I hope I don't completely derail the thread with this, but I thought of an idea related to hunts and "early pulls": why not spawn hunt mobs like this, with a heavy debuff. That way when it finally "resets" and the heavy falls off, it's fair game.
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Here's a list of FATEs that I personally have encountered this and other problems with. In almost every instance, the monsters spawn outside of the FATE area.
Coerthas Western Highlands:
Run, Riders, Run
Land of the Freeze
Dawn of the Mylodons
Polar Express
True Convictions
Unsilent Vigil
Sick Pack
Requiem for a Dragon
Pico de Gallows -- a boss FATE yes, but between the size of the boss and the nearby rams it's easy to not have a sense of space and reset the boss by accident.
Sea of Clouds:
Anzu Trois -- not a level sync issue, but mob spawning is very awkward; mobs reset from where they are spawned and in one case, the mob spawns so far away that it "teleports" to position when attacked
Bismarcking Time > Let There Be Acolytes > A Disturbing Lack of Faith -- In this chain the HP for all monsters is set extremely high without scaling, which seems very odd
Dravanian Forelands:
Bear Apparent
Special Tarasque Force -- Tarasque's AoE attack tends to force players outside of the FATE area, either through actual impact or through players attempting to avoid it
The Churning Mists:
How to Cane Your Dragon
Sprite Club
Vouivre Believre
Wave Good-bye
Say it Tulihand
Supper Time
Azys Lla:
Out of Sight, Out of Mind -- nothing particularly "wrong" per se, but does anyone know why this spawns with only a 5 minute timer? It's definitely an oddity among FATEs.
I hope this helps, Zhexos, and if anyone else wants to add to this list or remove it would be appreciated. This is a more consolidated start, at least.
Yeah. It's really depressing because one thing I love about monk is their speed, every other melee centric job I've played felt slow. And when you lose that speed like that, it sucks lol.
I just wish they'd make it so you lose any buffs that would be learned above the level that you sync to.
THIS ONE! I spent several hours yesterday trying to farm cyrstals and while I could beat Bismarking Time with just myself and my Chocobo, its second and third Fate are nearly IMPOSSIBLE. We managed to get through "Let There Be Acolytes" with BRD + WHM and two chocobos set to attackers, but just barely. We started "A Disturbing Lack of Faith" from the moment it spawned with two of us + our chocobos chipping away at it for the full 15 min duration and it was not enough. We didnt even come close to beating it. We had about 40-50% HP remaining for the second monster.
I know that. It's still bollocks.Quote:
In the case of the enemies becoming invincible right away it's not because of the fate area, but because the enemies spawn outside of their own "comfort zone". The ones every enemy on open fields have, not tied to the fate.
Another thing that's bollocks is when you drag a FATE enemy to somewhere that's still inside the FATE circle, and it ends up deaggroing and healing itself. If you never leave the FATE circle, the mob should still stay on you, period.