A lot of tankbusters nowadays involve both tanks, so one can't just throw a Nascent Flash, TBN, etc on the other because they likely need it for themselves, either for the buster itself or the damage that follows.
A lot of tankbusters nowadays involve both tanks, so one can't just throw a Nascent Flash, TBN, etc on the other because they likely need it for themselves, either for the buster itself or the damage that follows.
it is this case because slash resistance debuff
which is the worst mechanic in game ever but it is good on paper.
I feel like different type of attacks can be more effective against specific type of mitigation would solve multiple problems:
When I say multiple attacks means 2 things: Raid-wide attacks, Tank busters.
What I mean by different type of attacks:
1- Attack 1 that countered 100% by Shields and 50% effective on defensives and blocks.
2- Attack 2 that countered 100% by Defensives and 50% effective on shields and blocks.
3- Attack 3 that countered 100% by Blocks and 50% effective on defensives and blocks.
How could this solve tank/healer issue:
1- Tanks will not as op as we see now.. Warrior can't mitigate Attack 1 as how DRK can mitigate it 100%.. team collaboration will be much more important.
2- Healers can finally use their single target mitigation and can be meaningful because if we have WAR and DRK and boss perform Attack 3 it will require healers to use their "block" mitigation to have it full 100% effectiveness.
3- Make tanks more specialized and require team synergy to mitigate attacks.. when I say specialized it is more like DRK have most of their tank utility as shield but also have block but less than PLD for example.
but this require tanks to be more specialized and have to get full rework on mitigation part.
When I say multiple attacks means 2 things: Raid-wide attacks, Tank busters.
Already went over this, had a feeling it had been skipped over though:
In short, you give tanks more things to mitigate with freedom in how to mitigate it rather than restricting their mitigation usefulness and forcing them into a specific pattern.If different tanks could mitigate different types of more effectively than others, you restrict the number of tanks you would take into the content. Why should you work harder to keep one tank alive when another does the job better? As Jeeqbit has already stated, this is what happened in HW. You could make it so the differences aren't as noticeable, but then you have lost that uniqueness of the tanks you were trying to create in the first place.
If we imagine all tanks has separate mitigation for different damage types, you necessarily limit how you deal with the damage. You must use this mitigation for this attack, as opposed to using whatever you want. You necessarily limit creativity in how you mitigate the damage. With mitigations being more universal, you can adjust your mitigations around more variables, like healers, making better use of their kits.
It is also worth noting that blocking is exclusive to PLD because of the shield, every tank has Parry as another form of passive mitigation. Functionally, they are just damage mitigations though, no different from the damage mitigation from Rampart or Guardian etc.
I didn't invent anything.. this is already in the game.When I say multiple attacks means 2 things: Raid-wide attacks, Tank busters.
Already went over this, had a feeling it had been skipped over though:
In short, you give tanks more things to mitigate with freedom in how to mitigate it rather than restricting their mitigation usefulness and forcing them into a specific pattern.
It is also worth noting that blocking is exclusive to PLD because of the shield, every tank has Parry as another form of passive mitigation. Functionally, they are just damage mitigations though, no different from the damage mitigation from Rampart or Guardian etc.
DRK has the ability to mitigate magic attacks better than PLD which if fine if all tanks designed around this kind of mechanic.
currently it is half baked or even lower than that.. warrior has highest healing while there is no attacks counter the healing part of warrior.. but dark knight has a counter to magic attacks.
system is half baked and shows how unbalance tanks are in different encounters
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