Oh i am not saying Thormoen's is useless, i am just weighin the trade-off between double defense/hp+ and enmity+10.


Oh i am not saying Thormoen's is useless, i am just weighin the trade-off between double defense/hp+ and enmity+10.
Defense has limited use against increasingly powerful enemies, so I, personally, lean towards double HP shields. Unfortunately, I have blown up all the double attempts so far. x.x Eventually, it might prove a spiffy option - just got to get the items to cooperate.

I've just recently gotten my PLD to 50 and AF'ed so my experience is limited. I have no idea how it played prepatch.
I have tanked a couple non dungeon baddies though, and i so far have had little Enmity issues even as i start building a real tanking set. My limited complains of PLD, and GLD, compirse of 2 things though.
1. Low acc + low damage should never exsist in my opinion. Save Lower ACC for Higher burst weapons. Base ACC should be high if a class is using a low damage weapon. This would mean Gradual but conistant enmity gain for PLD/GLD normal attacks and enmity neutral WS. While a 2hander tank like warrior would have a more bursty Enmity gain.
I also think it fits the theme also, Higher defencive tank, slow and steady.
2. There are a few skills i question just why they need to stay seperate skills.
Aegis Boon and Outmanuver could, with some slight tweaking be rolled into one. If the issue is the cooldown, keep the boon cooldown, and switch the TP gain to "For X number of blocks" Why? Because most often if your going to garuntee yourself a block, its prudent to get TP from it since its garunteed. 100% chance to block 100% chance for TP. I can see some reasons to use them seperately, but few if any that would really outweigh using them together nearly all the time.
The second one that comes to mind is more debateable because there is is some use to having them seperate, however myself, and as evidenced in this thread by rotation/priority lists they almost always used together: Flash and Sentinel.
If Flash gained enmity, and Boosted Enmity for all actions following (and perhaps a built in boost to either to the initial Flash itself, OR my preferance: When the effect of boosted enmity ends, a small amount of enmity is applied to all enmies effected by Flash)
while this would slightly simplifiy some skills having an enmity boost on end of duration would also put extra thought in when to use this should you be in need of tank switching. But also give you a chance to grab an enemy back if it just barely pulls off of you, giving you a momentary ping-pong between perhaps a DPS and yourself which could be extreamly fun to try and time/manage between a group for the best effect.
Number 2 is suggested not only because it seems to be how most of these skills are used anyway, but also because it could let folks perhaps do something more interesting a little sooner in the Hate gathering/defence button mashing moments. And because the "Multi squat taunt" i start every tanking session with while hilarious, is kinda silly.
May also make a little room for some new Skills to be added in their place. I vote for a Multi squat taunt skill. Shake Dat Ass.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote



