Trusts actually do mechanics, unlike squadrons.
Trusts actually do mechanics, unlike squadrons.
I like the trusts, mainly for a way to learn a dungeon at my own pace. The npc's seem to do a great job of "what do to for a mechanic".
It is a lot less frustrating, learning a run, or a class when on my own and not in a rush rush rush group.
My only main complaint is that no one seems to want to AOE, therefore large packs can take a while to hack down.
I only did a few squadron runs, that were required for the GC promotion, but it would be nice to see the trust system backtracked to some older dungeons:)
Squadrons also grant you titles (along with additional GC ranks), you can glamour them as well, and they also give you access earlier dungeons if you're leveling without having to wait in queues. In this sense, trusts are an expansion of the squadrons. While I can see that as a reason to max them out, it is still a head scratcher why they abandoned squadrons. I can see it from a lore perspective considering there is no way any of the squad crossed the rift with us. However, from a gameplay perspective they had to introduce an entire new system instead of expanding on a current one.
You can do all of this when progressing through ShB main story the first time, and I would imagine it is the ideal time for you to do so instead of revisiting those dungeons with the same intentions after already having cleared them. Especially if 'immersion' is the goal. You can also go back through the dungeon after it is cleared to take your screen shots free of hostility from mobs and impatient players (and also pick up any chests for yourself if they have been passed up).Quote:
For myself, I like being able to do the new dungeons on my own and learn the mechanics at my own pace, plus checking out the scenery and taking screenshots or reading the little bits of lore that are occasionally scattered throughout, without feeling like I'm inconveniencing anyone. It's also immersive for me to do that with the NPCs who are part of the story rather than random others. I'm really looking forward to the new dungeon, which looks gorgeous, and I am thrilled to have Trusts available so I can take my time and enjoy it rather than feeling like I should rush to keep up with other players. And because I have Trusts maxed, I can go back in and take more screenshots or check something out any time I want even after I run it the first time.
Each have their own strengths and weaknesses as mentioned by previous posts.
Personally, I prefer Squadrons because I can use their Offensive 5 abilities to beat enemies quicker and clear the dungeon faster (15-20 minute runs on average.) Despite their flaws on mechanics, I can control them easier because of my experience with micromanaging pets as SCH/SMN. In some cases, squadron party members are unaffected by certain attacks similar to how pets were somewhat unaffected in the past.
While trusts do mechanics better 99% percent of the time their average DPS makes dungeon runs take about 25-30 minutes. I usually like to complete dungeons faster, so Trusts can be a double-edged sword or periodic bore for me.
Trusts are Squadrons 2.0. Squadrons are about micromanaging and herding your entire "party" like this...
https://media.giphy.com/media/FJel8uQBACE3S/giphy.gif
...Squadrons are stressful.
Trusts on the other hand do what they need to do 99% of the time without you having to lift a finger. Well, except for AoE attacks, but that's a small price to pay for a party who's programmed to be competent.
I wish trusts consistently used AOEs. it seems to take forever.
Lore is important to some. Playing with characters you know from the story means a lot too. And I prefer the AI for Trusts to squadrons, even if Trusts are slower. I feel like squadrons were the beta system for Trusts.
Trusts allow me to include the Crystal Exarch in my screenshots. That's reason enough. XD Being able to revist whenever I have a new screenshot idea and include my Scion friends in the shot? Yes, yes, and yes.
I do have to reverse myself a little on these.
As much as I would like to advocate Trusts... Grand Company Squadrons are actually better. They need some work, but those you can raise up through the levels without manually having to go through the same dungeon over and over again in a row just to level them.
I can send a GC Squadron on a mission and do other things and let them level plus get all kinds of rewards for it.
I have at this point stopped leveling Trusts all togather.
I'll just put up with the Poor healing and tanking in the GC. That I can work around.
Grand Company Squadrons and Trusts were only something I used when I wanted to play something quick and without waiting to queue for it. Mostly I group with other players in Roulettes or specifically select what I want to do.
Grand Company was much more rewarding and less of a hassle to level than Trusts were.
Um, Tam-Tara Deepcroft isn't available with the Squadron, you're probably thinking of Thousand Maws of Toto-Rak which is a similar Gelmoran ruin and has a similar name, that is available as a Squadron Command Mission.
But yeah.... running that one with the Squad is... eye opening (half the problem is the Squad AI has to be constantly micromanaged via the Squadron commands, adding yet another thing you have to take into account, meaning things can get... rather hectic on bosses which have lots of AoE spam, and compounded by how the CNJ Squad members don't properly heal but will often wait until you're well below half HP before finally chucking Cures your way, especially if you're a tank).
As for the OP, I prefer Trusts as their AI is so more advanced and doesn't require micromanaging like the Squadron does as previously mentioned. That and as they actually follow mechanics means they're also very helpful for learning dungeons, as the rule of thumb is "do what the Trusts are doing".
And being story-connected with actual dialogue really makes them seem like actual people rather than just a party of mindless robotic drones constantly waiting for directions like glorified Sims that the Squadron is.