And the same mantra is spoken. Could please tell me your experience with tanking so I can understand youYou get STR upgrades on left side gear from raids, you're fine. Besides tanks job is to absorb damage, dealing it is just an afterthought.
You're tanks not DPS, and raids are calculated based on basic tank damage output in tank stance nd DPS's damage rotations. Healers damage isnt taken into account, and obviously raid will be balanced around tank DPS in full VIT gear. So don't worry, babe.


Tank DPS is the meta that *players* derived. But from SE's point of view it's not necessary, it's extra. They said raid boss HP is not alculated based on damage dealt by tanks in DPS stance, but players push MT DPS anyway to beat content faster. Beating content faster or at minimum iLVL is something 1-5% of the player base cares about. SE did not intend for people to beat Gordias sdavage at i170 or whatever the min iLVL was upon release, they expected players to be i190 first from stocking up on gordias normal gear. But players did it anyway at the min ILVL by overmelding gear and pushing tank DPS and using potions.
That's all well and good and from the players POV tank and healer DPS is integtral for that, but not to SE. So saying tank DPS being lower due to STR is a developer's oversight: it's not. It's players assuming the developers should play by the players' rules and not vice versa.
I doubt SE intends for a MT to just do 1 enmity combo in tank stance at the start of the fight and then rock DPS stance the rest of the fight. That's not tanking, that's not managing enmity. That's DPSing with using defensive cooldowns occasionally to lower your healing burden sometimes.
SE's intends and pov are irrelevant to the meta. I don't care what they want me to do, I care about what I, and the people in my group can do. If I can hold enmity, mitigate and survive using dps stance and 5 slaying accs while allowing the healers in my group to do good amount of damage than that's what I'll do. Of course there will be tradeoffs between hp threshold, extra mitigation (tank stance uptime) and healer dps, but you can figure out the balance by trying out things.
It's the dev's oversight if what they intend us to be able to do doesn't match what we can actually do, and it's on them to fix/change/leave it. I don't care if the devs don't want me to do zero enmity combo in the entire fight, but if I can get away with that then I will. I don't care if the devs don't want my group healers to spend half their casts on dps spells, but if they can then they will.
By the same token, your Meta is irrelevant to SE and they will design gear and encounters around their design imperatives. They will balance skills, stats and potencies based on their criteria, not the DPS meta. If their goals conflict with the DPS meta, guess who wins?
For DDs, their 'candy' is big gaudy damage dealt numbers. For a tank, what is 'candy'? How about shrugging off damage that would have killed everyone else? Not to mention that tank DPS should only be compared to other tank DPS. It can still be candy, but what scale do you measure by? Relative performance of course, but relative to who? If you're in the top 5% of tanks for DPS, is that candy enough, or is the fact that your PS might be 25% (don't know the real relative difference, that's just a number) below a real DD a problem?one of our major problems is that SE gave us the DPS candy back in 3.X and they stole it from us on 4.0; it was nice to see we skipping a mechanic with high dps because the tank can help with significant amount of damage among the DPS classes, but now since the tanks got this nerf on damage it feels like we are just there to tank it, I know we are tanks but come on... We want to be rewarded with the high knowledge of the class and how the mechanics works, so I think we just need some candy back,
You don't need the DPS meta to have your candy unless you are trying to keep up with damage dealers specifically designed to maximize damage dealt. If you are measuring relative to other tanks, how the damage is calculated is irrelevant. So, what is that candy and how is it's value measured?
Since the majority of the increase in damage dealt for DPS is based on their gear, the big gaudy numbers they post are gear dependent. Thinking about tanks for a moment, I'd like to see two numbers every time we are hit. What is the raw damage being one, and how much actually got through our armor, Tenacity, mitigation skills and so on. That is the measure of being a good tank, how much damage can you mitigate? That would be my candy, if I could see on screen that I'm being hit for 50,000 HP, but through various mitigations including armor, the received damage was less than 20K, That tells me that I successfully mitigated (soaked) 30+K HP through my gear and skills. That is a meaningful measure of my ability as a tank.
Last edited by Kosmos992k; 07-07-2017 at 02:33 AM.
And it's on se to change that in a meaningful way, which they have utterly failed to do time and time again so far. Ultimately the meta will always revolve around maximizing raid dps in order to clear encounters faster-as long as the win state continues to be "reduce boss's hp to 0", that will not change.By the same token, your Meta is irrelevant to SE and they will design gear and encounters around their design imperatives. They will balance skills, stats and potencies based on their criteria, not the DPS meta. If their goals conflict with the DPS meta, guess who wins?
The goal of players will always be to maximize dps while meeting healing/mitigation checks. Additional hp and overhealing don't kill the boss faster. If turtle tanking allows healers to dps more than what we lose from tank stance penalty then we'll stay in tank stance. The devs give us the tools (skills, stats, gear, etc), we maximize dps based on what we get. What they want us to do with those tools doesn't matter, what matters to us is what we can actually do with hose tools.By the same token, your Meta is irrelevant to SE and they will design gear and encounters around their design imperatives. They will balance skills, stats and potencies based on their criteria, not the DPS meta. If their goals conflict with the DPS meta, guess who wins?


The candy would be our damage and I think a good way to damage it would be to compare it to our damage in the last expansion.
I don't know about you but I think it pretty frustrating that after leveling from 60 to 70 and grinding gear that's 50 iL better than what I had previously I only see my DPS increase by like 500, assuming I'm wearing the "correct" accessories. This is even more frustrating when you consider the fact that tank's DPS rotations got even more complicated in this expansion, maybe with the exception of DRK, so much effort for so little reward just feels bad.
Last edited by Ameela; 07-07-2017 at 02:53 AM.

Tanking any battle have 3 "types of damage"
1º Normal auto attacks and High damage attacks
On this type of damage, we usually use a Cooldown during the beginning and after the party gets used to it you do it without cooldowns depending on the battle and the Cd management for the fight
2º Tankbuster
Depending on the type of damage and the amount of damage you will use more than one colldown depending on the situation
3º Worldwide AOE
This kind of damage is not that high and you can have a reprisal to help healers out.
So since tanking is just press a button to win, it's not that rewarding just to stay alive, but to stay alive and find a way to help more with the dps by turning off the tankstance and don't get myself killed and do not giving the healer a hard time is rewarding for me.
(all the "and"s in the last paragraph were intentional XD )
Last edited by Umbreon_skystorm; 07-07-2017 at 03:13 AM.
Hi there, Nice to meet ya! ^.^ v

Tank Candy is telling your group that you got this, tanking a hit, and standing at the brink of death. Tank Candy is making sure that your team is playing at their best and achieving the most efficient kill. Tank Candy is being rewarded for the risks that you and your team took through jolly cooperation and synergy among your members. Tank Candy has never been about HP stacking and HP waste but making use of Encounter EHP and proper mitigation techniques. Tank Candy is seeing a kill time that 5 minutes faster than the other team.

(ignore this)
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