That's why you have healers who can rez and burst heal. MT outright dying should bring a panicked flurry of activity to recover, much as it does in current 4-man content.Nope. The whole reason the 2 tank and 2 healer party comp exist is because if one falls you always have a backup. It allows the party to recover. Think about how much more frustrating content would be if because the tank died you had to wipe and start over because you have no one to pickup the slack from their death.
Except, resurrecting the tank brings him up weaker than he was before. Not to mention, the boss can cause massive havoc (up to a wipe) in the couple seconds it will take to recover. If there is a second tank, then he can just get the enmity lead instantly and avoid all that, while the previous tanks waits his penalty out.
Weakness only lowers sTR, DEX, INT, and MND by 25%.Strength now - MP and HP are no longer affected.Except, resurrecting the tank brings him up weaker than he was before. Not to mention, the boss can cause massive havoc (up to a wipe) in the couple seconds it will take to recover. If there is a second tank, then he can just get the enmity lead instantly and avoid all that, while the previous tanks waits his penalty out.
Which doesn't really disprove his point. 25% lower STR still makes the tank weaker, due to the fact that they'd be doing less damage.
Whether it's a big deal or not being beside the point. I personally don't think it is, since the offtank can just shirk and help the main tank getting an enmity lead.
If a tank fighting with 25% less strength is going to cause a wipe, it would seem there are far bigger issues that need to be addressed.
Last edited by Skivvy; 11-23-2017 at 03:49 AM.
Honestly, didn't really pay attention to weakness no longer decreasing defensive stats, except dexterity (as far as the wiki goes, it apparently affects parry and block...neither of which are really big enough).
However, the wipe part of my comment is entirely separate from the weakness. If there was only one tank, then he would need to be resurrected (animation etc. takes a bit of time before he can act and be healed), then healed up at least some to not be one-hit instantly again (or two). And in these few seconds, brief, yes, the boss goes down the enmity list. If there is no off-tank, that will be a DPS most likely, which very much can die in one or two hits even when at full. If the luck will not be on the parties side, the attack can be a tank-buster cleave and that may very well mean that the reviving tank ironically will be the only one left...
Yes, it requires few coincidences, but on the other hand, it will be a lot more common when content is new and people are not geared well enough to "roflstomp" it (or even do it casually).
Ultimately, the suggestion doesn't really solve the problem, it is just a band-aid, that never should even be needed. However, a band-aid, that puts even MORE pressure and stress on the two classes (tanks and healers) that we want MORE of, not less. In the end, the amount of people that would stop tanking and healing or drop on the regularity of that could possibly entirely negate the gain from an extra DPS in party, at least for some content.
In comparison, leaving two tanks and two healers but adding more DPS, making it a party of 9 or 10, is devoid of such issues as it does not put any additional pressure on the tank/healer. Since this suggestion would pretty much be taken for new content anyway, they can as well start making the new content around 9-12 people altogether. Statics would need to get larger, though.
With no off-tank, who catch the adds, the 2 healers have to tank the adds themself and will not have the time to heal the tank
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