So, you are saying that real main WHM must still be stuck at wasting unused lillies just to get Afflatus Misery... you know, our "big DPS" button that you will only get one or two time by dungeon if you play without over healing.
i usually use the Lillies when a trash pack is almost dead just to get rid of them while still in combat.
boss charges up a massive tankbuster/raidwide that entirely flashbangs your screen, it has a voice acted announcement
it does 1/23th of your healthbar for damage
* Boss produces a tower for the group or the two tanks to stand in and mitigate.
* Most groups have the tanks just invuln them, one tank the first, the other the second.
* Cari is a Pally and her invuln isn't back up yet. Panic-presses just normal mitigations.
* Survives the party stack tower regardless.
I mean... cmon Yoshi P...
Tanks need mechanics that last through the entirety of the fight. Crits don't need to be a thing as even when crits did exist, so did awareness. Increase the normal auto damage by a large margin would be better. Giving bosses abilities or passives to get around CD and instead going directly for the players natural / gear defense would be pretty cool too while at the same time upping the effectiveness of tenacity.
100000% this. Like se if you read any forum post at all make it this one.What tanks need. (encounter design wise)
- Higher boss damage auto attacks.
- Harsher tank busters.
- Mechs where they should protect a certain target with mit.
- Making interrupt's & Stuns more Important.
- (For dungeons) Allow tanks to pull more then two sets of mobs.
What tanks need. (Job design wise)
- More fun and interesting rotations, add rng and more combo paths. Small ways to optimize and maximise damage
- Less similarities some tanks should exceed better in some areas. It's fine to have pros and cons to jobs (tanks included)
- Defensive kit reflect the content, Currently tanks got too much defensive and self heal value, we either need to see that value be used or to tone it down.
I didn't read the whole thread if this was already suggested but
Add "get behind me" mechanics where a healer or dps get targetted with lethal attacks that you the ttank need to intercept, not a tether, it would just hit the first target between the boss and his target. This would especially give off tanks something to do in normal content, where they kinda just sit there scratching their ass
Yeah this was pretty cool when the lasers in P12S did this, as people had to rotate around the boss and sort left/right for colors and get behind the tanks.I didn't read the whole thread if this was already suggested but
Add "get behind me" mechanics where a healer or dps get targetted with lethal attacks that you the ttank need to intercept, not a tether, it would just hit the first target between the boss and his target. This would especially give off tanks something to do in normal content, where they kinda just sit there scratching their ass
the HNM should just start auto attacking the tank for 1/5 his max hp like the Zilart/CoP Wyrms did, most of that stuff was element based when the wyrm flew.
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