can we get guildhest for lvl40-60 please
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can we get guildhest for lvl40-60 please
I particularly enjoyed the idea of the training they offered and in some cases were mechanically impossible to complete without following the instructions. Sadly, most people completely ignore them until the MSQ requires them to do a few.
I really do think we need more.
If they offered more exp then I would do the guildhest roulette more often, but the exp gain from guildhests is absolutely awful ><. Guildhests are not worth doing for leveling :/.
Yes Please more guildhest
Yes please
Well, most of that stems from the problem that they're something that's for level 1-40 atm. The bonus for first clear on each individual guildhest applies on a per-class basis and it's actually really nice on low levels. The bonus exp for the roulette doesn't make up for the "lost exp" so to speak like the low level roulette does so yeah it means they just aren't really worth doing at higher levels.
Yeah they were fun. Same thing with Battle Leves. I wish they added Elite or Expert Guildhests / Leves
Hey everyone,
While we currently have no plans to add new guildhest content, we may be able to add content where players can learn and practice difficult mechanics so they are more familiarized in end-game content through the upcoming Beginner's Hall (tentative name). So we would like to hear from you what kind of mechanics you would like to practice in these areas.
Please note that the content for Beginner's Hall hasn't been finalized yet, therefore, we cannot promise if these can be implemented for this; however, we'll definitely use your feedback and suggestions when making future considerations.
Beginner's Hall? First Ive heard of this, please someone enlighten me.
As for mechanics, I'm pretty sure that you could take your cue from the unique mechanics used in the least completed content of the game....and I'm certain you guys at SE have data for that.
That said, yes, we need guildhests that go beyond lvl 50.
I'm not sure if it counts as a "mechanic", but please add both long term DPS checks (enrage) and quick bursts of DPS as those mechanics are used both in Bismarck and Ravana, and to a somewhat average-high standard. Before people were overgeared they tended to have trouble with those.
I remember this idea I believe was first used in a community rep response to a very heated and large in-game parser debate. I could be remembering this wrong, but I believe this idea spawned from the fact that some people want an in-game parse and others are scared a tool like that will be used to alienate and discriminate against lower DPS in content that doesn't need it (read: Expert Roulettes and stuff, we all know all too well how these threads usually go whether you're an advocate of them or not). This was offered as some kind of medium between the two, and was initially supposed to be an "arena" (I guess..) where you could go to improve your rotations (read: some kind of solo DPS gauge) and practice mechanics in content. This was also mentioned to help Tanks understand Enmity, how it works, and what does/does not affect it, and some stuff for healers prioritizing heals and managing MPs and such.
But honestly, with the DPS tool being applied to training dummies, maybe this will just be flat mechanics. And as I said above, I don't think SE meant just AoE dodging-tether swapping type mechanics. This is supposed to serve new players learn the fundamentals of their jobs as well. At least, if the vision of it hasn't changed much since inception. This is honestly the first I've heard it mentioned on the forums in a long while. Good to see it's still a thing.
Something that gets players used to seeing status effects on others. Such as something that needs esuna, or to be physically passed between, or simply avoided to not take extra damage.
Something that gets tank classes prepped for holding and positioning mobs and bosses effectively. For example, if you were to pull your dummy target and have it face your dummy support party, they'll die in a cleave attack and you'll fail. Another would be keeping them facing the same direction for the majority of the time, as to help melee DPS perform positional attacks properly. I've encounter a lot of tanks that simply had no idea that was a thing because they've never played as a DPS class before.
A clear DPS check mecahnic practice. Not limited to DPS classes. Simple as that. This would need to be properly scaled with ilvl only because the idea is to make sure the player knows he's doing skillfully well, and not just overpowering everything through advanced gear.
A boss that spawns adds and spawns more and more every 30 seconds until he dies. DPS check. If you don't do it in time you wipe and when boss is dead all the adds die with him.
Level 55
Increase reward to 100k.
Dodging. Like make a mini game that scores you on how many AOE's you avoid or something >_>
Something that has you dodge AOEs while still requiring you to attack without interruption. A lot of people never really got this drilled into them, so they'll either attack and not dodge, and die, or dodge but not attack, leading to possible failed dps checks!
