What is the point of playing tank other than warrior?
Simple + mitigation + max hp raised + straight up healing + life steal
I would like to know other people opinion
What is the point of playing tank other than warrior?
Simple + mitigation + max hp raised + straight up healing + life steal
I would like to know other people opinion
All tanks are more than capable of handling incoming damage, though if you just want to be strictly the strongest that is Warrior,
personally I just like playing Gunbreaker more, sword goes boom and Superbolide is funny
Yeah but I am a warrior lover.. but bro warrior got it all no tank can do what this monster can do to boss + mobs
I know some pple like that have shield or a giga chad greatsword.. but gameplay wise no tank can even compete with warrior
The other tanks exist to inflate the ego of War players.
I find Warrior super boring compared to the other tanks. If I wanted to have a 4 button rotation I'd go play Guild Wars 2.
Last edited by NegativeS; 06-18-2024 at 12:21 AM. Reason: obamna
My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist
Warrior needs to be nerfed but people would cry about that, because it isn't literally the best thing at everything.
The only point in playing another tank really is for having 2 different tanks to generate LB faster.
Expect to see warrior mains upset in 7.0 because their 40% doesn't have a added mitigation, so you will see a 1200 potency barrier added to it and the cooldown will be reduced to 90s.
Just the opposite now, really. Every tank is so inundated with mitigation that you can safely play as a non-WAR without worrying about it, especially when the other tanks aren't as boring. Living Dead turning into a full heal was a major factor as well.
I think I'm going to start boycotting WAR runs during DT if I pick up a healer again. Like what the actual fuck am I doing there, pretending to heal a player who basically has god-mode-lite on, only ruining the experience of first time dungeon runs for myself? Just let them queue in without a healer.
This is totally independent of my opinions over on healer strike and more to do with my enjoyment when I play tank
ALL THE TANKS NEED TO BE NERFED
Tanks are physically unable to die in casual content (DRK in mob packs is an exception). They take less damage than the party with 6 vuln stacks, you can survive busters with 8 vuln stacks unmitigated, anything below a normal raid hell you can actively chase vuln stacks and you won’t die
In most dungeons and trials at this point as a tank I just stand in one place and never move and collect whatever vuln stacks hit me in that one place and I just………don’t die (and the healer isn’t even power healing me, I’m just using my own healing)
What fun is there in being physically unable to die
Side note i do agree with the OP premise that within the tank role WAR is too strong but the entire role is too strong right now
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
While I do agree that all tanks are in need of some sort of nerf, I don't wanna just outright remove/nerf strong cooldowns, I think one conversation we had was about sustain, where I think sustain is fine it just needs to be reduced and balanced out; I actually think baseline mitigation plays a massive role into why tanks feel very powerful defensively and why most don't need a healer.This is totally independent of my opinions over on healer strike and more to do with my enjoyment when I play tank
ALL THE TANKS NEED TO BE NERFED
Tanks are physically unable to die in casual content (DRK in mob packs is an exception). They take less damage than the party with 6 vuln stacks, you can survive busters with 8 vuln stacks unmitigated, anything below a normal raid hell you can actively chase vuln stacks and you won’t die
In most dungeons and trials at this point as a tank I just stand in one place and never move and collect whatever vuln stacks hit me in that one place and I just………don’t die (and the healer isn’t even power healing me, I’m just using my own healing)
What fun is there in being physically unable to die
Side note i do agree with the OP premise that within the tank role WAR is too strong but the entire role is too strong right now
Warrior is sort of a anomaly to this though, it's self healing is so absurdly strong even if its defensive value was reduced a lot I don't think it would be enough to make this tank feel "over powered" in wall to wall due to how blood whetting works and just the sheer volume of how much sustain tools warrior has added to every one of their defensive skills. Warrior is even a problem after ARR in this regards
I think a good and interesting way to do this is nerf down tanks base defensive value (aka removing/reducing the tank passive), so that cycling mitigations properly becomes more interesting on tank, I'd want tank gameplay to have more importance on using your defensives.
At the end of the day I'd personally like tank responsibility to be high with, raid wides and target mit's but I also think that current tanking somewhat fails with that... It should require decent team work for a tank/healer to wall to wall pull in a dungeon, instead of one job being able to fully carry the other through it with situations like warriors absurd per enemy hit heal.
Last edited by Rithy255; 06-16-2024 at 12:34 PM.
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