I stack VIT and Parry. I don't DPS on my PLD. So I better see you holy spamming/cleric stance because I won't lose that much health and that allows my healers to DPS instead.
U mad?
I stack VIT and Parry. I don't DPS on my PLD. So I better see you holy spamming/cleric stance because I won't lose that much health and that allows my healers to DPS instead.
U mad?


250 Parry only adds a mediocre amount of damage reduction, not even 1% DR.
Vitality doesn't actually lower damage you take. Strength does by making the fight shorter.
Where in my thread does it state any of this? I only made the thread as a suggestion to new players. =)With different people playing the same game there's going to be different play styles. If you don't care for democracy in people choosing how to gear their chars then roll your own str tank or make a premade with someone who is so you have a max deeps party so you can have that extra 5-10min saved from your run to watch the grass grow in game or chew on some Cheetos on your couch. People are going to play how they want to, this isn't communist Russia. I don't personally care how they do it as long as they fill the requirements of their role. Dictating the str only playstyle as the only correct way to tank (and yes I stack str on mine but I realize others don't and I'm fine with it) really doesn't make someone who uses vit any less of a tank, it just means the runs going to be longer, but that's certainly not going to kill *me* anyways.
Making the dungeon intentionally longer and more frustrating on your healers is fun.Well point is strength specing alone is useless if dps are really sub par anyways so in the end a good party is a good party a set of strength gear wont make up for dps pulling 200-300 less each then they should so the argument is just dumb because it's so situational. Claiming strength acc alone will provide a decrease in dungeon time is just looking at a small difference and claiming it to be the only factor. Especially in a part of the game that matters quite little
I .. am actually a summoner for roleplay purposes, so I can wear summoner gear. Sorry dude, I have multiple toons/characters.
Last edited by Nektulos-Tuor; 09-01-2015 at 06:26 AM.
With different people playing the same game there's going to be different play styles. If you don't care for democracy in people choosing how to gear their chars then roll your own str tank or make a premade with someone who is so you have a max deeps party so you can have that extra 5-10min saved from your run to watch the grass grow in game or chew on some Cheetos on your couch. People are going to play how they want to, this isn't communist Russia. I don't personally care how they do it as long as they fill the requirements of their role. Dictating the str only playstyle as the only correct way to tank (and yes I stack str on mine but I realize others don't and I'm fine with it) really doesn't make someone who uses vit any less of a tank, it just means the runs going to be longer, but that's certainly not going to kill *me* anyways.


This right here is my issue with most of this. New players just starting to tank or even leveling a tank SHOULD NOT be attempting to use STR gear without first learning the ins and outs of their tanking job first.
Proper cooldown usage, snap aggro, holding hate, and other very important tank necessities should be taught to newer players first and foremost before any tank should even consider putting STR anywhere besides their attribute points bonus or dropping their tank stance.
Leveling AST (just hit 60 last night!) I have seen WAY too many tanks try to do mass pulls with a complete set of slaying accessories on their right side plus using their DPS stance and using no cooldown whatsoever and die quicker than my Benefic cast can even begin. I've also had one argue that his reason for not using something as simple as Rampart was the fact that "it does nothing for my damage" >.>
It's heartbreaking as a tank main to watch these kinds of things happen and being taught to new folks for the sake of 2 - 3 mins less in a dungeon. Sure later on switching out Vit accessories out for STR as needed is fine when your HP is more than enough for the content your doing, but this only works when you are completely competent in your tanking job, which most new players, aren't.
If I see a tank that has less HP than a DRG, especially in Alex...it's time to start worrying. Even more so when they seem to tank the ground much more than actual mobs.
Last edited by Esp; 09-01-2015 at 07:39 AM. Reason: Cause 1000 character limit is ten times stupid.
Not that your statement is wrong. But you seem to have an unrealistic expectation of what sort of miracles a tank should be able to pull out of a hat when put into an average DF group.
Fractal has one much harder pull near the middle of the dungeon immediately before the chimera room. Neverreap has two, each before the first and second bosses. In all 3 cases, the difficulty of each are not determined as much by the tank and healer as much as they are by the two primary DPS players. These particular full-pulls can not be sustained at their maximum power for very long, and in most cases the difference between handling it or not is far greater than a few strength-buffed tank attacks. You'll die first.
When your DPS are still working up their Law gear (and that's a lot of them), it can be very hard to survive these pulls without splitting them up unless you have the greatest safety net possible. We can usually tell from earlier fights just how likely these pulls are to work. But it should be a no-brainer which one works out better:
-The DPS can place their AoE on 8 enemies at once while having a slightly weaker tank-dps.
or
-The DPS can only place their AoEs on 4 targets at once while the tank is doing slightly better, often single-target physical damage.
Suddenly the latter case is the one that safe and slow. The former is significantly quicker than any small bit of time you might lose on a single bigger target like a boss (especially that damn minotaur who cuts chunks of your melee time anyway by charging around and occasionally throwing out a 360 degree knockback). If you're rolling a party of veterans sure, but all too often I find that VIT makes impossible pulls possible. And hey, so what if the healer has to cast stronger heals, at least they have more time to act on it. Spare time is DPS time.
And if the healer has more DPS time, they will actually lower the damage we take "by making the fight shorter".
I see what you did there.
Anyways,
I was once a fan of full fending right side on my PLD. Then I tried swapping one str accessory and then another. I didn't realize that I was already running 4 str accs with all my bonus stats at str. So I decided, I might as well go full STR. Tanking 4 mans is already trivial considering how much healers can heal nowadays. Going for 8-man, I just swap to 3 slaying, 2 fending, with my points in VIT for a good balance between tankiness and threat generation.
The problem is SE really needs to have a look at these tank stats and adjust things so tanks that are gearing they way most tanks expect to aren't *wrong*... or just get rid of the gear altogether\slap STR on it. Right now there's a subculture of tanks in the "know" about what they should be doing, but just as an example my friend just started tanking and he asked me what to do with his stat points. I told him STR, and he said "wow, I was thinking VIT because it's defense-y. Glad I asked."
It's just what people who have ever tanked anywhere else *expect*, and it would be nice for SE to acknowledge that the stat is utterly useless and do something about it. There's too many tanks out there gearing the way they *expect* to and too many people giving them shit for it. This thread is a pretty good example.
Well point is strength specing alone is useless if dps are really sub par anyways so in the end a good party is a good party a set of strength gear wont make up for dps pulling 200-300 less each then they should so the argument is just dumb because it's so situational. Claiming strength acc alone will provide a decrease in dungeon time is just looking at a small difference and claiming it to be the only factor. Especially in a part of the game that matters quite little
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