yeah thanks for changing you're story again and again.
Anyway GG on tanking Titan HM
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The old launch dungeons were not hard.
But they were a step above what we have now and teams could wipe. It was also a matter that people were at minimum gear at launch.
The hard dungeons were really the Pharo Sirius and Copperbell Mines era though.
It feels a little silly to really talk about the trivial nature of content at the very eve of the expansion.
Everyone is overgeared, the tome cap was raised to 900 (hence people want to run fast to cap) and development for the expac and it's difficulty is done.
Wait a few weeks to see how the difficulty design of dungeons are, there's no point talking about old nerfed content being cleared with overgeared people.
Because the skill speed is useful for spamming death blossom, and a lot of ninjas don't know this but doton cast with kassatsu make every damage of the dot critical so it does more damage than kassatsu+katon.
For the dungeon mobs, honestly even if they were doing more damage they wouldn't be much more of a threat. Sure you wouldn't be able to pull several packs, but they would just become those annoying thing in your way between 2 boss on an easy dungeon you'll have to spam everyday for 3 month straight.
It's content aimed for casual so when people geared for end raid walk them, sure it become totally unchallenging whatsoever. Won't stop the adds to crush the dps that thought it was a good idea to pull them before your tank on t13.
No. You just can't follow a coherent argument. "So the if the tank dies we should wipe" is a response in theory to your saying DPS shouldn't tank. You're mad I tanked Titan on Dragoon. The tank couldn't keep hate. So you say that's broken I kept enmity against 2 ungeared tanks. Thus, logically, if you say that's broken, we can make the logical conclusion you think that no one OTHER than a tank should be able to keep hate or tank, and so if a tank dies, the party should wipe. Either way though dude... You're just flaming and not adding anything here.
That's what it sounds like. I'm really proud of being able to pick up a mob or even a boss as a melee and tank it until the tank got back on his feet. I can't do it for very long, but I'm skilled enough to know how to survive long enough for the tank to get back up. That's called being a good player. If the game were designed to just obliterate a dps that a mob so much as sneezed at, that would be poor game design and I'm glad SE knows better.
When new high level dungeons were released in the past, each round, there was no way in hell a tank could pull massive amounts of mobs at one time without dying (because there was no healing through it) and no way in hell, short of a blm, could DD kill those massive amounts of mobs very quickly. When people gear up to the teeth, then, only then, can massive pulls/kills be done. CD management, someone already has mentioned, is a big deal too but even with great CD, when dungeons are newly released, gathering/killing mobs enmasse is considerably risky.
I think the Devs didn't want healers to DPS- Yoshi mentioned this in an interview) BUT they found out in the FCoB raids Helaers were dpsing! they were shocked. so To even the dps capabilities between scholar Wht mage.. they game more DPS abilities to WHM Mag to meet how players were playing in end game content.
I don't see it broken. I tihnk mobs hit hard enough AT APPROPRIATE level! They will be options to play content at lowest ilevel so Op[ will get what he wants.