As stated earlier, the first hit of your enmity combo doesn't have enmity bonuses, so using one or two Overpowers is safer for additionnal initial enmity.
Stop nitpicking when you can't think outside of the box...
Last edited by addz3; 06-15-2018 at 02:34 AM.
Do you plan to respond to the plethora of other ways I pointed out your stupidity or literally just nitpick one misspelled word?
Oh wait that could add value and substance and clearly you're devoid of both of those.
My bad, carry on.
Last edited by MoroMurasaki; 06-15-2018 at 02:40 AM.
My plan was to use ridiculous word play to point out your mistake much like you did mine.
Tbh lets just end this thread, my original intent was to express an opinion based through experience and frustration regarding tanks that prioritise dps over enmity regardless and irrelevant of what other group members did or did not do. Way to much assumption has been made which caused me to comment on one of your posts. I have no real problem with you carry on with whatever you do. Let those tanks who masquerade as dps carry on. I've lost interest in my op as things have escalated to a level which I hadn't foreseen. If I'm guilty of not reading your posts fully then so be it, likewise I think your guilty of misunderstanding mine.
The intent for stances is somewhat for full party play. Usually there is the tank who is holding the boss, and the other tank(s) aren't tanking a large portion of the time so they can do DPS on the side without having to worry about generating large amounts of enmity. (They aren't getting hit frequently so there is usually no reason to be in tank stance)On another topic the intent for stances could be better defined. However when they have penalties of swapping between stances such as high mp usage for DRK or just simply a long cool down. Why would these exist if it was intended for tanks to swap continuously. It is my belief like others have suggested that it was designed so you have a stance in content and a stance for soloing. It isn't that way but that's a design aspect which could get changed down the line maybe. The min max dps for tanks has always been an "issue" and will probably remain
In 24 mans dropping stances if in an OT position allows you to use abilities without generating the same amount of enmity as the MT. You ever been in a 24 man where all 3 tanks are spamming hate combo in tank stance? The boss just spins and cleaves people.
Some of the problems with the stances is
1) Stuff doesn't hit hard enough in the first place when adequately geared and decent use of defensive cooldowns.
2) The damage penalty on the stances is why people drop them. You can nerf the dps stance all day but as long as the damage penalty is on the tank stance and #1 isn't changed people are most likely still going to drop it unless they nerf it so badly that it might as well not exist.
3) The enmity bonus on the tank stance can be bypassed by optimal usage of enmity reduction skills like Diversion, Lucid, Refresh/Tactician and manipulation abilities such as Provoke, Shirk, and Shadewalker.
So ironically, them adding Shirk and enmity drop abilities to most classes just gave people even more reason to not use tank stance. They even added more enmity reduction to some jobs recently so the dev team definitely knows about this style of tank play.
Last edited by Vaer; 06-15-2018 at 12:46 AM.
And that extra health and healing received would have made all the difference in those cases.Do you understand how WAR tank stance works? It's a bit more health and a passive buff to healing recieved. There is no built-in mitigation. Everything does the same amount of damage to a WAR in Defiance that it would do in Deliverance.
I mean, the "Little bit" of extra health (25%) means it's going to take a few more hits to down you, and the healing received up helps a great deal, it's on par with Convalescence, makes it way easier for the healer to keep you up when you are getting gangbanged by a ludicrous number of mobs because you decided to pull big.
But no, gotta do the biggest possible pulls in DPS stance, doesn't matter if the healer can't keep up without a little extra help.
Cue the epidemic of dead tanks in Levelling Roulette that i experienced back when i was levelling my other classes.
Maybe i'm just unlucky, but it was like some kind of bad running gag.
Regardless of how you feel, enmity is a job for two. We have enmity dumps and suppressors for a reason. Since the 3.0 we've been in the dps tank meta, and that was BEFORE they made vit increase tank damage, so you had dudes with like a base 16k hp with strength accessories tanking alex. There is nothing wrong with the way tank stances work. The only problem are people who do not know how their class works and how a specific encounter works when it comes to outgoing damage. Even for me who came from WoW where pre-WoD, I think every tank was in their tank stance (Though damage output differs) I learned to get used to tanking without grit up and learning when and where big damage was coming so i can use my CDs effectively. The only time I don't take it off is trash, but that's just me personally.
Let me be clear: destroying the way dps stances work in any fashion will certainly kill our already small pool of tanks who even bother to queue for anything with pugs. Then you'll be left with Johnny "Pulls one pack at a time" Smith who doesn't know jack about his job or fairweather tanks who will jump ship at any sign of a bad run.
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