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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 Onisake View Post
    I personally would not mind doing away with +enmity. I can see it's merit, but on PLD currently there is a big modifier to hate generation based on MND. making +enmity less important on PLD in comparing it to WAR. WAR has no modifiers to hate generation, and relies more on direct damage than PLD. so +enmity is more important to this class.
    Personally, the class/job itself should have modifiers built-in. I once suggested a PLD trait called "Shining Armor", which grants the PLD an enmity modifier to do away with the need of spacking +Enmity gear. Tanks having their modifiers built in puts the burden of holding aggro directly on the tank rather than creating doubt over whether they're stacking enough +Enmity or not. It also frees up item budget points that can be used for other stats, like Accuracy.

    PLD already functions like this to a degree. MND plays a role in modifying an enmity multiplier for combos. It could be easy to add a MND based multiplier to PLD abilities and a VIT based one to WAR. I'm not against this.
    Yes and no. PLD's template, the WoW Prot Warrior, is built around using attacks to hold aggro. A prot warrior is either using Devastate to give the mob the stacking Defense Down debuff, Thunderclap and Shockwave for AoE aggro, Shield Slam when off cooldown and when Sword & Board procs and whatever shout they were assigned to use by the raid leader. Abilities are just for those instance where they need to recover aggro. Prot Warrior's version of Taunt is basically the current MNK's Taunt, but with abilities that supplement it's use as part of a tank's toolset. The attacks scaled part from attack power, and part from the warrior's native enmity modifiers.

    Overall, I agree with the OP. It's pointless and a waste of item budget to have +Enmity and -Enmity as stats. Modifiers should be class/job-inherent.
    (0)
    Last edited by Duelle; 08-03-2012 at 01:15 PM.
    * 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)