The US version, "Final Fantasy II" removed this skill, alongside some skills from Rosa and Yang
For me, mitigation skills should have a potency, and scale on Tenacity. After all, offensive and healing skills works that way, why not mitigation ?


The US version, "Final Fantasy II" removed this skill, alongside some skills from Rosa and Yang
For me, mitigation skills should have a potency, and scale on Tenacity. After all, offensive and healing skills works that way, why not mitigation ?
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
And Defense/MDef
Basically TBN, Thrill, Foresight, were all the propper ways to handle mitigation.
Rampart, Hallowed Ground, and Sentinel were the worst possible ways to handle mitigation. (plus Shield Oath in some ways)
This butchered possible tank builds, due to making everything need to match those skills. It should have never been based on enemy stats, but instead on the tanks gear/stats.
This. Would be nice to see mitigation improve as gear does, rather than only become less significant with increased ilvl relative to a static-difficulty fight. Healing scales up, damage scales up, but mitigation just stays put and thereby devalues.
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