Yes tanks should be swapping stance when the incoming damage allows it, dungeon wise, there is no point of staying in tanking stance once aggro has been established.
Unless you're mass pulling a horde of mobs, but then I guess it depends on how much the healer can handle.
Well, hardly. It's much like overhealing, really. Or using a DoT on the last 1% on a DPS role. Whether you're 50.000 points of enmity ahead of whoever is second or 500 points ahead. As tanks aren't risking losing enmity while out of tank stance, why not change your stance to deal more damage if the situation allows it?
Because tank stances can reduce the amount of healing required and increase healer dps. If your healer isn't dpsing then well, no reason to be in tank stance once you have enmity.Well, hardly. It's much like overhealing, really. Or using a DoT on the last 1% on a DPS role. Whether you're 50.000 points of enmity ahead of whoever is second or 500 points ahead. As tanks aren't risking losing enmity while out of tank stance, why not change your stance to deal more damage if the situation allows it?
Proper cooldown management does more than stance. Full vit warriors for example have so much HP in defiance it's ridiculous outside savage and half dungeon pulls, which don't exist anymore. Before vit became one of the factors for dealing damage on tanks, most tanks would get the minimum threshold to survive busters and then stack up on strength all the way, with vit being viable now a tank can run with 25-30k hp making up the difference of not being on tank stance.
Last edited by mp-please; 07-10-2016 at 04:36 PM.
I already do stance dance as a healer. I just didn't know it was a thing for tanks as well.Well, hardly. It's much like overhealing, really. Or using a DoT on the last 1% on a DPS role. Whether you're 50.000 points of enmity ahead of whoever is second or 500 points ahead. As tanks aren't risking losing enmity while out of tank stance, why not change your stance to deal more damage if the situation allows it?
The problem is the game revolves solely around DPS
healing and mitigation never matter in the grand scheme of things they're so heavily trivialised.
A bosses ultimate attack forexample only ever has 2 outcomes. either you pass t he dps check and thus sail through with almost no healing or mitigation required.or you fail the dps check and you're going to wipe. no amount of mitigation or healing will save the group.
A paladins Divine viel for example should be strong enough that if used correctly would make the group survive a failed dps check in nidhogg or something such.
at present though it's so weak its completely unnoticeable . if you pass the dps check you're going to take so little damage from the ultimate that any form of mitigation is just laughable as is any form of strain on the healers.
if you fail the dps check your going to wipe no matter how many defensive buffs you put up. sacred soils divine veils aoe stoneskins and succors. still gonna get wiped.....
the game needs to make mitigation and healing actually more important in the first place.
need to increase incoming damage to players quite a lot but at the same time increase the potency of mitigation.
make it so that tank that runs an expert with zero defensive buffs or dps that get hit by everything under the sun is going to a real strain on the healers mp but a tank that mitigates effectively with be much easier to heal. instead of the current pop my fairly jump in cleric and lol just face roll through everything.
Last edited by Dzian; 07-10-2016 at 10:55 PM.
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