Would DRG/BLU-WHM-RDM make a decent party tank O.o? Like... I've solo'd VT's before with some luck buuuuut I've been thinking.... with the new Nocturnus gear, how well would that increase tanking options... let alone increasing solo power. Here's a quick gear set I made up illustrating my thoughts for a DRG tank xD.
This is just a random thought I had so... thought I might share it with you guys. Feel free to toss some of your opinions, I wanna keep this ball rolling. If you feel what I've listed
Fast Cast II, Magic Def. Bonus, Stoneskin, Phalanx, Barspells, Protect, Shell, EnSpells aswell as Poison, Dia, Bio for HB trigger/Hate.
Merits
4/4 Crit 4/4 Enmity 8/8 Polearm 4/4MP 4/4HP 5/5 Deep Breathing 5/5 Spirit link and Jump.
Reasoning for these merit choices:
5 Minute recast on Deep breathing is sick for a spike heal. Jump and Spirit link merits are optional, more Jumps = more enmity, and less time for Spirit link to keep you Wyvern healed. Polearm and crit for higher DoT(I think) and Enmity... for... enmity. I added HP for merits because i remember someone telling me that a player's max HP affect Healing Breath. MP is probably not needed, good for Galka's and Elvaan I guess. I left out Attributes merits but feel free to add them.
Quick Notes
For peak Healing Breath efficiency I recommended fully charging your Wyvern. I believe the amount of XP required is something like 1500XP, I'm not 100%. Also there is a lot of gear you can use, I'll try to list as much as I can as well as my reasoning for choosing them. I've also noticed that DRG tends to have a high rate of enmity gain.
Gear
(Everything is situational, also not listing WS gear)
Polearm
Thallasocrat: DMG94 Delay492 DOT11.46 Impair evasion: speculated to be about -20, good for landing multi-hit WS's
Iron Ram Lance: DMG70 -10% Damage (Includes magic and physical!) an awesome lance for tanking less DMG
Oathkeeper: The DMG99 one IMO is awesome for dishing out a ton of DMG.
Brandemante: DMG77 Occasionally attacks twice is awesome for gaining TP and spamming WS's. Also more attacks = more enmity
Stirblog: This depends on the augment you get. For tanking the best two augments I can see are the +21DMG -7%physical/+7 MDB. If there are better ones please share.
Fay Lance: It's a pretty decent Lance IF you augment it right. Personally I have 95DMG 2STR and -2% DMG to wyvern.
Grips
shark Grip: +3 Enmity
Pole grip: 2% Double Attack
Rose Strap: +4 STP
Head
Drachen AND Wyrm Armet: Both are absoltely needed(In my opinion anyways) for tanking/soling high level enemies. If you can't get Wyrm Armet use Saurian.
Nocturnus Helm: Occasionally ABSORBs physical DMG :O, also has some awesome stats on it.
Askar zuchetto: A nice haste helmit with STR DEx and VIT... and DEF!
Turban: 30 HP/MP 5% haste, what can I say.
bahamut's Mask: Enmity! Neck
Peacock Charm: +10ACC
Love Torque: :O this beats PCC by .05 ACC!
Ritter gorget: If you want enmity on a neck piece.
Chanoix: +50Wyvern HP, needed to increase Healing Breath Ears
Ethereal Earring: Needed! 3% of each hit you take goes to MP! You'll never run out of mp for a poison
Brutal: 1STR and 5%DA.... what can I say. Body
Nocturnus body: Ocassionally ABSORBs Magic DMG! Also has some ****ing sick stats.
Nuevo: If properly augmented this would be an awesome tank piece.
Homam: Plenty of ACC and HP/MP
Wyvern Mail: +50 Wyvern HP! Hands
Homam Hands: Has enmity on them, ACC, HP/MP and haste.
Askar hands: Basically Homam with DEX, eva instead of ACC and 1 less haste/enmity.
Ostrager's Mitts: +10 Wyvern HP. Rings
Jelly Ring: -5% physical dmg, but +5% magic.
Sattva/Rajas: Either of them is good. Back and Belt
Forager's Mantle: 15ATT 3STR, good for hitting hard.
Cuchulain's Mantle: Awesome for landing hits.
