Leveling my first tank, and the game keeps turning tank stance off.
When I enter a dungeon, die, whatever. I'm constantly having to turn it on again.
Is there any way to make the default mode ON, until I decide to disable it?
Leveling my first tank, and the game keeps turning tank stance off.
When I enter a dungeon, die, whatever. I'm constantly having to turn it on again.
Is there any way to make the default mode ON, until I decide to disable it?
Last edited by SamSmoot; 11-21-2022 at 12:29 AM.
It resets when you level sync. It shouldn't matter if you KO, unless you're in a FATE or something and don't take a rez.
There's no leaving it on and you don't always want it on. When you get to co-tanking with people in trial and raid content, it's important that only one person maintains aggro until a swap is needed.
Unfortunately not. You’ll find that tanks forgetting to turn tank stance on has become kind of a meme because everyone has done it at some point. You’ll get it hard-wired into your brain eventually that at the start of a dungeon or after reviving you’ll need to turn it back on, just gotta keep at it lol
Oh well. I've just moved the indicator lower and closer to center, more in my field of view so maybe I won't forget it as oftenUnfortunately not. You’ll find that tanks forgetting to turn tank stance on has become kind of a meme because everyone has done it at some point. You’ll get it hard-wired into your brain eventually that at the start of a dungeon or after reviving you’ll need to turn it back on, just gotta keep at it lol![]()
It helps to modify the HUD layout and move the status effects where your eyes look at most of the time, which for me is under my hotbar.
It gets removed when you sync. This happens when you enter a dungeon that is a lower level or is item level synced, or when you click level sync at a fate.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Considering the direction of the game the devs might as well make tank stance a passive and just remove the skill while reminding tanks that shirk exists. /shrug
Im not actually against this, like having to summon Carbuncle, its just fluff. Its being there doesnt make the job more complicated, its just stuff.
OP, just in case you're not aware, it does this with food as well, so try to wait until you're actually in a duty to use food so you don't accidentally lose it.
EDIT: Huh, I stand corrected apparently. Not sure what I was thinking of.
Last edited by Zebraoracle; 11-21-2022 at 03:05 AM.
This used to be the case, many moons ago. Tanks with their stance on defaulted to keeping it on through any situation, and the community complained, particularly raiders. The argument was basically that tanks needed to be aware of their enmity generation and if it defaulted to always on, it was ruining multi-tank scenarios. Personally, I think it was so you could call out trolls, since if the alliance or raid said 'This person is tank' and the off-tank turned it on also, it was clear they weren't following the desires of the group.
Using Shirk with always-on isn't a great way of doing it, but instead they could utilize a buff like V&C's Ultimatum to increase enmity gain. I don't think it would impact any standard tank statuses, although raiders might still object to it. If off-tanks had a way to temporarily turn off the trait, it might help. Something like a Class Action called 'Withdraw', lasts 10s, recast in 10s, that removes the trait and lowers current enmity. Of course, Cleric Stance was removed because it... wait, why was it removed again?
I'd say the difference is that Tank Stances are (though they weren't before) OGCDs. Carbuncle is a hard cast that you need to spend MP and a potential Swiftcast on for something that enables you to do your job. Tanks can still get mileage out of Provoke despite not having their stance on for a few secs.
They could bring back aggro combos. DRKs have been asking for their old finisher for years. The issue is that then people might end up easily competing for Aggro (not that it doesn't happen nowadays...), and people will hard-focus DPS instead of grabbing aggro. But honestly, while not perfect, I did like the system they had in Stormblood. Especially with stuff like Diversion, which forced the DPS to also have some responsability when it came to group content. But given the way the game's designed now and their philosophy, I understand why it's no longer the case. Seems to me they want a pick-up-and-play style rather than having to rely on team effort.Using Shirk with always-on isn't a great way of doing it, but instead they could utilize a buff like V&C's Ultimatum to increase enmity gain. I don't think it would impact any standard tank statuses, although raiders might still object to it. If off-tanks had a way to temporarily turn off the trait, it might help. Something like a Class Action called 'Withdraw', lasts 10s, recast in 10s, that removes the trait and lowers current enmity. Of course, Cleric Stance was removed because it... wait, why was it removed again?
And Cleric was removed because healers were healing less while the buff was up, which led to unfortunate issues during emergency situations...
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.