I would rather STR fuel damage (which in turn fuels enmity), and let VIT act as HP pool and maybe something else like mitigation or resource recovery. Make STR and VIT both useful so you have to balance good vs good and not good vs mediocre.
I would rather STR fuel damage (which in turn fuels enmity), and let VIT act as HP pool and maybe something else like mitigation or resource recovery. Make STR and VIT both useful so you have to balance good vs good and not good vs mediocre.
From here:How many more signs do you need to move on? I get it....you hate the changes....but alot of us don't. We are tanks, not dps, not heals, TANKS! Our job is to hold aggro and do a baseline amount of damage and to allow our healers the chance to DPS if they choose to by allowing them to heal us less often so they can DPS!
Why egg the system when you know its going to happen.....get use to it now, since this is how it is and it is going to be until SE changes it again(which I sincerely doubt would happen before 5.0!)
Why do it? Because optimizing DPS is how players have fun, plus DPS is a form of mitigation because you don't have to take as many tankbusters. It's a form of support. Besides most tanks who know what they're doing are probably running 2 STR 3 VIT.The way the devs have designed the game up to this point is the reason why DPS is such a big thing for multiple reason.
First of all, all roles have such high damage potential that even healers and tanks are literally support-DPS or hybrids in other MMOs which is why I tell everyone who asks that every roll in this game is a hybrid roll. "Tanks" are dps that hold hate; "Healers" are dps that have to keep everyone alive; "DPS" are dps that have to handle the raid mechanics. Treat it like that and everything falls in pretty naturally for almost all content (speedrunners and statics doing weird comps being some of the only exceptions).
Honestly, I have been against the design of tanking in FFXIV from since when I started in late February. See my comment reply. It's not just that I dislike the changes. I have been opposed to the design of the system in the first place. You're lucky that SE has designed tanking the way it is, because in other MMOs you'd have to optimize DPS to hold aggro.

It's how SOME players have fun, and the argument that i bolded is literally grasping for straws. The 100-200 extra dps for a tank to wear str accessories MAY push the boss before 1 tankbuster.From here:
Why do it? Because optimizing DPS is how players have fun, plus DPS is a form of mitigation because you don't have to take as many tankbusters.
Yes, I'm very aware that some players think tanks should just "tank" because FFXIV babies them so they don't have to optimize DPS to hold aggro when in most other MMOs they'd actually have to optimize DPS to hold aggro.
Even if it is one tankbuster, that's still one tankbuster not needed to take and thus mitigation. Of course DPS is a team effort. Still, even though tank DPS is not as high as real DPS, it does contribute to the overall killing time, whether that be a few seconds or not. And sometimes it can mean hitting enrage or not depending on the party. That's also mitigation.
Last edited by YitharV2; 07-08-2017 at 02:39 AM.




Another factor to keep in mind regarding Tenacity is it only benefits the active tank. This means it loses all value relative to its secondary stat counterparts if you're off-tanking. Since tanks should swap at least a few times, the diminishing returns are that much higher whereas Crit and Direct Hit always benefit you no matter what you're doing.


well, i've noticed tanks who wear tank gear, we clear the dungeons much faster versus a tank who thinks they're a DPS. (because a white mage who heals and dps is much faster than a glass cannon tank who hits a little bit harder with a white mage spamming heals like mad)
So the theory that DPS tanks clear the dungeons faster is absolutely false.
Well, obviously you need to take into consideration whether what you're doing is going to put extra burden on your healer. Having played WHM this expansion, I do agree Cure II spam does lower my DPS by quite a bit. I'd say tank DPS can help, as long as it doesn't force the healer to use more GCDs. Although pug tanks are probably not micromanaging their accessories. I think there are too many players who try to follow the meta without understanding why it works.well, i've noticed tanks who wear tank gear, we clear the dungeons much faster versus a tank who thinks they're a DPS. (because a white mage who heals and dps is much faster than a glass cannon tank who hits a little bit harder with a white mage spamming heals like mad)
So the theory that DPS tanks clear the dungeons faster is absolutely false.
I think this is part of the reason why they took Bloodbath away from tanks. A Warrior could go into Deliverance with Bloodbath, Berserk and Vengeance up and spam Overpower and use Decimate twice, and he wouldn't need heals for like 15s or so. God, I miss Bloodbath![]()
I can do it without vit accessory to me the str accessory increased my dps by 700 and noting hit even remotely hard to the point I need the extra hp on any boss fight
As for vit user your extra hp is useless and a burden to the party as you are a dps lost and a dead weight

It's just the fact that VIT and Tenacity are very very unrewarding. Tenacity is awful and does nothing, and STR gear thankfully does not have that stat. VIT is more HP sure, but once you have enough HP to survive everything with some room to spare, any extra VIT you build just feels wasted. If it gave a little mitigation in conjunction with the HP increase or something like that, then maybe... Until then I'll just take my higher damage numbers, at least they feel like they do something.

I feel like none of these healers understands that you /don't/ need to heal more when a tank is wearing strength accessories. You have to heal the /same/ amount of HP. VIT doesn't reduce damage taken.
Monster DPS is what's lowering a tank's hp. VIT does not change monster DPS. Cooldown usage does. HPS counters Monster DPS.
I'm in 270 str rightside and in susano EX without tank stance I don't drop below 50% hp after any of the phase 1 busters nor do I drop below 30% hp after any of the stormsplitters, because I use my cooldowns appropriately. But you can find and witness plenty of VIT tanks in tank stance dropping to 15% because they don't mitigate the hits correctly.
Your "Oh vit tanks are easier to heal" are stemming from the fact that you're probably hitting 50%+ overhealing and not actually timing your heals for the least wasted healing.
The benefits of having excessive vit is giving the healer a few GCD's at the start of the fight before they have to being healing for equal to or greater HPS than the monster DPS. Outside of that initial 1 or 2 gcds the vit buys your healers, they spend the same # of GCD's healing overall.
Proper mitigation use is king in XIV, and misusing it actually increases the # of heals a healer must put out.
As long as a tank has enough HP that he can survive the tank buster plus a GCD or two afterwards, they are fine. If a healer needs more than 5+ seconds after seeing a telegraphed tankbuster winding up then slamming down to start casting their heal, they are bad.
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