Going to remateria my glad's gear and wondering what the best choices for materia would be? Mainly wondering how vit and defense worked. Does it share a similar relationship to str and attack power?
Going to remateria my glad's gear and wondering what the best choices for materia would be? Mainly wondering how vit and defense worked. Does it share a similar relationship to str and attack power?

			
			
				In theory they do, however i'm unsure if its been verified that vit lowers the dmg ceiling of mobs on you ie vit vs str check. defense does have a noticeable impact on dmg taken but again I for 1 am unsure if its truely based on n ap vs def check. I am leaning more towards stacking hp as a tank, since magic dmg kills and m.eva is hard to come by on plate gear. HP acts as a counter to spell dmg, the more hp u have the more dmg u can take, as well as physical dmg, same concept. where as def and/or m.eva work strictly off 1 kind of dmg.


			
			
				Weapon (Enmity)
Shield (HP)
Head (MND)
Body (HP)
Gloves (HP)
Waist (Enmity or HP)
Legs (HP)
Feet (HP)
HP is most effective to survive as a tank, more breathing room for healer to cure damage taken. Enmity for weapon if not using ifrit or mog weapon, I wouldn't really trade 10/20 enmity on belt for 60/120 hp but if you are lacking hp you can get by without enmity. MND can be seen as slightly better self heals, increased aggro/hate due to damage increase and faster kills on ifrit/moogle, which seems fair superior to 20+ some magic evasion that is really only useful on ifrit IF at all.
Mmmmm I would disagree on the HP.
With the people I have to tank for, I'm constantly just scraping by holding onto hate. I find that by going for as much damage mitigation allows me to keep hate easier than having a higher HP pool. And there isn't really anything in the game at the moment that can drop you in just a couple hits where a high HP pool is needed.
http://bluegarterls.com
What materia would you use then?Mmmmm I would disagree on the HP.
With the people I have to tank for, I'm constantly just scraping by holding onto hate. I find that by going for as much damage mitigation allows me to keep hate easier than having a higher HP pool. And there isn't really anything in the game at the moment that can drop you in just a couple hits where a high HP pool is needed.
I was thinking of doing double vit on most of my slots but I see some players going for def.
i agree hp isnt the way to go its the difference from tanking vs being just a meat shield and i know alot of tanks that stone skin themselves and protect themselves and like it was stated before on longer fights the damage that is mitigated from def and vit add up. also as a healer i rather have a tank with 3000 health get hit for 150 damage over a tank getting hit for 200 damage with 50-100 more HP cause in the long run the more damage you take the more you will have to be healed and just stacking Hp imo doesnt leave room for mistakes cause if a healer goes down and your on Cd's your goin to get hit like a truck and that extra 100-300 hp loses it value very fast
Last edited by knite23; 01-10-2012 at 02:57 PM.


			
			
				How does taking less damage gain more enmity? There isn't any hate/aggro decay afaik.
You could go Meva in head for 40ish double socketed, but I can't even eyeball the damage reduced on ifrit, 40 evasion on feet but thats rng....vit on chest and vit/str on legs but I don't see how that can really be called mitigation. Defense materia but thats all but useless on ifrit and I wouldn't trade 240 hp for 64 defense on moogle (assuming shield and chest).
I'd take str mnd and enmity just for ifrit to do more damage for hate, and they ever so slight cure increase then hp because my thms count to 5 then start blowing mp. Moogle I take HP incase I can't outrun pom flare while kiting king and I get EES on me.
I just don't see how rng based stats can beat effective health, not saying you are wrong just don't see how the minor mitigation helps.
Last edited by Treach; 01-07-2012 at 07:26 AM.
Less damage taken leads to less healing by the healers? Won't help if it's a DD that's red-lining, but it might save the healers. . .How does taking less damage gain more enmity? There isn't any hate/aggro decay afaik.
You could go Meva in head for 40ish double socketed, but I can't even eyeball the damage reduced on ifrit, 40 evasion on feet but thats rng....vit on chest and vit/str on legs but I don't see how that can really be called mitigation. Defense materia but thats all but useless on ifrit and I wouldn't trade 240 hp for 64 defense on moogle (assuming shield and chest).
I'd take str mnd and enmity just for ifrit to do more damage for hate, and they ever so slight cure increase then hp because my thms count to 5 then start blowing mp. Moogle I take HP incase I can't outrun pom flare while kiting king and I get EES on me, and str rings
I just don't see how rng based stats can beat effective health, not saying you are wrong just don't see how the minor mitigation helps.


			
			
				Haven't had any issues with healers on ifrit or moogle, just thm on ifrit and archers on the moogles at the start....really think that 20/40 m/eva and 32/64 defense is being overrated on actual mitigation.

I would go for a setup like this
Weapon (Strength or Vitality)
Shield (Bloodwall)
Head (Mind or Magic Evasion)
Body (Vitality)
Gloves (Strength)
Waist (Enmity)
Legs (Ironmans Will or Swordsman's Cry) Ironman's is STR+VIT Swordsman's is STR+DEX
Feet (Bloodthirst)
This is my reason. HP only goes so far, if your getting smacked around for a lot of damage, what it the point of slotting HP to all slots?
Strength:
Attack Power
Damage dealt by puglist, gladiator, marauder, and lancer arms
Vitality:
Damage taken
Enhancement Magic Potency
Maximum HP
Damage dealt by marauder arms
Dexterity:
Accuracy
Block Rate
Parry
Damage dealt by archer arms
Mind:
Healing Magic Potency
Magic Accuracy
Damage dealt by gladiator, thaumaturge, and conjurer arms
Gladiator also receives an Auto Attack bonus from MND and STR.
Leader of Honor Linkshell, Lindblum Server.
http://www.honorls.com
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