Tanks have been avoiding parry and stacking dps Stats since people started hitting 50. In first coil you starting pealing your fending off for striking or maiming as soon as you could meet the hp mins for cadaceus. The savage Alex just exemplified the effort as hp pools swelled you were losing potential in damage for no gain.
Parry has always been a poor stat because of scaling, even worse for paladins. physical? Yes. Miss? No. Crit? No. Dodge? No. Block? No. Roll for parry.
So the already poorly scaling stat become less economical because it only works against physical avoidable Attacks. Its good for speed runs or trash raid encounters where there is lots of stuff to block and few tank busters to mitigate.
Parry is even less useful due to rng in scripted fights. As a healer you cast this spell at this time regardless of a parry or block because you cant depend on them.
So a stat that scales poorly, usable against 1of2 possible attack types, and cant be relied on to reduce healing out put. Vs a stat that scales well and is effective all the time. You judge which is better for your stat allowance.
Last edited by Einheri; 02-17-2016 at 04:07 AM.
DERPThe main reason why parry suffers is the boss design of the endgame encounters. Parry (and block) are good for a steady stream of incoming damage, where healers can work with it. In this game, where bosses do huge amount of spike damage and good healers plan every heal on the tanks beforehand, a parried attack will just end up as overheal most of the time.
I meant to say the second biggest reason.....
As my co-tank would tell me, Grit gud-
^ this ^.....
So the already poorly scaling stat become less economical because it only works against physical avoidable Attacks. Its good for speed runs or trash raid encounters where there is lots of stuff to block and few tank busters to mitigate.
Parry is even less useful due to rng in scripted fights. As a healer you cast this spell at this time regardless of a parry or block because you cant depend on them.
So a stat that scales poorly, usable against 1of2 possible attack types, and cant be relied on to reduce healing out put. Vs a stat that scales well and is effective all the time. You judge which is better for your stat allowance.
We have a finite amount of space to utilize for melds, and unless SE makes it so you could only meld CRIT onetime to a piece of armor, adding 153 CRIT via melding is going to net a better value (23 strength/damage stat).
So I've heard Void Ark gear will be meldable? Is this confirmed anywhere? Hope so bc I'll never stop using my fending chest/pants then.
Haven't heard anything about that, but Void Ark will have V materia as a reward (probably through the farthing) in 3.2, so maybe that information was misconstrued?
Question. Is all tome gear getting materia slots or is it really only going to be the new tome gear that is getting slots in 3.2?
yes?
it's all conjecture at this point.
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