Like passing rot is hard. You want to kill turn 5 and can't pass rot IDK what to tell you. Working as a team and communication is the key.
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Like passing rot is hard. You want to kill turn 5 and can't pass rot IDK what to tell you. Working as a team and communication is the key.
Never found passing rot hard at all. If you need to all you got to do is number people 1-5 with marks have the ranged and healers spread out, and you always pass it to the same person when your timer is about to run out.
For the people who do enrage mode How is this even a hard mechanic that you guys always want to skip it? Too much personal responsibility placed on those people or what?
I don't think the OP intended to turn this thread into a "You can't pass rot, to bad thread" Which it has turned into (Not pointing at you). Think he meant it more of a SE Ninja Buffed T2 Enrage and didn't include it into the patch notes. But today Yoshi has said it wasn't intended to happen in 2.16 to T2/T5. Will they revert it back to 2.15 most likely. But will they then turn around in 2-3 weeks and tell us they are going to make changes to T2/T5? Probably.
As you said communication and working together is the key. But for most people for whatever reason they just don't understand it, IDK if they can't see the debuff on them or w/e. When my first static fell apart, I was PUGing CoB and it seemed like 1-2 people just couldn't understand the concept of passing a Rot.
There isn't a official date for 2.2 but I'm thinking it will be the 17th again since its a Monday. So people who don't know how to pass it should start learning how to.
As for me I personally don't care if they made it so enrage did 9999 dmg, I can pass rot all day long. I Really dislike doing enrage just because it takes longer to do. The 8 mins waiting, is time that could be spent finishing T3. But when I had to pug it I didn't mind doing enrage over rot, Because the wait time was longer having to wipe over and over because someone can't pass rot.
thank god i dont need T2 anymore.
i am one of those that never learned rot. enraged actually got me into coil again. in the early stages of 2.0 with all the requirements (statics/pc/voicechat/etc), i ended up writing off coil altogether. once enraged was introduced i was finally able to participate.
i never understood the argument against enrage. tbh, it all seemed to come off elitist and superior as in how dare anyone take the 'easy' way out.
but im willing to bet that more than half of the people who come on here and brag/point fingers/looks down on us, run through T3 every week without killing 1 monster (which is not what was intended either)
Yeah I have downed T2 regular way plenty of times and never found it hard, but other people did. I would rather my pugs be easy and fun where everyone can get it down. It saves me time waiting for people who CANT do it to wipe. Id (personally) rather run out of content and play another game till next week than spend all week trying to pug "Hard" content that other people cant handle.
I couldnt care less about the buff, but I'm severely disappointed in the honesty that Yoshi-P and his team have displayed to us after saying weeks ago that it wasn't an exploit and they weren't going to mess with it.
If they don't publicly apologize about the blatant lying they are going to lose a whole lot of respect within their community and that is something you do NOT want with a game this young.
Kinda reminds me on DD nerf after they said it's working as intended lol
And aparently it is a bug.http://forum.square-enix.com/ffxiv/f...11#post1887811
I expect a translated version later.
But you can all rest peacefully now.
Hey there, he himself just posted on jp side, looks like it may be a mistake, and wasnt them trying
to hide things. We'll see though, how they proceed. But looks like it could be the response some
people were after. not saying they didnt make any changes, but it seems it wasnt what they intended.
here
we can agree to disagree then.
because as far as i see it, if you were to negate the intended mechanics if T2 by doing the Enraged version then how can you justify running through the entire run of T3 without engaging any enemies and call it 'working as intended'?
bottom line, if you bypass T3 mobs then you have no room to complain whether or not people ignore the original mechanics of T2.
my argument was that i believed that more than half of the people that get on these forums and try to look down on those that use the enrage tactic actually exploit T3, therefore are being hypocritical.
beyond these things that i have, for the last time, stated; why does it concern anyone how a particular person runs a certain turn? this will all be moot within a month's time and all that will be left is
http://michellemalkin.com/wp-content...08/04/snob.jpg
So...when they were designing T2 and debugging it, do you think they brought 3 healers, a tank, and 4 DPS to the fight or used their intended 2 tanks, 2 healers, and 4 DPS setup that they have stressed over and over again (even suggesting it would be more like 2 tanks, 2 healers, 2 DPS, and 2 support when implemented). See, there wasn't a question mark on the end of that statement because it wasn't needed.