Trance belt: Only if you want Enmity
Warwolf: Same as Trance
swift belt: +4% haste. Legs
Homam legs: HP/MP, ACC, haste and fast case.. nough said for tanking
Askar Dirs: only reason I list this is for the MP an pet defence. Feet
Homam Feet: Haste, HP/MP, ACC and Wyvern HP!
Askar feet: -2% DMG :O, 30mp. GOod if you only wanna use homam feet for Healing breath.
Just wanted to note, you'd be restricted to only using Jump, as the whole purpose of High/Super Jump is to erase/eliminate enmity you have on yourself. This concept seems a little silly considering the purpose of some of their most useful JAs.
Would be a struggle to keep hate, since your Wyvern would be doing most the healing and you'd be sacrificing DMG output for -PDT and -MDT. Swapping a DD sub for an HB activation sub isn't going to help either. However, you may want to consider this if you're seriously entertaining the idea of a DRG tank: http://wiki.ffxiclopedia.org/wiki/Hydra_Mail_%2B1_Set
If I recall correctly it is possible to macro sequence HB to activate at 50% via AF helm and right as the input is done switch over to relic/saurian helm to give it the enhanced breath.
Drg takes more dmg than other jobs, will deal less damage in any kind of tanking build. Don't have a sufficient enough WS to keep hate on higher end mobs. I don't rly see how they'd be able to tank anything serious outside of lowman (solo to a pt of 3-4)
Drg takes more dmg than other jobs, will deal less damage in any kind of tanking build. Don't have a sufficient enough WS to keep hate on higher end mobs. I don't rly see how they'd be able to tank anything serious outside of lowman (solo to a pt of 3-4)
I unno I've seen a DRG/RDM tank/solo Sim where a party of 4 with a NIN and RDM wiped
Drg takes more dmg than other jobs, will deal less damage in any kind of tanking build. Don't have a sufficient enough WS to keep hate on higher end mobs. I don't rly see how they'd be able to tank anything serious outside of lowman (solo to a pt of 3-4)
I unno I've seen a DRG/RDM tank/solo Sim where a party of 4 with a NIN and RDM wiped
I said anything serious. Sim doesn't fall into that category. It's an easy NM that can be solo'd by various jobs and duo'd by many combinations.
I would think your wyvern would get hate and die too much lol "I unno"
every mob you would have to engage and get your wyvern on the back side of it to avoid conal attacks
but i would choose /blu over /rdm for more defensive capabilities
Quote:
Peacock Charm: +10ACC
Love Torque: :O this beats PCC by .05 ACC!
there equal actually
stats based off Mithra DRG 75 with 292 skill and 72 base dex
with PCC 368.7acc = 76.8%
with Love and +5 DEX 368.8acc = 76.8%
or to close to call
wut? you're gonna have to reword that. I can't understand a thing you just said.
when the sams went /war hate would be be all over the place and some would die.
Didnt tp JoL, the sams would get tp from meditate. Angon on they sata me. Get of it and meditate again, etc..
your PLDs fail, i hold hate as PLD/RDM just spamming spells outside JoLs melee range
for DD we abuse SAM/RNG and RNG/SAM and of course a couple BLMs to handle spawns
* SAM where damage is a viable means for building hate
* DRK where damage isn't great so a mix of spells can damage works best
* RDM when damage isn't at all viable (or TP feeding is a problem).
And PLD fits in around where DRK does.
DRG doesn't have the goods to keep up with SAM in pure damage (against high Def mobs), it doesn't have the spells of DRK, PLD and not even close to RDM.
wut? you're gonna have to reword that. I can't understand a thing you just said.
when the sams went /war hate would be be all over the place and some would die.
Didnt tp JoL, the sams would get tp from meditate. Angon on they sata me. Get of it and meditate again, etc..
your PLDs fail, i hold hate as PLD/RDM just spamming spells outside JoLs melee range
for DD we abuse SAM/RNG and RNG/SAM and of course a couple BLMs to handle spawns
Would DRG/BLU-WHM-RDM make a decent party tank O.o? Like... I've solo'd VT's before with some luck buuuuut I've been thinking.... with the new Nocturnus gear, how well would that increase tanking options... let alone increasing solo power. Here's a quick gear set I made up illustrating my thoughts for a DRG tank xD.
