzzleSpark; 05-09-2017 at 01:08 PM.