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  1. #30
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    It required that tanks pay less of an inherent penalty in their offensive output, but that everyone effectively pays a higher penalty (offensive and cumulatively defensive) for tanking, in that they get 'knocked around'. This doubled also as a way of allowing people to survive initial blows without making them sturdier in the long run, since their initially raised mitigation floor would be quickly knocked down. Think of it a bit like either granular vulnerability afflictions or normalized RNG (whereby initial dodge/parry/block chance starts much higher but is then reduced with proc success * effect of said proc). Steadfast simply reduced those penalties from damage taken, keeping you more consistent over further hits.

    This would have faint anti-synergy with active mitigation, though only in the same way any two stacked mitigation effects (active or passive) have with each other when calculated at different layers (i.e. not calculated additively).
    That's pretty hard to wrap my head around. I think I get the gist of it, and I think you're right that it doesn't quite fit in overall. That said, consistency over several hits does seem the sort of approach one could aim for when it comes to the unflinching tank.

    What about staggering damage? Raw unmitigated hits shave a portion off, allocating it to a pool that deals damage to the tank every 6 seconds until the pool is expired. Improving the "Endurance" thresh hold determines how much gets shaved off.

    Lets say at 470, you could currently have Endurance at a rate of 25%. This means any unmitigated, undefended attack is reduced by 25% and that amount added to the pool. The tank rolls a 6s timer before taking an echoed 'hit' that deals a minimum amount of what was shaved off (or less, if the pool could be reduced below that), and a maximum amount proportional to the total damage stored.

    In this manner of speaking, this tank's damage intake is smoothed out at the start, though as it starts to take its toll (and the damage stored climbs higher and higher) the tank starts taking ramping amounts of damage if they, in turn, just take everything to the face without timing mitigation on more lethal incoming attacks.

    Ideally there should be a way to reduce the stored damage count through the Tank's own action. Perhaps their healing capabilities double dip in this regard - Both healing themselves and a portion of it also going to the stored damage and shaving off their total.

    Quote Originally Posted by Ekimmak View Post
    Have thing I want to talk about in regards to the Tank's role in raiding, but not sure if I can get my point across without being mocked for being a below-average Savage PUG'er.

    I feel like the Tank's role of positioning has been so phased out of savage content that when it actually became a thing again in E2S, it throws me for a loop where I'm supposed to hold Voidwalker.
    Positioning has long been a tank's responsibility that has been rather minimized in the recent tier. The tanks own position instead of the boss has been a larger impact.

    That said, given this is a thread purely for hypothetical discussion, do you just want more boss positions to matter, or do you also want the tank to have more positioning based abilities?
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    Last edited by Kabooa; 10-31-2019 at 01:08 AM.