4.2 is just around the corner, and to be honest: no tank is really satisfied with those preliminary changes.
And there is still another problem, one that effects all tanks in the same matter:
We still have to meld STR, our primary damage stat, into our accessories. Pentamelded iLvl 350 gear will be BiS AGAIN.
This stat problem still exists after YEARS since the release of FF14.
I doubt to see any general tank changes before 4.3 or even 4.4, esp. in this regard.
Nevertheless I want to show another possible change I would like to see in 4.2x.
1. All accessouries give full STR.
Not just SB gear, but ALL gear regarding tanks. SE already locked accessories to roles/jobs. Continue on this path, back to ARR, and lock tanks out of "STR melee DPS acc".
Then add full STR on tank acc.
This will increase all tank DPS by ~14% (from ~2150 STR to 2450), and it will give them the same STR increase per iLvl as DPS roles.
But we can't stop here, as this would be actually game breaking. So up the next point(s) where I am gonna into detail for every tank job.
2.1. PLD changes: Overall potency/dmg buff nerf.
PLD is pretty much in a perfect state right now, so no other changes needed.
FastB: 160->150FoF from 25% to 20%.
SavageB: 210->200
RiotB: 240->220
ShieldLob: 120->110
RoH: 270->250
ShieldSwipe: 150->100 (just like preliminary changes suggest)
TotalE: 110->100
CoS: DoT: 30->25
GoringB: 250->230; DoT: 60->50
RoyalA: 360->330
HolySpirit: 400->350
Requiescat: 350->320
2.2. WAR changes: Nerf dmg buffs aka Storm's Eye, keep/nerf potencies.
The upcoming changes in 4.2 seem more like a nerf than a buff. If we're gonna keep 4.1 potencies, just nerf Storm's Eye damage buff to 8% down form 20%.
Then keep IR/zerk changes for 4.2. (I seriously can't predict how these 4.2 changes will effect overall WAR DPS.)
2.3. DRK changes: biggest problem (tank) child.
I will not suggest any other changes here, beside DPS related ones.
Unleash: 50->100 (really, make its mana worth)Dark Side dmg buff to 10%, down from 20%.
Soul Eater: 300(+140 DA) -> 280(+140 DA)
DarkPassenger: reduce mana cost to ~1200-1600 OR potency back to HW's 150
Delirium: Keep CD reduction to 80s.
Bloodspiller: 400(+140 DA) -> 380(+140 DA)TBN: Either provides blood upon duration expiration or proc a Dark Arts
- Remove x pot in Grit; change to "ignore Grit damage penality"
What are your thoughts about this?
Do you think SE did a good job with current tank accessories?
What would you change to balance tank stats?
Would you build in another gemmick, so tanks wouldn't get full potenial out of their accessories right away, compared to other roles? (others can meld VIT, tanks can't)
PS: If you find any grammar mistakes, keep them!