No loot is rewarded on turn 3. Maybe...just maybe...they intended turn 3 to be a bit less serious. It's easy enough to lock the switches from being used until the trash near them has been cleared, you know?
Anyways, at least you can justify to yourself why you cheapen the mechanics of the game you pay to play. Good on you.
Also, since we're linking unrelated imagery:
http://i.imgur.com/1RtR1TZ.jpg
Essentially yes...
Other encounters where people do it the "wrong" way:
Garuda Ex when MT takes both Garuda and Suparna instead of doing a three way split
Coil T4 tactics that excluded WAR to the degree they had to buff WAR so that it would be viable for using the same tactic
Various boss encounters that are being zerged instead of dealing with mechanics...
Yet the DF composition still requires two tanks.
HMMMM
Easy to see why they wanted you to have two tanks in Titan to alternate CDs for MB. Perhaps a PLD pops sent and ramp for one then trades off with another tank that has his CDs up.
But rejoice: your gimmick won't quite be reverted yet and you'll still be able to get your turn 2 loot while being stuck on turn 4 at the same time because you forgot to learn communication in turn 2! Yay!
Screw those elitists... They can do things their own way.
I say if a tactic works, and it's not relying on bugging out the game (exploits) or hacks, that's fine even if it's not intended...
If a tactic puts unnecessary stress on me as healer though, I simply don't do it that way (zerging first boss in Pharos Sirius for example, or speedruns that rely on locking out mobs from boss rooms)
I personally drag BD back to the back. Why would I care where he is tanked? The mechanics of the fight aren't altered. It's not like the skeletons suddenly stop spawning and all he spams is his conal attack.
If the enrage 'strategy' actually required strategy, I might be OK with it. There's a big difference between learning different ways to do a fight and avoiding a majority of the mechanics entirely. When you say it's OK, you send a message to SE telling them to keep designing content for the LCD. I personally like challenging fights. I don't think I'd like to see this type of strategy on Twin, Turn 4, the extremes, etc. Just decreases the fun and gives people access to loot they don't really deserve.
I guess the amount of casual content available isn't enough for some people (given it's a majority of the content in the game) and some people think they should be able to clear it all. GL with turn 4. Honestly, it's nice to see that, despite being able to clear turn 2 with enrage, people are still stuck on turn 4 while I can make an alt, level it to 50 within a week or two, clear Turn 1-5 on two characters when most can't clear it on one, and have better gear on the alt than people who use it as their main (hi to your MNK).
This situation kind of reminds me of the student who waits to study the night before a test. If you didn't learn it then (where it = necessary skill checks to advance), you aren't going to learn it now (hi to you in turn 5).
Least turn 2 will be a thing of the past in a month or so. Funny enough, you'll still have to deal with their revised enrage mechanic for turn 2 in 2.2 as we've seen in this preemptive patch. :)
What some of you actually believe:
I swear....the LCDs will use just about any type of twisted logic to justify their laziness/inadequacies.Quote:
Dev. 1: "Hey...what if we add this neat click mechanic to turn 2 where each click is approximately 1 minute. When it reaches zero, ADS goes berserk"
Dev. 2: "Oh yeah? That sounds pretty cool. Let's put some nodes in there before it so you can't just rush to ADS."
Dev. 1: "Fair enough. Let's go test it out."
So Dev. 1 and Dev. 2 go in with a full party and clear the nodes.
Dev. 1: "So..we've cleared the nodes and it appears we have about 6-7 minutes before the berserk timer. What should we do?"
Dev. 2: "Let's just sit around for 6 minutes and let him go berserk...THEN we'll kill him."
Dev. 1: "Why would we do that? Defeats the purpose of the skill set ADS uses depending on which path you took."
Dev. 2: "Why? WHY?! I'LL TELL YOU WHY! Because waiting around for 6 minutes is fun and totally how we intended the fight to go."
Dev. 1: "Makes sense. BRB making coffee."
