my goal as tank is to hold aggro , and use my CD's properly making the healers life easier ^^ and before someone says anything i have no problems to hold aggro with vit gear :P
funny how it was the right thing to do :P
my goal as tank is to hold aggro , and use my CD's properly making the healers life easier ^^ and before someone says anything i have no problems to hold aggro with vit gear :P
funny how it was the right thing to do :P
if you would wear str your aggro and dps and selfheal would be buff of at least 25 %, so wear vita don't mean you can't hold aggro at all, if you don't need to buff your aggro to hold, you can hold with vit, i never get a problem to hold in vit too, when you loose aggro on something it's not hard to get it back...
it's a choice you spend vita or str, as long you can do your job, it don't matter.
the funny right thing to do is the thing you are confortable with.
Last edited by kensatsu; 01-05-2016 at 08:44 AM.
I'm SURE someone already pointed this out to u about ur 'wrongness', but im going to just restate it, ur wrong. A tank in full vit will lose aggro to a geared dps, Even if it is 1 enemy, if that dps has a better weapon. For example if it is a warrior they will lose aggro before they finish a storms eye combo, and if they open with a b.b. combo they will still lose aggro because the potency wasn't hi enough without the maim and slash debuff. In low level dungeons I see ur point but doesn't work like that lvl 60+. U get 1 pt of aggro per damage done. + aggro multiplier. If a dps is out doing u by enough do to gear then literally the only way to keep aggro is roll strength. This goes for healers and over healing too. I'm sure u know this.
Why is this thread 28 pages long, and why are people still arguing? There's nothing wrong with str tanks. Taking extra str instead of vit does not prevent you from doing anything, you don't lose mitigation, you don't lose the ability to "tank". You can clear the vast majority of content by mashing your face on the Flash key over and over and over throughout the entire fight in full vit if you want to, so it's not like vit tanks are "wrong", and if you don't want to str tank that's fine.
Healers don't have to pay extra attention to str tanks because they're not actually taking more damage. They still take the exact same amount of damage over time as a vit tank, so that's no excuse.
There's only so much you can do as a tank in any given encounter when it comes to mitigation, once you have your CD rotation set and you have enough HP to survive (or more HP if you really want....) the only optimization left is your own damage output.
Why are vit tanks so upset? No one is stopping you from being low damage HP sponges if you want to be. There's also nothing wrong with wanting to speed things up myself by doing more damage. Is it a requirement? Does that void ark boss REALLY have that hard of a DPS check that random DF DPS can't deal with it? No, of course not, but I don't wanna sit there doing no damage with a humongous excess of HP when there's practically nothing in the game that does a significant amount of damage that requires a gargantuan HP number that can't be dealt with a simple cooldown.
I don't care if a tank goes pure vit as long as they hold threat. But that's the problem. Most of the time in my experience they don't.
As a competent DRG, BLM, BRD, MNK, and especially as a Summoner, I've get mauled and give pure vit tanks a hard time solely because of their lack of power (and incidentally me melting things like I don't know what necessary is).
As a healer I don't find there to be any difference in how much healing I need to do. But a tank that doesn't use their CDs is extra work for us all. The most recent worst was a DRK taking tonz of damage and dealing baby slaps for all the nothing he was doing in Dusk vigil.
However it's easy to take for granted how much of the tank's ability to hold agro from the party is only the tank. Many players don't have the best rotations, making it easier to hold agro, and easier to be lucky enough to never run into problems until SUDDENLY someone knows what they are doing, even if its another tank who's pure str surviving all the same things you are while holding agro with no problem. Don't get me wrong, I would love to build defenses, and I mained as a protection warrior in WoW, but here in FF14, power, threat multipliers, and treat in general consequently are the serious issue here.
Last edited by RiisWolf; 01-10-2016 at 12:00 AM.
Just got out of arboretum with a full vit tank. Not only did he sustain about 40% more damage and lower the overall output of the group significantly, he had trouble holding aggro due to having the Str level of a 110 dps at ilvl 190. The run took about only ten minutes longer he insisted on doing large pulls even tho with ilvl 200 dps doing respectable AOE rotations the damage output from his drk AOE was much lower. The 20k hp he had never once got below 12k effectively negating 100% of the hp increase from the vit accessories.
But by all means. Gear as you wish. I'm sticking to Str on mine.
An amendment and bump because everyone has forgotten why people rolled full vitality pre-3.0 (or, everyone that hated the vitality focus in 2.0 are just smearing it in the faces of vit-tank's): it was also nice to have A vit tnk because there was less and less to worry about once they had mythology gear, so you could do other things besides heal the party's tank. Also, it does feel like keeping agroe has a lot harder for me since 3.0, which may or may not be because almost every party will be so unfocused (lol ninjas) since marking fell out of practice by the majority of players who play tanks. And no, I am not complaining about DOT-ing. DOT-ing is totally fine, and big pulls will obviously have this problem.OMG, basically Vitality tanking was viable before 3.0, and it's easy to see why when playing the content prior to 3.0. There was little to no stress to maximize DPS and threat is easily maintained as long as the DPS or HLR didn't overly surpass your item level or totally tard-out, the player made sure to mark their targets, and follow the formula that everyone will have to explain at some point. Some of the old content still hits harder and faster than anything in the Heavensward story-mode dungeons, like, the Aurum Vale which still has an effect of making people shudder, and how there is like never a point in the Stone Vigil where you're not healing 80-90% of the time, IMO. And, it's not like it is required outside of the expert raids anyway.
And, yes. I haven't been marking things as I should either.
Last edited by MPNZ; 01-10-2016 at 11:30 PM.
Aggro is not harder now than 2.0, it's just now tank try to dps more, so them want to get a strong aggro directly to focus dpsing.
It's not like Tank was not able to do better dps before, but in 2.0 you was not realy forced to do this exept the hardcore raider who wanna dps higher to finish earlier.
There was already some STR war doing that.
I am sure it's why SE Make the raid in 3.0 forcing the tank to focus dps.
To have seeing that before 3.0, i saw one STR war most of the time not on defiance in T12 for exemple and also STR war on T13.
In 2.0 everyone rolled strength/vit gear.
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