That isn't correct, though. The EHP you get from cooldowns directly depends on how much damage you take during the duration, not how much max health you have. If you take no damage, you gain zero effective HP from them. And you can take far more damage than you have max health during the duration thanks to healing. That is because cooldowns are temporary.
As for tanks dying too fast: IIRC, we're talking of sustained damage. If someone is one-shot, it's obvious healers cannot act there. But for sustained damage, whether you die or not depends on whether the healer can keep up with the incoming damage or not. If they can't, you'll die. Your accessories don't matter, because the healer cannot keep up. If they can, you won't die. Again, your accessories won't matter. They only matter under once circumstance: You die if the pack one-shots you, for example because all autoattacks of them come at once. Then it becomes a burst scenario. But if that's not the case, the accessories are irrelevant to your survival. The skill of the healer is the important factor here.
That is a false equivalent. Damage dealers receive full benefits for all gear they equip. Tanks, currently, do not. Their damage is scaled on a stat their entire right side lacks. No other role has such a handicap. Furthermore, mitigation and threat management are a binary threshold. Anything above that threshold is worthless. What you're essentially saying is tanks should be satisfied once they have aggro, which is among the easiest and most basic things to build. Put simply, it's boring.By all means, optimize your DPS, push yourself to get your rotation as perfect as possible, But understand that there is a ceiling on your damage dictated by gear. The same ceiling that DDs have. We don't see DDs on the forums screeching for more DPS because they just want bigger numbers.
The developers screwed the DPS checks in Heavensward, they admitted that.
Only Gordias was overtuned while Creator was considerably easier than either of the raids preceding it. The only reason for this change is because the devs chose a lazy way of implementing their Weakness and Brick changes. Instead of it functioning as a debuff, it reduces your stats directly, thus tanks wouldn't have been impacted as severely.
Does that also apply to healers not DPSing? After all, it's safer if they do nothing but heal you. In fact, baby pulls make it even safer!You'll never convince me to cut up to 12k HP off myself to push out a measly 500 dps more. I don't care what the 'Meta' wants me to do. I'll Tank in the way that i feel most comfortable doing so.
If your Static wants to use STR accessories to squeeze that lil extra dps out, go for it. What you do in your own static is entirely up to you and what you've worked out with your friends.
But for random parties? Just play it safe. A run with no wipes will always be faster than wiping because there was a disconnect between the Tank and Healers expectations of each other.
See. We can push safety to its logical extremes and make dungeon content extremely boring, albeit entirely devoid of risk. Funny thing is, you will actually take longer doing the above than had you wiped once. A far better solution is to ask if the healer can handle it or simply pull slightly less than everything.
Which is why you are seeing less and less tanks. While some may prefer the "tanks should only worry about aggro" philosophy. That isn't how this game is built. Nothing hits remotely hard enough to necessitate a lot of mitigation hence why people prioritize damage the way they do. You can't remove what many tanks consider the "fun" secondary attribute of their job and expect them to shrug it off. That all said, if the damage scaling on Tenacity wasn't laughable. This wouldn't be an issue. So the devs have a fairly simple option.
EHP is irrelevant to incoming damage, its a value of what damage you can take before you die.
You have 1000 hp. You use Rampart. Now you have 1200 EHP.
You have 1000 hp. You equip an accessory with 200 hp. Now you have 1200 EHP.
Amusing fact - at 36000 hp with slaying you will get more EHP from equipping all Vit accessories compared to using Rampart.
You don't need to. Cure II heals for well over 10,000. Combined with Regen, that auto attack will be healed through on a single cast. Tanks can pull 10+ mobs at once while in Slaying, which does considerably more damage than V3's auto attack.
+10 mobs die in a matter of seconds. V3 does not.
I see you ignored the part where a single GCD/oGCD and Regen will have the tank back to full almost immediately. You're acting like it's not in any way survivable when tanks are doing and healers are still able to DPS. So... that 19,000 auto attack isn't impacting much.
The only HP requirement is having enough to survive all the incoming damage relative to how much the healer can heal through. As tanks can survive everything the current normal mode raids dish out while in Slaying, there isn't a need for Fending. This only applies for more experienced tanks, of course.
Last edited by Bourne_Endeavor; 07-08-2017 at 01:16 AM.
If 2 autoattacks are capable of killing you, healers or rather at least 1 healer has to babysit you.I see you ignored the part where a single GCD/oGCD and Regen will have the tank back to full almost immediately. You're acting like it's not in any way survivable when tanks are doing and healers are still able to DPS. So... that 19,000 auto attack isn't impacting much.
I suppose all those tanks and healers who aren't having this perceived problem are a myth then? Those auto attacks aren't going to hit fast enough to ever kill you due to constant HoT up time most healers have. I have done V3 with a full Slaying tank and the healer had no issues keeping them up nor did they have to baby them.
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