This is just a random thought I had so... thought I might share it with you guys. Feel free to toss some of your opinions, I wanna keep this ball rolling. If you feel what I've listed
Fast Cast II, Magic Def. Bonus, Stoneskin, Phalanx, Barspells, Protect, Shell, EnSpells aswell as Poison, Dia, Bio for HB trigger/Hate.
Merits
4/4 Crit 4/4 Enmity 8/8 Polearm 4/4MP 4/4HP 5/5 Deep Breathing 5/5 Spirit link and Jump.
Reasoning for these merit choices:
5 Minute recast on Deep breathing is sick for a spike heal. Jump and Spirit link merits are optional, more Jumps = more enmity, and less time for Spirit link to keep you Wyvern healed. Polearm and crit for higher DoT(I think) and Enmity... for... enmity. I added HP for merits because i remember someone telling me that a player's max HP affect Healing Breath. MP is probably not needed, good for Galka's and Elvaan I guess. I left out Attributes merits but feel free to add them.
Quick Notes
For peak Healing Breath efficiency I recommended fully charging your Wyvern. I believe the amount of XP required is something like 1500XP, I'm not 100%. Also there is a lot of gear you can use, I'll try to list as much as I can as well as my reasoning for choosing them. I've also noticed that DRG tends to have a high rate of enmity gain.
Gear
(Everything is situational, also not listing WS gear)
Polearm
Thallasocrat: DMG94 Delay492 DOT11.46 Impair evasion: speculated to be about -20, good for landing multi-hit WS's
Iron Ram Lance: DMG70 -10% Damage (Includes magic and physical!) an awesome lance for tanking less DMG
Oathkeeper: The DMG99 one IMO is awesome for dishing out a ton of DMG.
Brandemante: DMG77 Occasionally attacks twice is awesome for gaining TP and spamming WS's. Also more attacks = more enmity
Stirblog: This depends on the augment you get. For tanking the best two augments I can see are the +21DMG -7%physical/+7 MDB. If there are better ones please share.
Fay Lance: It's a pretty decent Lance IF you augment it right. Personally I have 95DMG 2STR and -2% DMG to wyvern.
Grips
shark Grip: +3 Enmity
Pole grip: 2% Double Attack
Rose Strap: +4 STP
Head
Drachen AND Wyrm Armet: Both are absoltely needed(In my opinion anyways) for tanking/soling high level enemies. If you can't get Wyrm Armet use Saurian.
Nocturnus Helm: Occasionally ABSORBs physical DMG :O, also has some awesome stats on it.
Askar zuchetto: A nice haste helmit with STR DEx and VIT... and DEF!
Turban: 30 HP/MP 5% haste, what can I say.
bahamut's Mask: Enmity! Neck
Peacock Charm: +10ACC
Love Torque: :O this beats PCC by .05 ACC!
Ritter gorget: If you want enmity on a neck piece.
Chanoix: +50Wyvern HP, needed to increase Healing Breath Ears
Ethereal Earring: Needed! 3% of each hit you take goes to MP! You'll never run out of mp for a poison
Brutal: 1STR and 5%DA.... what can I say. Body
Nocturnus body: Ocassionally ABSORBs Magic DMG! Also has some ****ing sick stats.
Nuevo: If properly augmented this would be an awesome tank piece.
Homam: Plenty of ACC and HP/MP
Wyvern Mail: +50 Wyvern HP! Hands
Homam Hands: Has enmity on them, ACC, HP/MP and haste.
Askar hands: Basically Homam with DEX, eva instead of ACC and 1 less haste/enmity.
Ostrager's Mitts: +10 Wyvern HP. Rings
Jelly Ring: -5% physical dmg, but +5% magic.
Sattva/Rajas: Either of them is good. Back and Belt
Forager's Mantle: 15ATT 3STR, good for hitting hard.
Cuchulain's Mantle: Awesome for landing hits.
Trance belt: Only if you want Enmity
Warwolf: Same as Trance
swift belt: +4% haste. Legs
Homam legs: HP/MP, ACC, haste and fast case.. nough said for tanking
Askar Dirs: only reason I list this is for the MP an pet defence. Feet
Homam Feet: Haste, HP/MP, ACC and Wyvern HP!
Askar feet: -2% DMG :O, 30mp. GOod if you only wanna use homam feet for Healing breath.