this is dungeon is no where near hard.
this is dungeon is no where near hard.
Mechanically it isn't hard. The problem with the dragon is that it's hard to tell when it is and isn't on the poison patches that heal it.
The other problem is that it has a stacking poison that as of my last attempt can't really be removed by the healer (granted, I had a SCH healing the group, and they don't get Leeches until lv40), which means controlling damage taken by the tank is a little harder (or it may be the fight is designed with this in mind and I'm just too used to "boss puts debuff on tank, healer has to remove it ASAP").
Lastly, there's the issue of the poison patches. They remain on the ground for so long that during my first run I thought it was some fancy mechanic that required the poison patches being cleared off by getting the dragon to breathe on them. Then it turned out that the patches just linger for a long time, which doesn't help much when taking the first problem into account.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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