Page 4 of 7 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 65
  1. #31
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Zumi View Post
    Ok so for the most part Fending Accessories which drop from savage alex are pretty worthless for getting through the zone. There are such high dps checks that pretty much all the tanks are using slaying accessories or crafted vit/str hybrid ones.
    **snip**

    There really needs to be some kind of overhaul or adjustment with fending accessories, either then also need to have some str on them, or all accessories should have mainstat+vit on them. No other class besides tanks are made to wear accessories that were designed for dps just to progress through the zone.
    How about SE takes all thecompletely pointless parry off our gear and replace it with something useful? Or, more preferably, make parry matter again. SE you made me put battle dance materia on my pre-relic becaise it's supposed to be a core stat for my job. Yet with Heavensward you've made the hundreds of points of parry completely irrelevant. Please fix this.

    Quote Originally Posted by Selli View Post
    My static is on A3S and since we're still doing progression, our tanks are in 4 fending/1 slaying (which is something we've never done, usually they're both full fending until we clear/Healers are comfortable enough for them to lose a couple thousand HP), and because of the amount of AoE healing in that fight, I am constantly ripping hate off the MT... even though I'm the least geared member of our static, lol.

    I think VIT should effect enmity more viably instead of STR. VIT accessories are meant for tanks (as in, they're the only ones they can roll Need on), yet really hinder their ability to hold aggro sometimes. I think there needs to be some better balancing between VIT and STR when it comes to aggro. It was especially annoying in the CTs, someone would call MT, throw on some Fending (yes this does happen, I'm not making this up), and immediately lose hate to a full STR PLD in Sword Oath... for the whole fight.
    STR and DET should affect emnity, VIT should affect HP and also DEF and/or resistance to status attacks.

    Quote Originally Posted by Kenji1134 View Post
    So twould seem this issue has successfully migrated from the tank forums to the general forum... Is this a sign of progress? A call for change? Or the cries of yet another tortured soul destined to fall upon deaf ears?
    ...maybe if we typed this in Japanese...

    Btw, what's the JP tank's take on this issue?
    Same as ours?
    MOAR TANK DEEPS!!@!!? - ?
    Or are their economies so healthy and thriving that every raid tank can easily afford a full set of pentamelded VIT/STR acc's?
    If it's really a case of moar tank dps, then it would seem that SEs answer is clear, "play WAR not PLD".
    (0)
    Last edited by Kosmos992k; 09-16-2015 at 02:09 AM.

  2. #32
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    Here's what I'd like to see done for Fending accessories:

    *Make a VIT:STR ratio of 2:1 and make Slaying accessories available only to jobs with STR as their main stat.

    Here's what I'd like to see for tanks jobs, in general:

    *Make VIT affect enmity generation (tanks only) and parry/block rate and effectiveness (up to about 50% damage)

    *I agree with the idea of making Sword Oath flip VIT/STR values (Defiance/Deliverance effectively does this anyway, so no change is needed there), though that may be trickier than Cleric Stance due to HP drops.
    (1)

  3. #33
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Dark-Blaz View Post
    or a monk needing mind for their self heal,
    Second wind scales off of AP not MND. Not like FFXI.
    (1)

  4. #34
    Player
    NolLacnala's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    656
    Character
    Nol Lac'nala
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by sirDarts View Post
    Well maybe in the next zone of Alex, you will need Vit accessories to survive a tankbuster, and there won't be such tight DPS checks?
    (14)

  5. #35
    Player
    Dark-Blaz's Avatar
    Join Date
    Jul 2014
    Posts
    4
    Character
    Diddle Pandle
    World
    Zalera
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sapphic View Post
    Second wind scales off of AP not MND. Not like FFXI.
    obviously I worded that wrong and since it's the internet, instead of trying to get the point lets correct the idiot! =_=
    (2)

  6. #36
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Dark-Blaz View Post
    obviously I worded that wrong and since it's the internet, instead of trying to get the point lets correct the idiot! =_=
    I had that discussion with someone in my FC as well.

    Tested it with Clemency naked. Put on healing acc, did nothing. Put on slaying, buffed the heal.

    Second wind still heals for crap regardless >.>

    Quote Originally Posted by Hayward View Post
    Here's what I'd like to see done for Fending accessories:

    *Make a VIT:STR ratio of 2:1 and make Slaying accessories available only to jobs with STR as their main stat.

    Here's what I'd like to see for tanks jobs, in general:

    *Make VIT affect enmity generation (tanks only) and parry/block rate and effectiveness (up to about 50% damage)

    *I agree with the idea of making Sword Oath flip VIT/STR values (Defiance/Deliverance effectively does this anyway, so no change is needed there), though that may be trickier than Cleric Stance due to HP drops.
    Making VIT give attack power instead of STR does the same thing.

    They changed parry/block effectiveness because it was going to scale too high. They don't want us blocking 30+% damage of each hit every time. Especially with things like Sheltron.

    Enmity generation is fine for everyone but PLD right now.


    Not sure if the first bit is serious or not, but this wouldn't work as we'd be gimping ourselves while in tank stance (assuming we ran full VIT).

    Also, as nice as it would be to have VIT modify our damage as a tank they'd have to adjust HP values or incoming damage as the amount of HP we can hit now if we're full VIT is pretty ridiculous and it's only going to get worse as the ilvl jumps.

