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  1. #101
    Player
    Dio_Tiferet's Avatar
    Join Date
    Feb 2016
    Posts
    52
    Character
    Dio Tiferet
    World
    Phoenix
    Main Class
    Samurai Lv 70
    Dps checks are strict and the vit/ten is unneeded with proper tanking i already got my acc's overmelded but it cost me 20m its so stupid that we have to resort to this.
    (0)

  2. #102
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    You can have pretty high skill speed on DRK. 2.33 gcd is one of the BIS. And you want enough skill speed for an extra gcd under BW, which is about 2.38 I believe.
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  3. #103
    Player
    Rathael's Avatar
    Join Date
    Jan 2018
    Posts
    73
    Character
    Arlan Knighthold
    World
    Lich
    Main Class
    Black Mage Lv 80
    The core issue will always be here as long as DPS is more important than defensive stats.

    Honestly it seems like VIT is just not relevant enough. I've just got into the savage tank scene since this patch and I'm slowly leaning towards more and more DPS melds because doing the extra tiny smidge of damage is always more useful than anything else when the enrage timers are as they are. There is no danger to warrant taking TEN or VIT.

    Coming from a history of WoW tanking, I would argue this is because there is not enough to threaten the tanks. You can eat O6S Demonic Shear out of tank stance with just a single cooldown. With 2 tanks on O5S, you can use 2 cooldowns for Doom Strike and survive it out of tank stance. Vitality means nothing when the primary tank killing mechanics are so unthreatening. This also makes it bland for tanks since we know we can even screw it up and completely forget any cooldowns and the healers can probably still save us.

    Savage tankbusters should absolutely obliterate unattentive tanks. If these tankbusters outright killed you when you use any less than 2 cooldowns out of tank stance or 1 in tank stance, VIT might actually start to look a bit more important. If neccessary, the HP scaling on VIT could be increased to make the VIT melds and Raid drops look a lot more attractive. Then it becomes more of a choice... squeeze out a tiny bit extra DPS at the risk of getting blown up by mechanics or play safe and bring a big health pool to ensure you stay alive.

    They could balance this out by extending enrage timers. If the encounter is more volatile and dangerous but you get a bit longer to clear it, then the importance becomes on surviving the mechanics more than absolutely min-maxing your DPS.

    I have discussed with people on multiple occasions about tanking with tank stance on or off and almost every Savage-content raider insists that tanks should be tanking out of tank stance to maximise DPS because "Good healers can deal with the increased damage on the tank". This is a huge sign that there is a lack of anything to threaten or stress healers, even out of tank stance. A main tank without tank stance should be putting enormous pressure on his healers in exchange for his DPS increase. Currently we have only the illusion of choice. It is in fact better to be out of tank stance because the DPS means more than the damage reduction. This should be a real choice.
    (1)
    Last edited by Rathael; 03-06-2018 at 03:16 AM.

  4. #104
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    One other simple solution which is available and has precedence. Why not put a third substat on blue tanking accessories?

    If I remember correct the ilvl 120 blue accessories for healers have a third substat on them. Giving a third substat in the range of half the max secondary stat would probably be enough to push the raid and tome accessories over the crafted.
    (0)

  5. #105
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    One other simple solution which is available and has precedence. Why not put a third substat on blue tanking accessories?

    If I remember correct the ilvl 120 blue accessories for healers have a third substat on them. Giving a third substat in the range of half the max secondary stat would probably be enough to push the raid and tome accessories over the crafted.
    Wasn't it accuracy? That was primarily to alleviate the accuracy cap burdens, that don't exist now. It's also worth noting that slotting accuracy had no bearing on 80% of the healer's kit, so it's not really applicable here, where you're just picking between four different stats that are only compared on their contributions to DPS, because Tanks, barring specific mechanics, are always interacting with enemies in an offensive manner.
    (0)

  6. #106
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Yes, I believe it was accuracy. Now it is direct hit. It had little impact on healers unless they wanted to hit something in which case it could be considered important.

    If the point is to make raid accessories BiS without boosting tanks to dps levels then tweaking the substat system on these accessories seems like a relatively simple fix that doesn’t have massive gains in dps.
    (0)
    Last edited by Chrono_Rising; 03-06-2018 at 04:20 PM.

  7. #107
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Rathael View Post
    Honestly it seems like VIT is just not relevant enough.
    Well, health is the resource that determines how much damage you can take before you die.
    Like 90+% of it comes from healers, rather than base health pools. That, naturally, is going to make base health pools largely irrelevant outside of burst. And burst is binary - it either kills you or it doesn't. This puts VIT in the same place as accuracy - mandatory until you survive/hit 100%, then avoid it like the plague.

    Mitigation increases effective health per nominal health and outside of (binary) burst functions like a healing boost - A healing boost that no healer needs because they're powerful enough to manage without easily.

    The core issue lies in healers, really. They're just too damn powerful and it's a known issue that pervades the entire game. It's not really something they'll address, though, so it's probably better to just leave it and give the accessories proper damage scaling.
    (1)

  8. #108
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,159
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Current maxed Relic armor for tanks are going to be BiS because of 5 meld slots which means 200 Direct Hit for each slot which is over 1000 direct hit... Just give tank gear full strength and 200 direct hit on each piece of so tanks don't have to focus on just 2 kinds of materia...
    (0)

  9. #109
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    But that's only around 600 more DH than without. And the gear is 350, so you're trading around 126 str and a fair amount of raw defense. Could be close but idk about BiS..
    (0)

  10. #110
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    600 DH is about 15% DH or about 3.5% increased damage on average.

    126 Strength is probably close to 5% of your strength, plus any loss of other substats, plus the defense / vitality.
    (0)

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