Your arguement defeats itself, simply for the fact that it takes longer to do enraged method than to do rot method. With the rot method, you go straight into the boss room rather than stand around for 7-10 minutes doing nothing, which in turn gives you that much longer to practice t5. Once you've mastered the rot method, which doesn't take long, you won't be worried about wiping because all it really takes is each person taking five steps in either direction every 45 seconds or so. Master the rot, and you'll have that much longer to focus on t5 and who knows, with all the time you've wasted sitting around doing nothing in enraged method you might've beaten t5. XD
Reading the post just above mine, posted after I started writing this one, I'd like to add a note that enraged was once a strategy for Twintania, but when SE realized people were doing it they called it an exploitation and nerfed it. Interesting then, isn't it, that they'd say it's a legitimate strategy for ADS and leave it? Just throwing that out there, since most of the people who like to call enraged a "legit" strategy either leave that out of their argument, or didn't even know about it.
T2 change was preemptive? I thought only the T5 change was and the T2 change was an accident resulting from a bug they fixed. ..... I really wish I could read Japanese so I dont have to rely on others translations.
Its getting ridiculous how some people are trying to validate their view of this topic with assumptions.
At the following time, we will be performing emergency maintenance on all Worlds to accompany patch 2.16 hotfixes. During this period, FINAL FANTASY XIV: A Realm Reborn will be unavailable.
We apologize for any inconvenience this may cause and thank you for your understanding.
[Date & Time]
From Feb. 21, 2014 9:00 a.m. to 12:00 p.m. (PST)
* The completion time may be subject to change.
[Affected Service]
- FINAL FANTASY XIV: A Realm Reborn
Looks they are getting it done early.
My static group does just fine with our setup, even if it isn't the generic party. We get past turn 2 and 4 no problem. Party set up doesn't matter as long as you get along with your static. Who cares if we do turn 2 with 3 healers, 1 tank, 2 bards, a monk, and a summoner? We have no trouble switching to rot method or enrage. My static is also really flexible, so anyone can switch to any jobs between turns, and it still works out. DF parties don't determine how a party should be fixed up. It just takes players willing to work together with what they got.
If you can do it with rot, there is no point in using enrage.
DF parties do determine how a party should be fixed because not ONE DF party has deviated from the 2 tank, 2 healer, 4 DPS routine. This is the director's vision. Sure: discover neat tricks/tactics to make fights easier. Don't bother removing a majority of the boss mechanics and calling it strategy, though.
We only do the enrage mode when someone needs to take pee break, phone call, etc. or just for the fun of it, cause it looks like we are having a seizure-tastic disco party. I think you need to lighten up some and stop worrying how others play the game. When you go into a dungeon with a group of not the generic set up, does it tell you that you can't enter? No? Then it must be fine to do it that way.
I once ran WP on my monk with another monk, blm, and sch. We couldn't find a tank so me and the other monk just switched back and forth tanking. Worked fine. Being creative with parties is part of the fun of the game.
What I don't understand is why one of the main arguments against enrage is that it "takes longer"? Sure we wait around a few extra minutes for the boss to enrage but how is that a minus at all? "It took me 45 mins instead of 40 mins to clear t1-4 today" Ok? It's 5 extra minutes that you were probably gonna spend doing nothing anyway. Stop using "enrage takes longer" as a negative thing against enrage mode since it doesn't actually take that much longer than rot method. If enrage mode took half an hour vs 5 mins for rot, then I'd understand the argument but you're putting people down over 5 MINUTES of wasted time. -_-
Also, I do enrage method to clear t2 and STILL clear t4 every week. Just because I use a method not approved of by elitists, doesn't mean I don't have the skills to clear t4. T4 is not that hard if you put in the effort to learn the mechanics.
I really don't mind variation in tactics, promoting different set ups so people can alternate in FC so everybody is happy. Variation in playstyle and tactics to have many different outcomes is what makes games in general fun, not just mmo's. Seeing both side's arguments I'm still gonna go with the normal tactics.
I just don't understand why an "Enrage" mechanic is being healed through as it is there to KILL the group, if it is not doing that, then it's not doing it's job as an enrage mechanic.
Promotion of friendliness, variation in strat/setup gogo. Faulty mechanics, nono. I'm not very focused in raiding as most people in this thread but just voicing a point.
gonna be hella funny when coil goes into DF and requires the standard 2 2 4 setup to enter. turn 2 gonna be a ghost town
Not sure if this point has been brought up yet, but people are forgetting that the likely hood that you wipe during enrage with a pug is a lot less than a pug passing rot.