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  1. #1
    Player
    Kydi's Avatar
    Join Date
    Jun 2014
    Posts
    300
    Character
    Dani Wah
    World
    Odin
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Alphras View Post
    These two are not mutually exclusive. A good tank will always focus on maxmizing dps while minimizing damage taken at the same time. Finding the balance is what makes it interesting.
    I wouldn't say mutually exclusive. Inherently a good tank at present can make healers' lives easier by mitigating more, but the real focus (or so it appears) is on them dealing more damage, as opposed to mitigating more, which brings me onto my second point below.

    Quote Originally Posted by Alphras View Post
    Well there are no real gear options, but the handling of large amounts of incoming damage is already in the game (albeit only in savage). The thing is maximizing your mitigation with cooldowns is not really a challenge for most experienced tanks and after learning a fight it is pretty much simple routine.
    This is the biggest issue (in fact, 2 issues) in my opinion. The first is that there is no gearing choice. Despite there being a tank stat in the game, the benefit is so negligible (especially due to the current progression favouring magic damage) that it's not worth taking. The second issue is that damage comes in predictable spikes to mitigate, rather than consistently. The upshot of this is that experienced tanks need only use their tank stance to open the fight and then at set points in the fight for a tank buster, elsewhere they're DPS. This is probably personal preference, but I would prefer if damage had spikes, but there was consistent high pressure (this may be the case already - I've not been in savage, but as I understand that is mostly spikey) which would need tank stance to survive.

    Quote Originally Posted by Alphras View Post
    Don't know about that. I already did that when I started with tanking in WOW 10 years ago (maybe that changed with the addons, only played vanilla) and multiple other games after that.
    Yep, that's also the case with SWTOR. Enmity generation is, to a large extent, locked behind abilities which can either only be used in tank stance, or which have additional effects. It also ties defence (shielding, defending/evading and generally having double the armour value (going from about ~20% to ~45% passive reduction)) to having a tank stance on, meaning if you attempted to tank without it, you could manage a couple of hits, but will die fast and lose agro unless an actual tank gets the boss back off you quickly.
    (3)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kydi View Post
    This is the biggest issue (in fact, 2 issues) in my opinion. The first is that there is no gearing choice. Despite there being a tank stat in the game, the benefit is so negligible (especially due to the current progression favouring magic damage) that it's not worth taking. The second issue is that damage comes in predictable spikes to mitigate, rather than consistently. The upshot of this is that experienced tanks need only use their tank stance to open the fight and then at set points in the fight for a tank buster, elsewhere they're DPS. This is probably personal preference, but I would prefer if damage had spikes, but there was consistent high pressure (this may be the case already - I've not been in savage, but as I understand that is mostly spikey) which would need tank stance to survive.
    I'll agree with this. For me it's part preference, part annoyance at seeing stuff used in ways not intended.

    As for stats, they'd need to disclose a lot more info in our character sheets because you start seeing more tank stats on gear. I also suspect the devs don't want players manipulating incoming damage in certain ways. I'm pretty sure Blizzard was not happy with the fact tanks could gear themselves to outright negate stuff like Crushing Blows and Critical Hits through overall mitigation (most likely why parrys and blocks in this game don't apply to critical hits).
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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