Nope, he's mad. He's starting to call people who beat the dungeon and disagree with him elitist pricks.
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Hm..looks like you don't know how to read either.
1) The MP cost thing is just way too high
2) Con has access to 4 raises, so why can't we use them?
3) I didn't want CON to be a healer, but since it obviously is now, why can't it use the full extent of it's abilities?
4) Mages got the short end of the stick this time whether you believe it or not. At least other jobs will actually be able to use their AA =)
and yes, I'm very mad at the horrible imbalance in this game.
There are plenty of non "elitist pricks" getting past initial aggro of the Ogre. Some have killed it, most have surely gotten him down to 50% or less by now. You're doing something wrong. Go look around for strategies if you really can't figure it out. I find it difficult to believe that not even one person in your party is competent enough to form a decent strategy on their own. But yea, there's some decent info out there if you look for it.
we have tried many strategies. Some have been our own and some have been other peoples. If we do manage to get past the first AoE rapefest, which doesn't happen often, it is usually followed by the melees getting nuked down in a matter of seconds becase of, once again, AoE spam. You can only do so much with a CON and THM.
This has to be the fastest growing thread I've seen in a while here lol.. I just can't look away!
Bro its ok to be mad its ok to cry bro we all support you. Sure several other people are having no problem with the "balance" issues you speak of but just remember you are a good mage and everyone else who isnt complaining or having problems is cheating or something like that. You are a good mage!
count the number of people in this thread who think the dungeons are fine as a challenge, then compare it to the number of people who think that they need a nerf. MORE people would think that the dungeons are fine as they are now. See who is elitist now? elitist in a stupid way that is..
let me say this again, IT'S ONLY BEEN A FEW DAYS. If you think dungeons that can be beaten with strategies formulated within those few days need a nerf, and without actually trying to formulate effective strategies for your party you complain on the forum for those dungeons to be nerfed, you need to PRACTICE MORE. I'm not going to say "L2P" because you definitely knew how to play, the thing is you don't know how to beat the Ogre. That's the exciting part. FIND A WAY.
Have your mages tried using Soughspeak to decrease enmity generated?
What is your party composition? Do you have enough tanks and do they coordinate well enough to alternate enmity actions between your cures?
Were you all equipped with Prime Conditioning?
have you tried Heavy Stab - Heavy Slash BR to bring down his attack power?
What about Gear/Actions setup? Is it optimized already?
Did your party move out of the way when the Chain Bearers moved in, and did they moved back in when the Chain Bearers moved back out?
Did you make sure that the tanks are pulling the Ogre to face the other way around from the rest of the party?
Did you make sure that GLAs should use the ability "Cover" in case of emergencies?
Did you make sure that your party were spread out enough to minimize AoE damage, but not too far to allow speedy curing?
and lots other different strategies.. we can discuss strategies in a calm manner ok :)
We haven't beat it yet. We spent the last 2 days perfecting our strategy, which we're proud to say is perfect now. Would have won on our last run yesterday if it wasn't for a stray elbow drop on a mage and a missed cure on the tank, right as we were running uphill from the ghost teleport. Tank died shortly after reaching the top, which lead to a wipe and we called it for the day. Ogre was around 35%
Our party setup was GLD THM CON CON PUG LNC ARC ARC if I remember correctly. Those were the only 2 deaths the entire fight and there was no downtime for anyone, constant damage from everyone without a single inferno drop going off (all stunned.) I think the elbow drop might have been the only move that hit someone other than our tank, but don't remember clearly.
The fight is hard, and even the slightest mistake can screw it up. We are however confident that we will complete it today, and I will see if we can do a run without any archers. Will post picks if we do, to show that it is possible with only Melee DD.
Also, Dubont: Why not simply use a bot like proposed in the other thread?
Works for crafting, why shouldn't it work for MP management also?
Perhaps one that can play the game for you?
You shouldn't be surprised to see a Cure III steal hate from the tank at the beginning of a fight, that's actually normal in every MMO including FFXI. If Cures generate so much enmity how about telling your tank to equip them?
So much hate here... it is sad
It is getting pretty heated, but I'm sure the philosophy behind the dungeons was to make them with jobs in mind. A paladin will function better as your tank than a gladiator, a white mage will heal better etc.
So it's pretty tough now, but I expect it to get a lot easier once we have them.
Good read, don't agree with any of the points much except mp cost is maybe a tad high. Rank up your arc 1 more level Dubont, chameleon would help ya with those cure 3 bombs.
...Quote:
Yea it's really that good. If you liked CoP from XI (dunno if you played) you will enjoy this. For the first time in XIV's life, fights require real strategy and cooperation. Can't wait to see what's waiting for us in future patches.
Yes. And the music is
FABULOUS.
Really keeps you going even after countless deaths ^.^/
The first AoE isn't bad at all and did you stop to think a ranged AoE attack might have some kind of a completely avoidable trigger? I've run into trouble with him using it 2/3 times in a row later but initially it's not that bad.
With the most common (from what I've seen) strategy there's no one best spot to stand in, it's a shifting battle.
Cure 3 can pull crazy hate so maybe you shouldn't use it right off the bat. Use proper enmity managing skills. The mages I play with have had little trouble if they play smart. Also maybe settle for a lower cure until the tank builds proper hate.
to those saying that I'm using Cure 3 at the start...I'm not...the GLA got a good 3 vokes and 2 ws off before I even bothered to pull my weapon out.
3 provokes isn't enough. There's also taunt, disorient and accomplice, not to mention having intimidation equipped.
like I said, it SHOULD have been enough and the fact that it isn't leads me to believe that the thing is broken. Later on that run, I let the THM heal instead....with a sac 2...after GLA used 3 vokes and 2 ws...and the THM got 1 shotted. Cures shouldn't be bringing in that much hate.
Oh give me a break man stop making excuses. There's a ton of enmity skills and just because provoke isn't auto-hate doesn't mean it's broken. Tell your tank to get a clue and rank some subs.
No you don't read - Provoke doesn't work like that anymore, and weapon skills? Weapon skills? Try:
Heavy Slash
Heavy Stab
Accomplice
Taunt
Disorient
Warmonger
War Drum
(and let me guess, he doesn't use intimidation)
Just off the top of my head. Don't even think you can talk about hate because your tank lacks.
There is no way that SE needs to do anything to nerf the dungeon, Ogre is incredibly easy once u know the strat and have competent players who can execute. We are now farming the end boss with an occasional fail mixed in with final boss which is perfect. Just give it time to learn and figure fights out. Soon as they nerf it more players will be bored with it and says this game is so ez mode again.