Quote Originally Posted by Duelle View Post
Customization is nice, but not when it messes with stat priorities and item budgets. It was pointless in FFXI and it certainly is pointless here.
Stat priorities in FFXI were FAR simpler. every DD class was STR/DEX/ATT that was it

PLD and NIN were the go-to tanks. PLD more so after the utsusemi nerf. and the fact that ninja had few hate tools compared to PLD.

+enmity on FFXI PLD was BEASTLY. I personally ran +enmity and self cured for the majority of my hate generation. because you could shield block while casting, and I was only about 5 points away from maximum obtainable shield skill this worked wonders for me. curing others played a very important role in raids, especially when back-up tanking or crowd-control. I could cure the sleepers, pop sentinel when they woke up and prevent the BLMs from getting WTFpwned.

I could do the same when curing a main tank. get on the htae list and slowly build my hate for in case he died. i could then pop a few abilities and take over. i knew how to ride the hate line in FFXI, which is not something a lot of tanks (especially back-ups) did. there is a time and place to lose hate on purpose.

so no. it was not pointless in FFXI. i wonder if we played the same game. when you say oyu want to remove stat budgets the way you're saying it, all I see is 'I'm lazy. dumb it down for me'

Quote Originally Posted by Duelle View Post
They are when we essentially have the same class. XIV basically took the prot warrior and tried to hammer it into the mold known as the FFXI PLD, while undoing a bunch of the improvements that spec received over the years. Phalanx's utter lack of anything other than being a set up for spirits within makes this evident (the template originally had a huge enmity modifier that was eventually nerfed and replaced with a high damage modifier instead).
they are different games. different mechanics. talking about them does not improve the level of discussion about enmity in FFXIV. I'm not getting into this. it is irrelevant. WoW and FFXI are fundamentally different than 14. do not bring them to this discussion.

Damage=hate. if you do no damage, the multiplier does nothing.

if you are below stat caps and tanking in FFXIV, you need to work on hitting stat caps. the multipliers are not significant enough to warrant focusing on that before focusing on damage.

once you hit stat caps, adding enmity does more for hate generation than adding more primary stats. this is assuming you can connect. IE: accuracy > enmity as a hate tool.

if you are wasting time budgeting enmity, it's because you're at STR/MND and ACC cap already. and even then, it's far better to improve VIT/DEF and HP.

If you're worried about +enmity before you're at stat caps, you're doing it wrong. if you're above stat caps, it's your decision to worry about it.



Quote Originally Posted by Duelle View Post
I'm not talking about just combos. I'm talking about everything the PLD does. It should have a built-in enmity modifier that increases enmity generated by every action the PLD takes.
Irrelevent and not needed. currently PLD can generate suffecient enmity without needing a ton of +enmity gear. i've seen stat caped plds with nothing but maybe +30 enmity. i've seen a lot of bad PLDs with 60+ enmity not being able to do crap because they can't connect, and don't cure themselves. essentialy the only place on PLD you should put enmity are slots where ou can't get primary stats you need in a significant quantity. belt, earring, etc.

we don't need boosters to our current actions, we need more actions to do period.

arguable WAR is the only tank that would realy benefit from increased modifiers to enmity as it is more reliant on damage than abilities. it recieves a more 'steady' stream of hate generation, so the extra oomph is needed. PLD can rely more on bursts of hate.


Quote Originally Posted by Duelle View Post
As I've constantly said, the tank has other things to worry about than curing others. Not to mention it would make it even more of a pain to balance the job. If you really want to have some cure that affects others, I'd change Holy Succor into a smart heal if cast on self:

Holy Succor: Restores HP. If cast on self, heals the party member with the lowest HP for half of the amount you recover.

This way you supplement the healer rather than do part of their job. You also have the option of using it on yourself and patch up someone else in the group or using it on someone else.
Translation: I'm lazy

Quote Originally Posted by Duelle View Post
I'd rather not have to put so much into a stat to begin with. Not to mention it messes with gear item budgets, which I notice not many realize just how wasted stats affect gear design.

What I was getting at is more inherent percentage modifiers to every action you take.
if it's useful its not a wasted stat. if i have a corvette car and i spend 50 a week on gas. I'm not wasting my money on gas. I need it to run my car

If I have a prius and i'm spending 50 a month on gas, i'm still not wasting money on gas.

The prius is more effecient, and there is an opportunity cost associated between the decision to drive a corvette over a prius.

both are viable alternatives. which one i choose to drive is up to me. both do their jobs and do them well. the ultimate decision is how effeciently do I want to complete the task of getting from point A to point B.

In other words a tank has the option of spending a ton of money on enmity and 'using more gas' on trying to do lots of actions quickly to build up hate. (this is because damage/healing=hate)

Or they can hit stat caps. and make a few actions worth a lot more hate. their combos hit harder and their heals heal more.

Quote Originally Posted by Duelle View Post
Giving DPS enmity drop abilities would be a good place to start, IMO.
most DD classes have this available to them. either through something they have natively or through chameleon.