- Reason
- I want to
100000% this. Like se if you read any forum post at all make it this one.What tanks need. (encounter design wise)
- Higher boss damage auto attacks.
- Harsher tank busters.
- Mechs where they should protect a certain target with mit.
- Making interrupt's & Stuns more Important.
- (For dungeons) Allow tanks to pull more then two sets of mobs.
What tanks need. (Job design wise)
- More fun and interesting rotations, add rng and more combo paths. Small ways to optimize and maximise damage
- Less similarities some tanks should exceed better in some areas. It's fine to have pros and cons to jobs (tanks included)
- Defensive kit reflect the content, Currently tanks got too much defensive and self heal value, we either need to see that value be used or to tone it down.



I thought Mountain Fire in Valigarmanda Ex was the best buster I've ever seen. Was really excited to see them do more of stuff like that. But nope, back to regular, boring busters.


I loved that buster as tank, constantly switching places with the other tank while doing the group mech. It also required you to mitigate a lot.
Not to say I just want the same mechanic over and over but innovative tank busters are very needed.



Don't you have to handle ads and properly position them in m6s?


Different boss phases where things like the frequency and power of autoattacks vary would be a great change, especially if randomized. I'd also like to see more reactionary boss mechanics, like the boss becoming more aggressive if most of the party is dead or chaining tank busters if the tank fails to mit and ends up on low health.

I think the majority are in agreement that as tanks we need more, and Since its safe to say that enmity management is braindead and boss positioning is no more, we need more in fights to react to and to fully utilize our tools, the current "Tank Busters" just aren't cutting it.
boss charges up a massive tankbuster/raidwide that entirely flashbangs your screen, it has a voice acted announcement
it does 1/23th of your healthbar for damage


* Boss produces a tower for the group or the two tanks to stand in and mitigate.
* Most groups have the tanks just invuln them, one tank the first, the other the second.
* Cari is a Pally and her invuln isn't back up yet. Panic-presses just normal mitigations.
* Survives the party stack tower regardless.
I mean... cmon Yoshi P...
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