Yoshi-P said so himself, that he intended for crafted gear to always be inferior to allagan/myth gear.
Yoshi-P said so himself, that he intended for crafted gear to always be inferior to allagan/myth gear.
I wouldn't say they missed the ball.
Allagan fending is clearly better for purely tanking purposes. Having more health makes you a more effective tank.
The crafting accessories make you a weaker tank in terms of taking a hit; since the extra parry does not translate to the same effectiveness as HP; but help quite a bit in terms of enmity generation.
Which is useful for fights such as ADS who has a slash resistance buff.
Last edited by Leiron; 12-02-2013 at 03:34 AM.

Doubt they will change the accessories. However, do expect silly stuff like Vanya Casting/Healing pants cost to drop. Aside from that I hear somewhere that the Myth cap will be increased to 450 per week.


Yoshida posted it himself around a week ago that the cap will be increased to 450 per week in 2.1

@TirionCrey
Yeah and all ilvl 70 stuff getting reduced down to total 1125 Phil Tomes. Wohoo time to go back to my forte! Healing~! Lazy people these days don't precast it's an eyesore. And let's not forget the random dungeon roulette which awards 200 tomes. Materia and Phil mat market crash incoming~!
@Leiron
Nah I think in itself Vitality is a weak stat. It serves no purpose when you have enough eHP to get through things. STR has value of being a threat stat and mitigation stat. Well that may be fine, but they made the big mistake of putting STR and DEX on those accessories. Making it's budget way too tempting, and did you know Gryphonskin can handle 10 Vit while Astral can only fit 9? I just learned that when I was about to craft them...
Someone in SE really has trouble balancing things...

Sorry, no it doesn't. In terms of survivability STR has quite literally next to no value at all in comparison to VIT.
1 VIT is better than a block or parry tier increase. 2 VIT is better than a block and parry tier increase. If you are sacrificing VIT to gain STR outside of either of those two parameters you are sacrificing survivability for DPS.
If you want to play PLD like a hybrid tank/dps that's completely up to you.
The more HP you have the larger the margin for error becomes for your healers (and your self, to an extent) which in turn increases the statistical success rate of your raid. However, it could certainly be argued that more HP isn't necessary and that increasing your own DPS also increases the statistical success rate of your raid. To what extent exactly would depend on your group, it's weak links (if any), and overall performance.
It depends on how you view things.
Tanks generally don't have any threat issues due to the enmity modifiers, and the greater your eHP, the less your healers have to worry about you. So it can indirectly be a buff overall to everyone.
I see it more as a threat stat rather than mitigation, just because of how everything is tiered. I mean my Pug at level 12 can parry 23% of the damage that comes his way, but my Paladin/WAR in darklight/myth gear parries only 25%.
I do think itemization is a problem, there really shouldn't be a reason for ilvl90 gear to be comparable to ilvl80 gear unless they have the same job.
Gryphonskin just seems to do both.
Last edited by Leiron; 12-02-2013 at 05:01 AM.
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