yep works in the same way in pc, you are holding anyway r2 or l2 so use r1 or l1 to swap betwen targets are the most efecive way and is very easy, for my part i remove targeting npc or comrades with that one and use the direction buttons for that so i never fail.
been playing since ps3 beta and im sure its not about the controller. Sure easy clicking might seem better but it feels less attatched as when i was on pc i went with the pc gamepad, at anyrate that has very little to do with tanking or people not tanking, sure the quests build a weird, but acceptable story fir stiry sake(Yo level 45 paladiin, youre a traitor, now kill 20 paladins and solo your quest giver too.) They still offer mptjomg tp tje tamlomg rp;e. amd even msq punishes you for being a tank. novice networks idea of a tank is the guy that tanks the biggest enemy in a pack pul;l and leaves the dps to take care of the smaller ones/ then new tanks are cofused when theyre supposed to tank all of the things, and for 60 levels the game has told them to grab the biggest mob and let everyone else do the work.
The game doesn't encourage that - it's just the trap a lot of players fall into. "Hey, I've got the boss on me, you expect me to run over and pick up other things, too? You're not taking much damage from them - you can handle them no prob."
Lowbie examples being that Knight Hest where skeletons occasionally spawn in twos. Given the challenge ends when the main guy dies, most just nuke him while the tank holds it and everyone ignores adds. If the skeletons were actually posing any kind of threat to the non-tanks this way, tank players would be forced to reconsider their method very early in their career, but alas, SE don't want Hests or Novice Hall tasks to be overly taxing on the novices, either. If a player falls into a static-tanking mindset as a result of ease of content, then it's on them - I don't think any player worth their weight in digital salt would actually believe it's the way the game expects them to tank down the road, especially not when even low level content starts picking up the difficulty pace at about level 40+. Any sensible tank would see free mobs hitting their team and immediately think "Hey, maybe I should stop this shenanigans". If they don't, they shouldn't be tanking to begin with.
Easier to get more tanks by simply putting a Threat Potency value in all tanking skills. It's hard as a new tank to know how much aggro is aggro without doing calcs or searching for people who have done them, and without enough information, the game sets up newbies to fail (esp. through not using Overpower or Flash enough, or knowing how to rotate Halone/Butcher's Block). Fail enough times, people give up, leaving the tank population small.
Give them the information they need to start with, it'll be less daunting, come with less failures and probably get more people trying it to stick. I'm sure most players have tried it to some level since there's no penalty to trying a class, but not everyone will decide to continue playing the class.
I wouldn't be surprised if they do this or at the very least look at DRK's combos (where you want to never use your enmity combo if possible for the MP / DPS gain of the Syphon Strike combo line).Easier to get more tanks by simply putting a Threat Potency value in all tanking skills. It's hard as a new tank to know how much aggro is aggro without doing calcs or searching for people who have done them, and without enough information, the game sets up newbies to fail (esp. through not using Overpower or Flash enough, or knowing how to rotate Halone/Butcher's Block). Fail enough times, people give up, leaving the tank population small.
Give them the information they need to start with, it'll be less daunting, come with less failures and probably get more people trying it to stick. I'm sure most players have tried it to some level since there's no penalty to trying a class, but not everyone will decide to continue playing the class.
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