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  1. #11
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Almagnus1 View Post
    There's been plenty of shenanigans involving people swapping out gear to a lower ilvl than what would normally be expected for an instance in the past, but when it comes to tanks (especially those doing this in pub groups) it brings an entirely new risk as a tank will suddenly become a lot squishier than a healer was expecting them to be.

    What I'd like SE to do to fix this is do a check once combat starts for any players that are below the ilvl of the instance. If a player is below the ilvl of the instance, they are immediately booted from the instance with a one hour instance lockout.
    A hour is abit long but if all tank gear now includea accesories are role locked then why change from a higher iLV tank gear to a lower itLV tank gear?
    (0)

  2. #12
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Quote Originally Posted by Martin_Arcainess View Post
    A hour is abit long but if all tank gear now includea accesories are role locked then why change from a higher iLV tank gear to a lower itLV tank gear?
    accessories from 3.0 aren't locked. Which means tanks are trading 10k HP for 300 dps.
    (0)

  3. #13
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Tanks with lower ilvl are now more 'squishy' than before, in the sense that they take the same damage as they do with other accessories. i270 str gear lowers their max health, which is still more than enough to take any boss mechanic and dungeons comfortably as long as the healer does not want to afk for half of the pull. Every tank buster in Lak EX and Sas can be taken and still have over half of your hp available without trouble if you understand how to use your cooldowns as a tank.


    The issue right now is SE is penalizing what is already the rarest role to fill by making the only benefit we get out of right sides as more healer insurance that does not at all help us do our jobs (hold emnity and pop cds for appropriate mechanics). STR helps dps 'dps', Mind helps healers 'mind', but Vit does not help us actually tank as no source of damage in 4.0 so far even begins to threaten a pool of 40K hp let alone 50K hp. And if future content does, then it does not begin to address the massive emnity issues this raises. Every ilvl tier, dps and healers will have 9 items increasing their generation of emnity while tanks will only have 5. What is the solution then? Keep bandaiding our emnity generating combos to generate more and more emnity while putting us in a position where we are spamming those combos and ignoring the interesting side of our classes and the rest of our mechanics? Or make the ninja a 100% necessary part of every raid team (just another type of band aid).
    (0)

  4. #14
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Quote Originally Posted by Kuwagami View Post
    accessories from 3.0 aren't locked. Which means tanks are trading 10k HP for 300 dps.
    300 dps or 480 ish emnity in tank stances. Tanks need this *now* to keep up with the best dps' emnity in high end groups. Imagine a few patches in when dps have 330 or 340 accessories and tanks still generate no additional dps/emnity from our right side? DK's, Wars and PLD's will be spamming our emnity combo more or less exclusively and ignoring the rest of our class mechanics. Great design square enix!
    (0)

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