What is the point of Repose when you can't sleep enemies at 50 and above?:confused:
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What is the point of Repose when you can't sleep enemies at 50 and above?:confused:
Repose works on lots of stuff. It's just not worth using on the many mobs it works on, because the answer is almost always just "kill it faster".
it's a complete waste of a slot, "justified" by a single role quest and nothing else.
i wish we had a chance to actually use it. in raids dps and tanks get to use their stuns and silences, rarely ever do we need bind, and we haven't needed sleep as far as i know
would be cool if there were more crowd control mechanics like the orbs or the heart in Midas
It's oxymoronically really useful to sleep sleeping dragons in Pagos so you can run past them.
If Repose was an instant spell we could use it as a Psuedo Stun/Silence but for reasons unknown its always had a cast time. I know it can be useful in PoTD and HoH and occasionally in Fates it can save your life but is usages are few and far between and it feels like you have to really try to make it useful instead of simply being useful in the first place.
It has very niche uses, mostly in ARR content, and even then BLM's Sleep is miles better.
You can sleep above level 50, and probably like below level 50 you can't just sleep anyone. Still usable as a stun alternative at level 80. In the latest dungeon where there's a couple charge AOEs it works, with enough of a cast time in their attack that you can fit a whole repose cast in, or if the timing is wrong from the previous cast swiftcast is possible. I only go with the trust system so otherwise there is no interruption. It's also good in fates where you pick up items. Really good in Eureka, especially black mage sleep because it's an AOE, also because black mage has two abilities that give instant cast. I did do a lot of solo black mage there for fun (before echo), but sleep I especially used for saving others/myself on the way to/back from NMs from high level targets that engage while going there, that would otherwise probably, if not in one hit, defeat them/me.
Healers were the only role so lacking for game play they shoe horned a niche role action in the role quest line just to give them something to do in the finale.
My best uses have probably been in PotD when trying to reach 200. Not all, but some patrols at the higher floors can be slept. Helped a lot, when we're already fighting something.
It's still a big niche spell.
"Crowd control" -- as a mechanic or even as a sub-role -- will never be useful within a game which gives every class at least one AE attack, especially while tanks have almost godlike ability to direct aggro. In FF, it's a soloing gimmick.
I'm ambivalent about CC. I've played games with content that was made easier with crowd control, and I've played games where both group and raid content was practically undoable without designated CC unless the group's level or gear had trivialized it... sometimes CC makes a game more enjoyable, and sometimes it leaves so little challenge that dungeons/missions get stale and boring quickly.
that's not necessarily the case. crowd control abilities were used in alexander raids to stop adds from reaching a certain spot too quickly. a well designed raid could necessitate these skills when done at the ilv its meant to be done too.
saying ffxiv's design doesnt play into CC is just short-sighted, and that's because we havent had any content where it has been meaningful in months. the closest we've gotten to it in shadowbringers is just interrupting casted attacks for adds, which isnt exactly exciting
however ffxiv has proven to have interesting cc mechanics. a6s for example needed you to:
- mute blaster mirages
- stun/heavy/bind brawler orbs
- interrupting a swindler add that gets dmg up buff
if a single fight manages to have more and more interesting crowd control mechanics than two entire raid tiers and every single dungeon in the game, its not that cc doesn't work with xiv, its just that they havent wanted to make it work
It's more of a player side thing, rather than the game tbh. Dungeons and raids can be made to require CC, add patrols or mini bosses that can be CC or stun because they do one shot mechanics or whatnot, but I can guarantee you, if the XIV crowd is anything like the WoW crowd, 90% of them will absolutely hate it, because people just like zerging through stuff ASAP - there's a reason why dungeons have become little more than glorified hallways instead of maze-like instances
Back in my Everquest days I played an Enchanter, which is the least direct of any class I have seen in an MMO to date. I really enjoyed it but the current gaming community just isn't for subtlety or really much more strategy than DPS as fast as possible. As for Repose, it is fairly useless but still not as much as fluid aura, which is still somehow in the game.
Repose works on Brayflox's 2nd boss. When the add appears, you can repose the main enemy and deal with the add first.
As someone who tries to find a use for everything, I have found little use for Repose. In every case I can think of where it does have some merit, that situation can either be ignored entirely, or there is a better way to handle it (usually just killing the mob). Now that I think of it though, I wonder if it works on Mandragora mobs in the treasure dungeons.
I don't want them to delete this skill though. I used to, but now I would much rather them find a way to incorporate it into content to give healers something else to do. Going back to the Mandragora mobs, those need to be killed in a certain order, and an add phase in normal content could make use of Repose if one of the adds hits like a truck but needs to go down last. I'm sure there are other ways it could be made useful as well.
Yeah... probably a pipe dream, and better off just being deleted to relieve a skill slot.
I dont understand why Repose even exists, in real battle content (raids, dungeons, alliances...) its useless and it will remain as such unless several changes to the battle design are done. What I understand even less is why such useless skill is part of our kit but they removed skills like cleric stance, skills that would be useful in any kind of content.
Most status effect spells actually were useful in situations because players would set kill-orders until like mid-patch HW, which isn't odd since they started making most of the status effect spells useless in 2.1+ with the changes to bind for PVP, which made it difficult for DPS role to play certain content solo, which was partly intentional since MMO devs always get perplexed and frustrated by solo-players, which is the main reason why I had to quit playing FFXI and Eureka... Um, anyways, the design of like the abilities and combat basically discourages their use since they have weird limitations, and extremely situational uses. The only content that currently uses status effects properly is DD & HoH against the player (silence trap)
Seriously, why does sleep aggro in dungeons?
That's the problem in the end: it will aggro whatever it hits and that a single hit will wake the enemy up. Just about every scenario where you'll use it is one where you have access to AoEs or be able to run away. The game as it is focuses largely on damage or mechanics over status effects.
Not entirely true - any DoT applied before putting the target to sleep will keep doing damage and not wake them up. But yeah, more often than not I guess people confuse it with a stun (it technically is) and focus the sleeping target, rather than leaving it be.
For a game that focuses so much on being on the offensive it's really weird how stubborn they are about keeping healers being as passive as possible.