
if they plan on mt in wod on Cerberus or cloud they should have at least 10 k in defiance, otherwise it'll likely strain the only healer bothering to heal mtHonestly, with my gear as it is right now, DEF/MDEF/VIT-wise, I could wear no accessories at all and still tank 4-man content reasonably well. It's like some of the other folks have said, the extra STR/DET makes things go a touch quicker, helps build enmity better with fewer skills, and in 24-man content, allows me to DPS with my tank if some other tank's on an "I'm going to MT ALL OF THE THINGS" mentality that I really don't want to compete with.
If you were complaining about tanks in Coil not prioritizing VIT, I'd understand. But 4-man content and even 24-man content isn't really worth the energy to complain about prioritizing STR over VIT on accessories.





That sounds more like a case of improper or nonexistent damage mitigation than it does lack of hps.
An extra 1.5k hps will only last a matter of seconds without it anyway.


VIT accessories will not significantly change how the healer operates. There is no "buffer" whether tank pulls one group of mobs or three; aggressive WHM will still holy and bene, conservative WHM will still sit on a pile of MP, and hypochondriac WHM will still overcure.
While the tanks skill is important, dont forget the healers is too. Ive died many times doing my normal large pull CD rotation because the healer just was bad, and yes, I asked if they wanted big pulls or not. A lot of times they forget about healing, or want to get just one more Holy off...despite the fact that the mobs are stun resistant...And especially if it's a WAR since that DPS with the right cooldowns+overpower spam practically allows them to self-heal. If you are struggling to heal a tank they are not using the right cooldowns regardless of HP. 2000 more HP buys you 1-2 seconds until they drop, if damage is outpacing healing there is literally nothing you can do. If you can DPS its because the tank knows how to be effective with cooldowns, if you can't it's because they are terrible, nothing to do with how much HP they have.


Don't really care what the tank is wearing, I'll take what I can get if they know how to use their defensive CDs properly.

If I'm in a dungeon with out a caster, I'll just pull normal pulls with all Str. If there is a caster, I will switch gear sets depending on the pull coming up (more Vit for big pulls) and Str for small pulls and bosses.
T10 I wear i130 Vit bracelet, i130 Str necklace/ring, i120 Str ring, crafted i110 earrings. Though next week I'm gonna be full time OT and only tank my adds. So I might go a bit more Str maybe.
T11/12 crafted earrings, Vit bracelet/ring , Str choker/ ring. I can handle Revelation with 10.2k hit points. I'm probably over that now though due to some upgrades.
T13 OT is doable with 10.5k as the suggested amount, some go less once it's on farm. I am still currently at 11k in there cause those Shadows hurt a lot. Even with cool downs.


Hubby used to have three sets as WAR: STR, HP and CRIT. He would switch between each boss or pull after sizing the party up. Adds a lovely variety to the game if done right and it's FFXI-reminiscent. I say keep it up if you can but always gauge your party's capabilities first.
Current State of End-Game Contents
Probably been said, but the latest trends of dungeons (in 4 mans) have actual blockades where you need to kill the enemies to proceed - usually you'll have 2-3 groups of enemies before reaching it.
Unlike Ampador Keep where you could pull all the way to the first boss then pull all the way to the second boss door.
Guess that's why people are dropping out VIT because having way too much HP for the pulls that are done in dungeons.



You can blame OF for that with all the speedrun whining.



I rock all STR accessories for everything I do on PLD. But I only do Trials/Main Scenario/ and ST with it. I also get away with using Sword Oath a lot, when I can.......
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