With the Tanks having agro issues which I have noticed, wouldn't it be easier to just buff the agro numbers, so they can hold it better? Instead of the skill doing 50 enmity, it now does 100.
With the Tanks having agro issues which I have noticed, wouldn't it be easier to just buff the agro numbers, so they can hold it better? Instead of the skill doing 50 enmity, it now does 100.
It's a compounding issue, DPS jobs will increase their damage, and therefore enmity generation, at a faster rate than that of tanks because tanks will always gain the same amount of damage from their right side gear regardless of ilevel.
Boosting enmity numbers in this case is just putting a plaster on it, and that plaster will eventually come loose.
When they had VIT affect AP in 3.2 everything was okay for 4 patches. I was happy. STR tanking was abolished and VIT accessories weren't useless.
Then in 4.0 they changed it back for some reason.
Why would I want them not to change it? In what world is it a good idea to have STR affect AP then not give accessories STR??
http://na.finalfantasyxiv.com/lodestone/character/12116351/
I don't even care about my damage, if they make maintaining aggro and mitigating damage more entertaining.
NO MORE 1-2-3 SPAM!!!!
NO MORE POP THAT CD ONCE EVERY 60/120 SECONDS!!!
NO MORE UNLEASH/OVERPOWER SPAM!!!
THIS NEEDS TO STOP!!!
(Sorry about the Caps... wanted to make it a little less serious... lol)
I see, so they can't rework the right side making it percentage based on the damage of the dpsers?It's a compounding issue, DPS jobs will increase their damage, and therefore enmity generation, at a faster rate than that of tanks because tanks will always gain the same amount of damage from their right side gear regardless of ilevel.
Boosting enmity numbers in this case is just putting a plaster on it, and that plaster will eventually come loose.
We're not asking to rival DPS in terms of damage output. All I want, personally, is *some* kind of Attack Power gain from my right side. As it is right now, gearing accessories is the most worthless feeling in the game.
In before "oh but you get an extra 300 HP which means-" yeah, heard that before. Doesn't change the fact that gearing tanks right now is unrewarding.
I was talking about enmity, so you don't loose it as much.We're not asking to rival DPS in terms of damage output. All I want, personally, is *some* kind of Attack Power gain from my right side. As it is right now, gearing accessories is the most worthless feeling in the game.
In before "oh but you get an extra 300 HP which means-" yeah, heard that before. Doesn't change the fact that gearing tanks right now is unrewarding.
The real problem is when dps get new accessories and they'er damage keeps going up our accessories wont add anything at all eventually even tank stance wont fix all the aggro problem people need to learn how things work before making a post that doesn't help anyone. My fix would be to add STR to tank accessories.
Player
Oh, you mean how people wanted Healers to actually contribute in terms of damage if they had downtime and didn't need to be healing at the moment? Well excuse people for actually wanting them to contribute all they can to the run instead of only doing the bare absolute minimum.
Except there was absolutely no reason why one couldn't still perform their role as Tank perfectly fine without needing to be in Tank Stance all the time. One only needed to build up a suitable aggro lead first. At which point it was far more efficient to turn off Tank Stance to increase your damage to aid in killing the enemies faster.The devs are really clear on this and I support them
If we MT we're supposed to stay in tank stance throughout the entire dungeon
The only places the devs want tanks to stance change is when they're OT in trials/raids or in the story quests.
You're a tank first, that's the role they want you to do.
There's no reason why the Tank Stances would need to be removed in the first place. In fact literally nobody is asking for such a thing. So I'm not sure why you're even putting forward such a ludicrous idea.
Honestly it's fully possible to keep the trinity but still allow Tanks and Healers to contribute some degree of semi-decent damage during downtime. For a Tank doesn't need to be constantly spamming enmity generation attacks or combos to properly hold aggro. While a Healer also doesn't need to be constantly spamming heals non-stop either. So during such downtime it is only logical for one who wishes to contribute more to their group to try and do some damage.
Well that's certainly half of the problem yes. But it's not the full reason. The bigger picture you seem to be missing is that a lot of Dark Knights, Warriors, White Mages, and especially Scholars are extremely displeased with the changes their Jobs got. That combined with the fact that the new DPS Jobs simply look more fun to play has caused many full-time Tanks and Healers to abandon their former roles to play a more enjoyable Job.
Last edited by Vallamaria; 06-26-2017 at 04:20 AM.
I personally never cared for the whole "Massive DPS" as a Tank, I do miss some of my skills as I keep trying to use Scourge or other skills I used to have but no longer do. However, I still feel tanks are fine at the moment. Only new Dungeon I've done is Sirensong as a DRK and had no issues the few times I ran it and older dungeons no issues either.
|
![]() |
![]() |
![]() |
|
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.