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  1. #1
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Sapphidia View Post
    Snip.
    Tanks wore crafted melded accessories in FCoB. DPS also wore hybrids (crafted with melds) so they have enough HP to survive the insane damage. SCH was in cleric stance for DPS for the whole first phase as well. The main tank couldn't afford to drop tanking stance on Bahamut though. But the OT dropped it after picking up the ghosts in phase 2.

    I think the problem with Alexander Savage is that it is turned higher than FCoB was in terms of DPS requirement but not the raid-wide damage. Which is why tanks spend most of their time in DPS mode. Even the busters are kinda weird, like in A1S, the buster literally does twice the tank's HP but it is spread so far apart that the tank just throws all its CDs at it and survive with over 50% HP left. When you look at Revelation/Flatten which did 1k~2k more than max HP and was on a minute timer so you had to spare some CDs leaving you with barely enough HP to survive it.
    (3)

  2. #2
    Player
    Sapphidia's Avatar
    Join Date
    Aug 2013
    Posts
    405
    Character
    Sapphidia Wulfhaven
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Phoenicia View Post
    I think the problem with Alexander Savage is that it is turned higher than FCoB was in terms of DPS requirement but not the raid-wide damage. Which is why tanks spend most of their time in DPS mode. Even the busters are kinda weird, like in A1S, the buster literally does twice the tank's HP but it is spread so far apart that the tank just throws all its CDs at it and survive with over 50% HP left.
    This, this exactly. The tuning is just -slightly- off right now. It's too easy to tank the damage whilst basically undergeared for the encounter, which means there's absolutely no incentive to improve your overall "tankability", if such a concept exists.

    Obviously on ANY encounter when you start to overgear it then tanks will start using more dpsy gear, experimenting with single tanking or just DPS stance a lot more, that's how things go - once an encounter is beaten, you do everything you can to beat it -faster-. The problem is that there isnt really any need on the current Alex content to beat it -safer-. When that Hyper Plasma shot comes in on A1S you're going to pop the same cooldowns in i210 gear as you did in i180 and whilst you'll have more HP left it wont have made the encounter any easier really.

    I'm mostly just surprised that so much of a focus is on the dps output from day 1 in crappy gear from a tank perspective. You're right about the spacing of the tankbusters. Heck, even on something as trivial as Titan Hardmode when it first came out and people were trying it in low level gear you wanted as much tank stats and health as possible because of the sheer frequency of the mountain busters comboed with the aoe stomps. The tank was always at risk of dying at any point and you really noticed the tank stats of the MT throughout the encounter. In Alex 1 you only notice the tank's toughness in the 1 second after the Hyper compressed plasma when you have a quick peer at how much health they had left before they're back to full again and probably swapping to sword oath.

    The TLDR here? Tanks arent being tested in their ability to take damage in 3.0 content, so we're relegated to being tested purely in our ability to DPS as long as we can pop a cooldown every 90 seconds.
    (1)
    Last edited by Sapphidia; 08-18-2015 at 02:45 AM.

  3. #3
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Sapphidia View Post
    This, this exactly. The tuning is just -slightly- off right now. It's too easy to tank the damage whilst basically undergeared for the encounter, which means there's absolutely no incentive to improve your overall "tankability", if such a concept exists.
    I think this highlights another problem with the game's design, there are essentially no tank stats in the game, period. Parry is a joke and vit is just more hp but not more mitigation. Really the design problem in the game is that only dps stats exist and nothing else. Although healers have mnd, given the way cleric stance works it might as well just be a dps stat. Dps stats increase heals so a healer gearing for heals is gearing for dps, tank stats do little to nothing so might as well gear dps.
    (0)