This post was brought to my attention by a FC member and we started discussing what mechanics should be practiced and understood better by the FFXIV community as a whole:
1) Tethers - Understanding when to break them or when to stay close to your tether partner. Also tanks taking tethers off of squishier party members.
2) Tank swapping - This could be an entire section just to understanding how to pull an enemy off another party member in general but then expand upon instances where it must be done due to certain debuffs (ie pull boss monster off of dummy tank when it gets three stacks)
3) Divebombs - Once again this could be elaborated upon understanding certain marks upon party members during a raid and adjusting accordingly. To my knowledge divebombs have a specific symbol that's remained consistent through 2.0 and 3.0. With more dragons on the way I imagine we'll be seeing plenty more divebombs in the near future!
This reminds me of two different encounters in Ultima HM. One, the PLD just used provoke whenever possible, thinking it would add a bulk of enmity to him. The second PLD didn't even have Provoke on his hotbar at all, considering it entirely useless. He wasn't sure how to effectively tank swap without just keeping a close pace and pumping out damage when it was time. They both appreciated my tips on how it's used, but it's just that the tooltip doesn't really explain what it does on a mechanical level, nor does any fight prior require tank swapping at all. So something that could teach tank swapping I'm sure would be great for the aspiring tank. This needs to include both acquiring enmity and knowing when to dial it back, switch stances, or do whatever it takes to let the other tank take over.
Just finished leveling MCH to 60 for pvp purposes, used daily GHR the whole process. Great if they'd give us more cool GH's, but seriously, the roulette will throw you into the Goblin stairs or the Gargoyle GH over and over despite the new ones X(
It seems a lot of skill issues come down to players thinking of their own job in isolation and not in terms of how it impacts everyone else's jobs. Sometimes this comes from unfamiliarity with the other jobs and sometimes is just a matter of tunnel vision on what they themselves are doing, but the effect is much the same either way.
Tanks should practice situations where the boss needs to be kept facing a consistent direction, and they need to watch for anyone else (especially healer) picking up unwanted aggro.
DPS classes need to practice not just what patterns give the highest overall DPS numbers, but which can do so without pulling aggro away from the tank. And if they have support skills, they should be in situations where (along with dodging, dps requirements, and handling other mechanics) they have to at the same time watch for when those support skills are needed and use them appropriately.
(I'm not as familiar myself with what healers need, except that they should learn to recognize when it's safe to Cleric Stance for a bit of damage, and when it's not. There's probably also some prioritization lessons that would be useful when heals and esuna are needed on multiple targets.)
Having a sort of aoe dodging thing would be good, perhaps using different visual effects throughout the fight, making people aware that there is more AOEs than just the orange one.
Oh, and a "Coincounter" style one too.
You'd think so, but some tanks simply just don't stop the 1-2-3. I'm usually able to pull it off most tanks regardless because I tend to provoke when I have a primed Butchers Block, but other tanks may not be ready for that. Not the new tanks fault, it's certainly the one who needs to know how to stop generating enmity for just a moment.
One with a tank swapping mechanic. You would be surprised how many don't know how to do it or do it well.
Don't forget "More Than A Feeler", it almost does the same thing because the longer you let the 'boss' hang around the more Rotten Jam you have to cope with, plus you have to be selective in which bubbles you burst, and how you do it since a mis-used AE will cause more Rotten Jam to spread around...
Not sure I have any posts left in my posting limit today, so I'll add this here;
I'm not sure what will help, people don't know how (or bother) to stack properly in HM primals, so although there is content out there that teaches things like stacking, people are so hell bent on ignoring mechanics these days that they might as well remove them.
That is why I stated that it may not be a mechanic at the start of my post, and please, you know that doesn't achieve what I'm asking for "to a somewhat average-high standard". That does not prepare people for BisEX/RavEX, a rotation at level 30 which consists of but a few buttons is vastly different than one at level 60. It should be a forced level sync. down to i200/i210 (depending on whenever it's implemented) with different medals similar to that of WoW's proving grounds that vary based off of the class. Bronze = 800 DPS, Silver = 1000 DPS Gold = 1200+, throw an exclusive mount or something on a Platinum level if need be. Make it more than a dummy fight, with mechanics you have to perform and AoEs to dodge, you get the idea.
