


* 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)

Actually, i'm in favour. Bad DPS turn up to a "hard mode" fight and every single mechanic is countered for them. A PLD sits there and ensures they don't need to move. They run to a boss when someone tells them to. They kill the nails in order of someone marking them, assuming ofc the BLM hasn't essentially nullified that mechanic too...
... and they rage at healers who miss a heal and at a tank that misses an interrupt because of the broken ability delay, and they run around their server with shiny weapons.
I have no problem interrupting something throughout a fight if it did more than just ensure bad players stayed alive. Raiding should teach every player something key; you look after yourself first and foremost.
Make Ifrit immune to stuns. Every mechanic can be countered by Stuns and a mage LB.



Indeed. It'd be one thing if Ifrit were like General Vezzax; that is to say, if Ifrit had a spell that was unavoidable and HAD to be stunned/interrupted or it was insta-wipe for the raid. It's another when you become overly reliant on one job to stun a perfectly avoidable mechanic that chances are the devs meant for you to avoid instead of make trivial via stuns. Not even getting to the concept level of things and asking "how the hell is a primal like Ifrit susceptible to stuns when Garuda and Titan aren't? Is he just that much of a chump compared to them?".
If I actually sat down and thought about it along with the mechanics of the Ifrit fight, I could come up with a pretty good reason to have a second tank for Ifrit.
Here's a sample:
Adjustments
Bowl of Embers (Hard)
- Ifrit has been made immune to stun effects and abilities
- An additional enemy called "Infernal Concubine" will be summoned by Ifrit during certain intervals of the battle
-----------------------
Excerpt from a fictional wiki article on the HM Ifrit fight:
- At 95, 75, and 55% Ifrit will summon an Infernal Concubine to join the fight.
Infernal Concubine abilities:
- Hell Wreath: Debuff placed on one random raid member. After three seconds, the target begins taking fire damage for 15 seconds. The target explodes if they walk or run while under this effect, damaging the target and all players within 20 yalms for 9,001 damage. Can be removed with Esuna
- Smoldering Rock: Hurls a fiery boulder at a random raid member that is not the tank, dealing 10,000 damage split between the target and all players within 8 yalms of the target.
- Caress of Flames: 5-second cast time. Heals Ifrit for 150% of the Concubine's current HP.
Yes, I purposely created a mob that would screw with the raid's mobility, which is pretty damn important for Ifrit while giving the second tank a mob to hold aggro on in lieu of being stun-bot. Obviously need tweaking but meh.
Last edited by Duelle; 09-17-2013 at 08:40 PM.
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