In order to cater to the new age of no trinity in games like Guild Wars 2. Since Warriors are practically DPS anyway, why not just, make everyone a DPS? You just raise everyones defense a little bit and it'll play like one of those non trinity games.
We don't have any tank or healer checks just DPS checks so I don't see what the issue is.
I find running dungeons in GW2 to be a vomitous affair. I like the order and structure that tanks and healers provide their parties.
I understand. However, "a lot of people" just because you say so isn't that credible. Forums are always the place for the loudest, unhappy people. I for one do not wish to play my tank to be a survivor because my gear is thàt good. It does not add skill whatsoever, it's just gear. When I'm healing, it's rather boring when tanks are easy to heal. I like the challenge. Even more when I try to maximize my DPS as a healer.
I think FFXIV is not the only MMO where tank (and healer) DPS is considered preferable when pushing content. It's just mindboggling with the skillset tanks have at this very moment, to not maximize DPS. OP is a PLD, it would be rampart, sentinel, HG once a fight, bulwark, sheltron etc. All one hit buttons for CD. The only skill with that comes from knowing the fight. Even then a healer can carry you when you mistime a CD (if it's not a oneshot tank-killer). There is no complex DPS rotation. There also is no parser, so even if there was a complex rotation, people in general would not know how to DPS. So I humbly accept the little DPS challenge to make it more interesting.
Last edited by abzoluut; 08-16-2015 at 06:10 PM.
No, its to avoid having mechanics unintentionally cheesed/broken by terrain.
Dhorme Chimera is a perfect example of this happening: Pulling it up the hill allows characters to have a far easier time avoiding several of the AoEs without even moving.
It was possible for ranged dps and healers to dodge Mortal Ray(which gives the instant kill Doom debuff) in the Teratotaur fight in Sunken Temple (NM) by climbing up the mount of sand in the room negating most of the fight's mechanics.
Got this in trial roulette the other day, was surprised people still did this. The fight was over in about 3 minutes if that. Seemed it took longer to walk to the hill and back than kill it.
Hey, some of our boss fights take place in rectangles now! SE's always innovating!
The original arena for the T5 Twintania fight had an uneven floor and players figured out how to stand in a pit near the arena wall to trivialize the divebombs mechanic. Later on SE made the floor in the arena level but the players already knew where to go and the mechanic was not altered as Second Coil had been released at that point.No, its to avoid having mechanics unintentionally cheesed/broken by terrain.
Dhorme Chimera is a perfect example of this happening: Pulling it up the hill allows characters to have a far easier time avoiding several of the AoEs without even moving.
It was possible for ranged dps and healers to dodge Mortal Ray(which gives the instant kill Doom debuff) in the Teratotaur fight in Sunken Temple (NM) by climbing up the mount of sand in the room negating most of the fight's mechanics.
The first boss of original Amdapor Keep could also be cheesed by standing on a tree in the arena and just pewpewing it to death from up there where it couldn't get to you or hit you.
I agree with the OP. I love tanking and tanked in lots of different mmos. But in ffxiv the only difference in playing a tank and a dps is the CDs. As a tank my rotation is to maximize my dps as much as possible the same as a dps. I gear up my tank to maximize my dps the same as a dps. The moment I focus on mitigating as much damage as possible on my tank I'm considered garbage by the community. I play a tank to feel well like a tank. Not a bruiser.
Thing is, I haven't played a single MMO, and I played lots, that the tank isn't doing some form of rotation to maximize aggro and, in turn, DPS. Give me one triple A title MMO that isn't more than 14 years old where the tank does nothing but stand there generating aggro and doing close to 0 DPS.I agree with the OP. I love tanking and tanked in lots of different mmos. But in ffxiv the only difference in playing a tank and a dps is the CDs. As a tank my rotation is to maximize my dps as much as possible the same as a dps. I gear up my tank to maximize my dps the same as a dps. The moment I focus on mitigating as much damage as possible on my tank I'm considered garbage by the community. I play a tank to feel well like a tank. Not a bruiser.
Also, what do you mean by "focus on mitigating as much damage as possible"? You mean to just use Storm Path every other combo and pop defensive CDs back-to-back just so you have some form of damage reduction and use Inner Beast every time? Then I'll ask why? Just so you can shave 20 damage from those 200 per hit autos? Regen heals for 1.2k a tick, so reducing damage below 1k is pointless. Healers also want to do their job of healing!
You can "maximize" your DPS while still focusing on defense by knowing WHEN to defend. It gives color instead of bland play style. I play a tank and not a DPS exactly because I have to switch between defending and attacking rather than just straightforward rotation in all situations.
Last edited by Phoenicia; 08-17-2015 at 01:12 AM.
First off aggro is never an issue in any mmo i've tanked in. I'm sure tanks don't maximize dps because they are having aggro issues, that's a player skill problem. So maximizing dps is just maximizing dps and more aggro from it is just bonus, not required. And I don't know where you are coming from saying that tanks back then did close to 0 damage while generating enmity. From where in my previous post did I say I want to do close to zero damage? And please tell me want content you doing that tanks are taking 200 per hit autos and healers are healing them for 1.2k a tick? Stop using extremes to prove a point. In A1S that I have experienced and cleared, I take roughly around 2.5 to 3k hit autos and my whm regen is only healing around 1.4-1.5 a tick. The fact that I can tank oppressor in A1S in Deliverance 80% of the time and only going into defiance for tank buster to pop inner beast and cooldown is stupid game design. So like I said I only truly feel like a tank during those 20% times im in defiance to mitigate and tank buster. Other than that I'm in deliverance doing a dps rotation to maximize my dps, just like a dps. I picked a tank to play a tank and right now I don't really feel like a tank.
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