That's because what they really want is a unique reward that they can use as an e-peen stretcher from said difficult content...
Quite common today... Not doing anything without an incentive that can be used for bragging...
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So true. Gone are the days when people run stuff because.... you know.... it was fun and challenging and the sense of exhilaration you get after you finally worked round that frustrating mechanic and downed the boss was just pure gold. I don't even feel anything after people vote abandon ex primals after two wipes and just accept it as fact.
Now imagine if PS bosses dropped myth tokens. Imagine your fc would want to do this dungeon with you. That would be so much more fun. I do like the place yet i dont mind if a healer leaves (i queue as tank). The guy is probably a noob anyway and doesnt have enough confidence in his healing. I feel horrible for dps though. One day i had a healer leave in PS then HM then PS again. Which was BS. After that i got a bunch of low geared players and we wiped once on the second boss from having too much dps on eggs and just plowed through everything else. I believe i had only 1 failed PS so far due to a bard in really good gear just tunnelvisioning bosses. Not once from group being undergeared.
The new dungeon should have better rewards (non-useless tokens), i hope it is at least as hard as PS pre nerf and stays that way, so that we can have a nice dungeon to run with our fc's when the random noob leavers are too much to handle.
- Pharos Sirius
Overall difficulty has been adjusted to match that of Copperbell Mines (Hard) and Haukke Manor (Hard).
The number of enemies has been reduced.
The attack power, HP, and behavior of enemies, as well as certain dungeon mechanics have been adjusted.
Symond the Unsinkable's HP has been increased, while the number of zombie war hounds has been decreased.
The attack power and HP of zu cockerels and zu pullets that spawn during the battle with the Zu has been decreased.
The attack power and HP of zombie storm privates that spawn during the battle with Siren has been decreased.
The potency of Siren's abilities, and the duration of their effects have been decreased.
So much for the only fun dungeon in the game. :(
..and slightly off topic, but I didn't actually think it was possible to make this any easier...
- Amdapor Keep
The potency of Plaincracker used by Megalith Marionette has been reduced.
Bloodlappers will no longer spawn during the battle with Demon Wall.
The potency of Imminent Catastrophe and Bubonic Cloud used by Anantaboga has been reduced.
+1 to both. I'm sad to see this modified. It's the only dungeon in the game where good DPS (who really need to be on their game and know what they're doing) was required. Of course, given the attitude most people exhibit, the moment DPS needs to step up to the plate, most people seem incapable of handling it. That includes tanks and healers who don't realize how important DPS rate is in Pharos.
As for AK, the other day a DF group I was in killed wall before the bees even spawned. I didn't even know what Plaincracker was referring to, I've never seen anyone get hit with that. Ever.
At least with the nerf and *extra 7 times* tank bonus for high level roulette people will see more play of the dungeon. It's always tough to see content reduced because some people are reluctant to learn but at least now new people will be able to see the fights. -And I would feel terrible whenever I hear someone say, "this is my first time and haven't been able to complete it in weeks. " I wish I could have helped them more. My tank is not geared to be on that level yet.
These nerfs make me sad. PS isn't that hard if everybody knows how to do their jobs properly, and AK was just ungodly easy after the addition of CT equipment. The fact that people still have problems with AK just makes me want to scream at them "JUST UNINSTALL!" As for PS, whenever we got to Siren and failed, it was usually because somebody wasn't doing their job properly. Last failed attempt was the tank not grabbing aggro of the storm privates (because I'm pretty sure he can) during the fight, and then me on my MNK getting hit with Siren's Song and still having to DPS the mob that was constantly hitting me. The SCH couldn't heal my HP fast enough.
What were you doing with the privates ?
A) Going just behind siren.
B) Running like an headless chiicken.
C) Staying at the edge of the zone.
What were you doing when the tank provokes a private ?
A) DPS/HEAL URR URR URR.
B) Wait for the private to be next to the tank before hitting him.
C) Not touch them at all before the death of the sergeants.
C and C. My problem was that I was taking too much damage, and Siren would consistently aim at me with her song. There's only so much the SCH can do when I'm taking 400-600 damage per hit. Especially when it's their first time in PS and barely meeting the i48 criteria.
horray pharos finally nerfed.
