Quote Originally Posted by monochromicorn View Post
"Im a tank, I don't need to do damage" people with your thought process make me laugh. Every hate generating move is based off strength.harder hits=better and faster hate. Pushing dps to the max can garner numbers that can shame dps. I've seen opening pld combos break 570. "Tanks don't have high dps" that's because people don't know how to spec it right.
Additional Strength beyond what left side gear provides is in no way necessary to hold hate against people of similar gear to yours. Despite what people may think, holding hate is more about efficient use of enmity generating abilities than DPS output. If a tank absolutely cannot hold hate without investing into Strength, they ought to step back and look at what they're doing wrong with their gameplay instead of brute forcing the problem. That way, all facets of their play will improve.

"Tanks don't have high DPS": This was the intention of SE when designing them and designing fights, one can argue. If they truly were meant to be capable of shaming DPS, then they wouldn't have such high multipliers on their enmity generating moves. They'd just need to have x2 and perhaps x3 at maximum instead of x6 and x10. If they were meant to be stacking Strength, then they'd be able to roll Need on accessories that have Strength instead of just accessories that have Vitality. What we have here with the Strength Tank phenomenon is the result of the dev's severe inability to balance encounters around Tanks and Healers. They did just fine with balancing DPS around each other and around expected damage numbers for encounters, but just look at how much Final Coil snapped like a twig just as soon as people dedicated Tanks and Healers to doing more damage. The obvious conclusion is that the fights were not designed with such contributions from Tanks and Healers in mind.

But, of course, we have to look into why such contributions were possible in the first place. After all, these fights were supposed to be gear checks... right? Think about how embarrassed the devs must have been when they saw people clear Final Coil on Week 1, in i111.5 gear, by reducing Tank HP and/or having the Healers do less healing. The conclusion here is that not only were the fights not doing enough damage to Tanks, they weren't doing enough damage in general to require near-full time attention of two healers. But Turn 13 was certainly doing enough damage to non-Tanks that people needed plenty of i120 and i130 left side gear to survive, right? Nah, crafted accessories were a thing. And that's three strikes against the battle team. What happened to the guys that Blue Gartr were lauding for excellently tuned encounters while running the First Coil?

Here's hoping that the sheer amount of time being dedicated to Heavensward allows for the battle team to develop more encounters that push everyone to their limits instead of just the DPS.