
Originally Posted by
Merona
I had the lovely misfortune to read all those posts before they were edited and wow, this topic sure knows how to get people hostile. Why exactly is this such a heated debate? It's really simple.
Yes, blinking will improve your "efficiency" (loosely used as everything is situational) as you approach the hate cap. Thereafter, the effect is unseen unless you are losing large amounts of enmity, usually due to damage, which causes a significant enough dive that the extra enmity you would swap into helps you regain it faster than doing otherwise.
Since you spend the majority of battletime at or very close to the hate cap, and therefore in a position where all that extra enmity does not benefit you as much as it does during your hate-building phase, gear swapping loses (most) of its utility.
The way I see tanking is in phases actually, and it's like this:
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Phase1: Hate building--where those enmity swaps are going to help. Only with a significant amount of additional enmity are you going to shave off say, an entire Flash. I am not crunching any numbers as I am more of a "feel this out" tank than a mathematician, but I am doubtful that it will save a Flash. This phase is also very dependent on how aggressive you are with cure cheating. I for one, am very aggressive with this and I usually have two BRDs (marchX2, balladX2). There is little-to-no DD happening during this phase out of courtesy to tanks (Blood Pacts are OK).
This phase usually lasts between 3 and 5 minutes at the start of the battle or after a hate reset move (ex: Horrid Roar).
Goal: Cap enmity as fast as possible.
Phase2: Maintenance of Enmity--this phase takes up the majority of the battle and starts the second you hit the hate cap (easily judged by Atonement damage nowadays). During this phase the alliance eases into its strategy. Your Ballad BRD might be giving tanks Madrigal for example, you are starting to drop DoT spells on the mob, and your heavy DD is starting.
This phase lasts anywhere from five minutes into the battle until the end, whether it be 30minutes or 4 hours (in which case you're in big trouble).
Goal: Maintain the hate cap.
Phase3: The "end push"--where a mob is usually going ape-shit and you need to keep your enmity up. Tank spidey-sense usually peaks around this time, as they are dealing with faster attacks (ex: Tiamat mini-rage), faster DD (ex: Rangers going all out to kill Ixion), or TP-spam due to stuns (making mob hold TP) or DD pushing (Khimaira, Fafnir).
This phase lasts about as long or less than Phase 1. Sometimes this phase doesn't exist at all (KB, Aspid).
Goal: Maintain the hate cap in worse conditions than prior and kill the mob in the safest way possible.
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This explanation is the best I can write from my head really. Due to hate-building being a fairly short process, and my aggressive play style on the battlefield, I've never really seen the need for gear swapping on Flash and Cures. My cure cheats however do maximize enmity in non-visible slots (I call them "accessory slots") because they allow for a great amount of enmity than my usual <stpc> cures. Likewise, I swap for all Job Abilities; Full VIT for Rampart, MND on Chivalry (this is limited to my inventory space tbh), and Valor Leggings +1 for Sentinel.
So realistically, enmity swapping is going to be better at some point in the fight, just not the majority of it. I think Wopa said it well when he stated that it's like adding +9000 MND to already capped Stoneskin. The rate at which you lose enmity throughout a fight isn't as fast as you could possibly make it back with all those enmity swaps during the majority of the fight. At the start of a fight, it's not the same.
Christ, I shoulda just made a blog post...