Originally Posted by
SamRF
Being overgeared and with how sync makes you over powered in this game will of course limit it to some extend, but I certainly believe there is more room to induce chaos in ARR dungeons. To give a couple examples:
Brayflox Longstop: mobs seem to hit pretty hard, you have to position and pull carefull in that one big room with those tiny islands to avoid overpulling. Have had many chaotic runs there and many wipes with DF groups.
Stone Vigil: same here, some rooms in which you can overpull if not careful
Dzemael Darkhold: That notorious section after the first boss in which, unless very well geared, have to pull carefully to avoid overpulling, and also try not to fall to your doom while avoiding all those AoEs, had countless wipes here.
Aurumn Vale: that first room, boss fights also required people to know what they were doing.
Wanderer's Palace: That big room in which you need to fix some stuff, you'll get attacked by that invincible hard hitting giant tonberry if not careful
Pharos Sirius: this dungeon has been nerfed because of the "difficulty", or rather sloppy playing (IIRC it had to do with an add phase)
These aren't very difficult or challenging scenarios, but I hope you get what I'm saying with that they have less room for error (at least at some sections) and punish sloppy playing more severely.