And now the next question; do we want content where outgoing damage comes very quickly? Or do we already have that but most people didn't notice it?Because mitigation only matters to a threshold. Anything above it is simply wasted stats unless your healers get an extra GCD out if it which will not happen. This is why Sentinal is objectively the worst of the big three tank CD. There is nothing that Vengeance or Shadow Wall won't cover. Therefore, making the extra 10% on a longer cooldown a worse trade. You essentially gain nothing but have to wait a full minute longer.
Tenacity would work better in WoW, where outgoing damage comes very quickly and consistently throughout the fight. In FFXIV, auto attacks aren't that threatening and busters are entirely predictable.
Simply put, Tenacity isn't bad, you'll just never have any real need for it.
I'd love content with higher outgoing damage. The fact healers spend between 60-80% of their time DPSing is outright absurd. The whole reason people put so much emphasise on offense in this game is because nothing else matters. Look at the sorry state of enmity. It's become such a joke nowadays, they may as well remove it entirely come 5.0.
Alas, they aren't going to change things to that extent because it'd make things too hard on inexperienced players.
A very good viewpoint. I like fights like Ratholos where there are almost no telegraphs and you are constantly moving(though once you learn the safe spot it becomes a face roll). Enemies dropping puddles that cause all sorts of bad if you stand in it is a good way to get people move out of it especially if it hits hard. The last boss in The Burn hits really hard even for mostly gear capped and melded tanks(healer was very undergeared and was not melded in my experience and I was playing DRK).I'd love content with higher outgoing damage. The fact healers spend between 60-80% of their time DPSing is outright absurd. The whole reason people put so much emphasise on offense in this game is because nothing else matters. Look at the sorry state of enmity. It's become such a joke nowadays, they may as well remove it entirely come 5.0.
Alas, they aren't going to change things to that extent because it'd make things too hard on inexperienced players.
I'm okay with more incoming damage in fights, provided SE re-evaluates whether the defensive CDs are fairly distributed among the three tank jobs for their intended talents, and Paladin is given a little more enmity generation since we've already had a few of our abilities nickeled and dimed (including a proc where you'd basically have to perfectly execute four Sheltrons within a minute to achieve the much decried 600 combined potency *Le Gasp*).
IOW, you want us to be the stone wall with good to above average utility? Give us better defensive capabilities than we currently have. Reducing Sentinel from 40% to 30% reduction while giving it an improved (read: shorter) duty cycle would be a decent place to start.
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