    I'd personally like to see tank accessories just be similar to pentamelds. Would still give us the option for full slaying but not penalize us for going a safer, more defensive route.
    HP levels wouldn't be an issue.

    They can just make bosses hit harder. If they didn't already account for the amount of VIT a tank in full fending can have, they'd be bad at designing their own game, because their intent is for tanks using fending gear.
    (0)
    Last edited by Nadirah; 09-16-2015 at 06:35 AM.

  7. #37
    Player
    Tyrial's Avatar
    Join Date
    Aug 2013
    Posts
    494
    Character
    Tyrial Highguard
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kaurie View Post
    Sword Oath and Deliverance should convert all vit to str!

    For reals time: I agree with OP. If you are going to design the end-game around such tight DPS checks, tank accessories should have str or something of the sort.
    Not sure if the first bit is serious or not, but this wouldn't work as we'd be gimping ourselves while in tank stance (assuming we ran full VIT).

    Also, as nice as it would be to have VIT modify our damage as a tank they'd have to adjust HP values or incoming damage as the amount of HP we can hit now if we're full VIT is pretty ridiculous and it's only going to get worse as the ilvl jumps.

    I'd personally like to see tank accessories just be similar to pentamelds. Would still give us the option for full slaying but not penalize us for going a safer, more defensive route.
    (0)

  8. #38
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Nadirah View Post
    They changed parry/block effectiveness because it was going to scale too high. They don't want us blocking 30+% damage of each hit every time. Especially with things like Sheltron.
    Except Sheltron is used up if an auto attack lands and the changes to parry and block go too far, especially with parry since no amount of parry stacking makes an appreciable difference tothe effectivness ir frequency of parrying. I was given no choice but to stack parry, since it's on my PLD gear, so why make it irrelevant? That fels like a penalty since I could otherwise have a useful stat instead.

    Enmity generation is fine for everyone but PLD right now.
    Hasn't this been the case since Warrior got buffed?
    They can just make bosses hit harder. If they didn't already account for the amount of VIT a tank in full fending can have, they'd be bad at designing their own game, because their intent is for tanks using fending gear.
    The same is true with respect to parry/block and for that matter Protect and StoneSkin.

    Personally, I don't understand why the relative level of enemy vs character isn't a modifier on either the parry/block rate or the strength of the parry or block. That would make some sense, and effectively deal with the scaling issue. The same type of modifier could be applied against the impact of stoneskin. Of course doing it that way would mean that a PLD stacking correctly could be extremely good at blocking and parrying, at the price of the damage they do.

    Another thought about emnity generation for tanks, attacks that are blocked or parried could generate emnity scaled off the damage mitigated by the block or parry. That extra emnity would represent the frustration of the attacker at the blocking or parrying of their attacks. If nothing else, this would help PLD emnity...
    (1)

  9. #39
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Except Sheltron is used up if an auto attack lands and the changes to parry and block go too far, especially with parry since no amount of parry stacking makes an appreciable difference tothe effectivness ir frequency of parrying. I was given no choice but to stack parry, since it's on my PLD gear, so why make it irrelevant? That fels like a penalty since I could otherwise have a useful stat instead.
    If you time it properly, it's an automatic block.


    It doesn't work *right* now because none of the tank busters can be blocked currently, but it *can* help out the auto attack right after that might be the cause of your tank's death if you're having issues at that point. They specifically reduced block effectiveness and parry effectiveness because there are abilities that guarantee both. Can't remember what the warrior one is as I don't play it, but Sheltron is a guaranteed block, and Bulwark ups chance by 60%(not even sure what my block rate percentage *is* since it's not displayed anywhere that I'm finding) which is kinda stupid high with a lot of things hitting you.

    Hasn't this been the case since Warrior got buffed?
    Not sure. Paladin used to have one combo and one combo only that was really used regularly, so lower enmity multiplier was okay. Now we have two more, which have higher potencies on the, but no modifier. So Goring Blade and Royal Authority do jack shit for my enmity. If I'm pushing DPS, I *will* lose hate if I'm not careful.

    Personally, I don't understand why the relative level of enemy vs character isn't a modifier on either the parry/block rate or the strength of the parry or block. That would make some sense, and effectively deal with the scaling issue. The same type of modifier could be applied against the impact of stoneskin. Of course doing it that way would mean that a PLD stacking correctly could be extremely good at blocking and parrying, at the price of the damage they do.
    Blizzard had something similar going on with World of Warcraft and both shield tanks. Essentially, you wanted to be CTC capped(combat table coverage). Block, dodge and parry at 102.5% meant you could not be hit for full damage. At all.

    Then there was the Trial of the Grand Crusader runs on the last boss that summoned a boatload of adds that hit like trucks. We'd go back into old raids to get gear with block rate on it for our Warrior. He'd tank them because he'd take less damage. Blizzard fixed that right up by REMOVING block rate from gear.

    it causes balance issues. Done right, sure it could be good. Done wrong though.... Yeah.

    And I'd still like to see PLD get a damage reflect on block effect.
    (0)

  10. #40
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    I don't see why they don't put more stuff like Ring of Lasting Shelter on fending accessories: http://na.finalfantasyxiv.com/lodest...m/dacdfdb4ea4/
    (0)

Page 4 of 7 FirstFirst ... 2 3 4 5 6 ... LastLast