The point is that people are asking for guildheists (full with descriptions) that already exist. Unless they are not optional, then the people who actually need to do them still won't do them. That being said, it's clear that a lot of people in the topic haven't even done some of the guildheists, otherwise they'd realize that they guildheists already cover what they are asking. Such as this one:
There are 3 guildheists already that are nothing but dodging. Particularly, the goblin one (Flicking sticks and taking names), the bomb one (Long live the queen), and the voidsent one (Shadow and claw). Another person in this thread also asked for a guild heists where there are allow of debuffs to remove, this exists in the sylph one (Alls well that ends in the well).
The Beginner's Hall is a fantastic idea, but hopefully that tentative name does not end up being the final name. Many people who would benefit from it would look at the name and think "I ain't no beginner" and ignore it. Maybe "Free Loot Hall" or something to entice people to actually do it.
Perhaps call it Advanced Training Hall?
While some were already mentioned, Ideas I'd like to see implemented would be fights that:
-Required everyone to use support skills (ex: Eye for an Eye, Virus, Dismantle, "part"-Graze, etc...)
-Taught attentiveness to the various marks above people's heads (ex: Comets, Divebombs, etc...)
-Required a tank to rotate their cooldowns to prolong time with reduced damage taken (ex: reduced healing aura on party)
-Have more "Coincounter/Minotaur" -like abilities (ex: No indicators)
-Force a focus target (ex: Reduced damage from AoE abilities until a particular mob is dead)
-Limited movements by using a continuous bind every few seconds, or applies a debuff when too much movement is done (This is to get rid of "twitchy pvp-er syndrome" and to teach how to improve DPS/Healing by only moving the distance necessary, not just clear across the room.)
Thank you for the reply! Some things I would like to see would be:
-Tethers that players must break
-Mechanics that require Line of Sight to dodge/avoid
-Area-wide mechanics (such as each player having to take an add to one corner of the stage and kill it, or else the boss gets a buff)
-Multiple color-coded mechanics that require memorization to avoid (such as a blue rock meaning to move away from the party, red meaning to stack, green meaning to move away from the tank, etc.)
-Attacks that require the party to stack and split the damage, or else one party member suffers an instant KO
-Enemy mobs that require the party to focus down specific enemies first due to having increase attack power/debuffing powers
-Anything that requires party members to move as a full unit across the map
-Mechanics that punish the player for casting a spell/using an attack at the wrong time, such as having Balance reflect off of party members and go onto the boss. This would encourage players to pay attention to buffs/debuffs.
These are mechanics that are mostly present in Coil and Alexander Normal/Savage, as well as some HW dungeons. But they are seen so infrequently that players don't have adequate practice with them outside of one or two fights.
While I can understand the desire for more Guildhests, I can understand why no further hests will be made. They were basically made to serve as training grounds. Past 40, we simply don't need them anymore. I see the "Beginner's Hall" as an evolution of the Guildhest system.
I have been healing through most of my gaming career so these are my observations of good things a healer needs to know how to do:
Basic
-Triage:Fairly basic but always good to reinforce. This has two ideas, the order of importance of who to keep alive, possibly with focus on edge cases such as keeping a focused interrupter alive and the idea that some people can't be saved and to not waste mana on them.
-Job Specific Mechanics:Astro cards and scholar aether, not sure what white mage would have.
-Stairs of Evil: Stairs will block LoS with the tanks at the oddest of times.
Moderate
-Move and Cast: Each healer has different tools to do this though even just the idea of getting the rhythm down of cast-move-cast-move can be really useful.
-Advanced Job Combos: Astro royal road combo and advanced faery control for the scholar
-Advantageous Use of Healer Agro: You are a healer, you generate global agro, when new things spawn they are going to you. A healer must learn how to handle this and even turn it to their advantage. Also, LoS is your friend.
Advanced
-Your (Healer) Health is a Resource: This is something I see take a long time for a healer to get a feel for. As long as your HP isn't 0, you are fine in most fights. Learning when to actually stand in an AoE and take it yourself to save someone else.
The hall should also have people brush up on their gear levels and durability. Gear is so important to maintain, yet I always see people using stuff they earned 10 levels ago and crippling their battle performance because of it.