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  1. #11
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Crysten View Post
    You seem to have it in your head that DPS is the only way to generate enmity, or at least, that's what your overall stance tells me. The common thought is that "PLD can't DPS, therefore it can't be a tank." The correct answer is "PLD can generate more than enough enmity through it's actions that DDs don't have to hold back and have enough survivability in a lot of situations to allow an extra DPS over a second WHM."
    It's more along the lines of "tanks generate threat/aggro/hate through DPS. Abilities supplement that unless the design focuses on ability spam." Between cooldowns and how TP works, PLD abilities lean more to the former than the latter. That's why PLDs in XI had to eventually rely on cure cheat macros to generate aggro, as the design pointed in one direction but gameplay took the job down another. It is also why emphasis by players was in DPS gear with stats like accuracy and +attack (up until -PDT was thrown around like candy, anyways).

    And I am staunchly against the whole "let's not invite another healer because we have a PLD in group". Firstly because that will bork encounter design and balance down the road, and make it more difficult on the developer's end when they have to design damage output, mechanics and abilities on multiple party set ups that play very differently. Secondly, it hints groups will start expecting the PLD to pick up the slack, and as I've been mentioning here for a while, if I'm on PLD I'm there to tank, not to do part of the healer's job.
    They're two distinct tanking styles right now. A WAR's tanking style is based more around generating enmity through it's own (and with Collusion, other's) damage at the cost of less defensive power. A PLD has a much higher enmity ceiling and more survivability post 1.22a but at the cost of less overall DPS from itself.
    This is dangerously close to niche tanking. You already know how I feel about that, so I'll not repeat myself.
    (0)
    Last edited by Duelle; 06-01-2012 at 09:55 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)