So I get pulled into Pharos Sirius for the umpteenth time and both Tank and Healer bailed. I'm asked by the other DPS a bard whether we should wait or leave. I said to wait and was going to vote to abandon if no one showed by the first 15 mins. We get a Scholar after about 12 mins and she asks if the Tank and Healer bailed before even starting. Both of us said yep.
I summon Titan and she said she'd never been in a group that was able to pass the first boss with just a Titan Tank. We try anyway and first attempt we bombed with 25% left. Second attempt a Tank appears half way and Cheers us on from the gate as my Titan mops the floor with that pirate. I jumped between full Pet maintenance to assisting the Bard DPS the adds off the Healer and her pet. Once we got through that fight we practically flew through the rest of the dungeon with an actual tank at our disposal.
Zu's fight was really easy. Only I dropped because I didn't know not to kill both eggs. The Bard and I had never done the dungeon before. Fun learning experience. We make it all the way up to Siren and proceeded to dust the top of the tower with her feathery hide >=3
That had to be the easiest dungeon I've gone through. I can understand difficulty if you don't know, but once you see the bosses patterns or get the flow of battle going in your direction, the battle practically beats itself for you. Why must Tanks and Healers bail from such an easy dungeon D=
I had to think for a few seconds before I realized that thing would have been the only one left to even have such an attack. I have never seen its name, its attack's name, or get hit by it to even remember it lol. It's usually covered ny the pillars.
But the bees are still a challenge for healers. Mainly because the bees will always target healers (unless maybe if you're sch). Getting it removed entirely kind of makes me sad. At least just reduce their power a bit
Sirius is fun, really.
I'Ve went in 7 times now as a tank, results in order they came up:
1st boss, few wipes, abandoned by group.
1st boss, few wipes, abandoned by healer, then both DDs, then I left :P
heal left instantly, waited 10minutes, abandoned.
Took everything 1st try except Siren 2nd
Took everything 1st try
Took everything except 1st boss 1st try.
The funny thing is I've been laughed at by the healers of the last 2 runs, because, you know, I'm doing it differently.
From what I was told you're supposed to tank the 1st boss at the door and never move? Well, that didn't work for me so far, so yes, I'm actually running around the whole friggin room, kiting and tanking all them adds like a maniac, and it does work. Maybe it only works because I'm ilvl 75 (which I suppose is overgeared for PS technically), but it does, and it does severely lessen the strain on the DDs and even heal as long as I'm not failing horribly while kiting :P
That being said the reward being the same as WP basically is a joke :[
Though AK can be the same, went for my 2nd relic yesterday and had to try 5 groups until we finally beat the wall of doom (though that was mostly because we couldn't kill Bees fast enough, then tried nuking the boss, but the tank neglected to use his "imma go invincible" skill and died tanking the bees.)
Ran as a SCH yesterday with a tank doing this, and I loved it. Everytime the mobs came, he would go for the closest one and if I had aggro I'd sprint over to him so he could pick up the other. DPS was undergeared, but we were able to 1-shot the fight thanks to it. My stoneskin lasted for 75% of the fight and I got only 1 stack on me.
R.I.P. Pharos Sirius, I just tried a run post 2.2 patch. It was depressingly boring. :( First boss, Dogs pretty much fell over just from DoT's. Zu, adds were dieing so fast every time Zu went up in the air we had nothing to do but stand there and wait for him to come down. And Siren... nothing like before. She doesn't even use that AoE healing debuff any more. Thanks everyone who cried about this dungeon for ruining one of the coolest dungeons they had. :/
Don't worry, we got Halatali HM and Brayflox HM...both of which have some really cool boss fights. Bomberman, the mech, and the Hi-Ho Tank (it's practically an Expy and reference joke from Chrono Cross, from all the attacks down to how it explodes at the end) all exist in Brayflox HM.
I just ran Pharos Sirius for the first time since 2.2 in a roullete as a tank and we spent 30 minutes wiping on the first boss. Too many dogs spawning and us getting overwhelmed. The mechanics are just not pug friendly, I guess?