If you add STR to fending accessories MNK and DRG will probably start using them lol


If you add STR to fending accessories MNK and DRG will probably start using them lol

not if the STR stats is only half the amount of VIT
as you can see the i190 slaying and fending both have 40 str and 40 vit respectively
if SE give half the strength the melee DPS most important stats which is strength will still be low
but if the tank are given that half strength point it will be really useful for them

Pretty much the only thing they need to do is add some slight amount of STR to 210 accessories so that at the very least they're not underbudgeted compared to crafted accessories 60/30 itemlevels below it
Meaning that current VIT accessories (49 VIT) would need 23 STR on top of that to be equal to future 180 crafted (cap of 36 STR/VIT therefore 72 main stat total) with just 23 STR compared to the 47 on 210 slaying accessories I doubt any DPS are going to use them and its not like savage has any HP checks

Hi ^^; I know the tank community is very spirited here.. So I am just swinging by from the JP forums to kinda echo what I read there.. In regard to tank accessory.. Can strength be added to them also?
Otherwise.. Can attack power be scaled off of vitality for tanks? Tanks are the only role that deviates from their "role accessory" and must use dps stuff sometimes. Thanks so much for reading and hoping I didn't echo people here too much if I did. This is a great community and have a good day!


Ha. "Spirited". I suppose that's as good a word as any. I always tell people that in this game nobody treats Tanks worse than other TanksHi ^^; I know the tank community is very spirited here.. So I am just swinging by from the JP forums to kinda echo what I read there.. In regard to tank accessory.. Can strength be added to them also?
Otherwise.. Can attack power be scaled off of vitality for tanks? Tanks are the only role that deviates from their "role accessory" and must use dps stuff sometimes. Thanks so much for reading and hoping I didn't echo people here too much if I did. This is a great community and have a good day!
Anyways, it's interesting to see Japanese players also asking for the same kinds of things we are in terms of how stats affect Tanks. You did echo some people a bit, but this small nugget of insight is certainly worth it.

Scale tank attack power off of defense and balance defense between left and right side pieces. Give crafted pieces a significant defense disadvantage (something like 80-90% less).
Defense split between left and right side something like 60/40. Give defense some kind of regressive scaling contribution to attack power so that later tiers of gear don't completely destroy tank/dps balance. Something like 25% at 2000 defense, dropping to like 20% at 3000 defense, etc.
It wouldn't make strength on gear worthless. It'd just make defense incredibly more attractive in a way that would encourage/mandate wearing non-crafted vit jewelry.
Tank skills would need to be rebalanced downward potency wise probably, esp if they actually did scale attack power off a full defensive value since tank attack power would increase by a very noticeable amount. Not a big deal, though.
My life while tanking is an existential hell from which there is no escape.



I don't think the goal should necessarily be to mandate Fending accessories. That just replaces one useless set (current VIT) with another. Tanks actually have some level of choice right now (high/mid/no STR) which is cool, it's just that the no STR option is super weak and has no real place in the game. I think it's because it doesn't actually make you tougher - you still require pretty much the same amount of healing.
On the other hand, non-meldable Fending accessories probably should have some effect on your damage while tanking. I think maybe adding some level of defense and magic defense (to the effect of 1.5~2.5% additional mitigation per piece depending on item level) as well as having them reduce the tank stance penalty by like 10% per piece might work. Defiance would end up with like a 12.5% damage penalty and Shield Oath/Grit would be 10. That way if there's a fight where you'll be in tank stance for pretty much the whole thing, you have the option to really turtle up while maintaining a little bit of your offense. If you're going to be tank swapping a lot, you can wear crafted or Slaying.

Strength jewelry wouldn't be pointless if the two strength melee dps continued to wear it since presumably they would receive no benefit from vitality jewelry?
Tank jewelry pieces eliminating (or reducing to such a degree that it doesn't matter) tank stance damage down penalties does sound nice, though.
My life while tanking is an existential hell from which there is no escape.
I don't think tanks really have a choice, there's still and optimal setup. One the other MMOs I played and have extensive tank experience in is swtor. You would think tanks have real choices to make there because there are 3 tanking stats(well 4, endurance which is just like vit here and equally as useless), shield, absorb, and defense. Well although it changes with each ilevel there a single optimum spread of those stats for maximum mitigation. It's the same here, str vs vit, there's only one true correct answer.
That said tanking in swtor is in a MUCH better state than ff14 and that's pretty much how you make fending accessories useful here. They need to provide actual mitigation, fix parry, add def/m.def to them, add elemental resist etc.



While there's always an optimal setup, I think it changes a bit depending on the capabilities of your group. I guess choice is the wrong way to put it, but there's two gear sets to use depending on the fight: slaying or melded. This is especially true when first learning a fight, since as you get more comfortable with it you can start dropping more HP.
With that said, I think you're absolutely right about how messed up tanking stats in general are. Removing STR->block/parry power and not replacing it anywhere was a huge misstep, and I think we really, really need more potent defensive stats in general. One thing that bugged me a lot in ARR was that even with all the gear in the world you weren't really any tougher, you just had a bigger HP pool - basically, an overgeared tank can't carry an undergeared healer as much as the other way around. It's a weird change from something like WoW where (iirc) at one point warriors were taking so little damage from weaker dungeons that they couldn't generate rage.
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