I agree but they need to help out damage when you solo fates etc somehow.
They've probably left them usable because they didn't nerf the overtuned DPS checks in HW Savages, AFAIK. So anyone who doesn't have Stormblood and wants to continue doing Savage would find it incredibly hard in full VIT. Likewise when you do those Savages at 70, You'll get synced. But you'd then need to also equip the STR stuff to beat the check.The biggest problem is that SE half-assed the fix. They obviously want tanks to wear VIT accessories. All higher-level STR accessories are restricted from being worn by tanks, so that really does seem to be the path SE is aiming for: all VIT, all the time. But then they went and left older STR accessories equipable... That was just dumb.
If your tank died in three hits just because of STR right-side then... it's more than just their accessories that are causing the issue. I've run many dungeons with tanks in Slaying accessories and, beside two time, I never have trouble keeping them up.
Using cooldowns amounts to a fixed amount as well, is that negligible?
Last edited by Wizhard; 07-07-2017 at 11:10 PM.
Look I am sorry....but it really is time to move on STR minded tanks on this. It is not going to happen....this is not HW, this is SB! We are tanks.....nothing more, nothing less. If you want to focus on doing damage....there are plenty of DPS roles to pick from that will happily suit you. Come patch 3.05.....all your STR accessories you put on will be unusable as a tank.....so get use to it now!
I guess it's my fate as a Dark Knight. Soon, I won't even feel any remorse for my actions!-Cecil Harvey-FFIV DRK
Fallacy. Using cooldowns does not amount to a fixed amount - it's highly variable.
For one, healing scales with mitigation, it does not however scale with health. 100 HP on a target with 50% mitigation is worth 200 health, 100 HP on a target with 0 mitigation is worth 100 HP. That means that the amount of EHP you get will depend on the healing you receive. And this is part of what makes cooldowns so very much better than HP. If you have 50% mitigation and pop Rampart, you will end up at 60% mitigation. Before, every point of healing received was worth 2 points of EHP - afterwards, every point of healing received is worth 2,5 EHP. So a Benefic II healing for 10000 no longer restores 20000 effective HP, but 25000 effective HP.
Further, the amount of EHP from cooldowns depends on the incoming damage. That's easiest to grasp if you look at hallowed ground. It is 100% mitigation for 10 seconds. If you use it on one enemy that normally hits you for 1000 DPS, you get 10000 HP out of it. If you use it on 10 enemies that hit for 1000 DPS, you get 100000 HP out of it. Divide by (1-mitigation%) to get the EHP you'd get from that.
That aside: Let's be real. A healer can create several MILLION nominal HP in a single fight. That in itself will ensure that health is a dead useless stat. Their potential at creating HP completely dwarfs anything your gear can provide. That's why health only serves one purpose: A buffer for burst. Whether you have 13k health more or not when like 95% of your effective HP will come from the healer anyway is just completely irrelevant. All you need to make sure is that the healer can still do their job, so you gotta prevent insta-gib. But anything else is a waste.
We are tanks, sure. We are also a part of the team and as such are commited to do anything for the success of the run/bosskill. If that means doing as much dps as you can than that is what you should be doing. Saying youre just a tank and here to just tank is, frankly, rather passive and mediocre.
You might notice i never said anything about CDs scaling with Healing. That part is true.
However, from pure EHP standpoint CDs are offering fixed amounts of EHP, with that amount increasing the more HP you have. Having more HP not only passively boosts your EHP but also makes your CDs provide more of it.
The discussion in this thread was about tanks dying too fast, and the arguments were that more HP wouldnt have saved them anyway and that is factually wrong.
Fun fact - V3 boss can crit with autos for 20k and full STR tanks right now have around 36k hp.
Uh... if the tank dies to three mobs. Fending wouldn't have saved him. That is simply an idiot who likely didn't rotate cooldowns or was woefully undergeared for the dungeon. I have had plenty of tanks in Slaying accessories survive just fine. A friend did the Shisui mega pull with full Slaying and handled it just fine. While that shouldn't be the expectation for everyone, Slaying accessories isn't necessarily the issue. That being said, they should just have left well enough alone and not gone back to STR to begin with.
Which is a completely survivable. I know plenty who have tanked that fight with all Slaying along with Susano, Lakshmi (extremes) and Shinryu. And yes, the healers could still DPS. You just have to be more on point with your CDs. A lot of tanks aren't, thus when they throw on Slaying gear. They get themselves killed.
Last edited by Bourne_Endeavor; 07-08-2017 at 12:17 AM.
Sigh, did i say it wasnt survivable? Susano, Lakshmi and Shinryu are easy in slaying, since you can predict a burst. Pray tell me how do you predict a burst from an autoattack?Which is a completely survivable. I know plenty who have tanked that fight with all Slaying along with Susano, Lakshmi (extremes) and Shinryu. And yes, the healers could still DPS. You just have to be more on point with your CDs. A lot of tanks aren't, thus when they throw on Slaying gear. They get themselves killed.
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