They wouldn't need to nerf it if derps that go into DR wouldn't quit when they get Pharos Sirius. I mean, I've talked an almost full group in regular AF through it with no wipes. People who quit as soon as they get in are pa-the-tic.



They wouldn't need to nerf it if derps that go into DR wouldn't quit when they get Pharos Sirius. I mean, I've talked an almost full group in regular AF through it with no wipes. People who quit as soon as they get in are pa-the-tic.
I'm not sure I'd use such harsh language, but I agree in that I don't really understand why people freak out so much over Pharos Sirius. The mechanics are extremely simple; you just need to be aware of them. The boss fights are slightly more involved than WP, but I see that as a good thing. Dull tank and spank bosses make for a dull run. But really, what's so hard about "Kill the adds as they spawn and avoid the growing patches of yellow fire" or "kill one egg each time they try to hatch and kill the adds" or "kill the adds (crawlers first), either move to the center or avoid the charge, and interrupt a single ability"?



As I predicted, Pharos became the Oculus/Heroic Halls of Reflection of FFXIV.The risk doesn't match the reward for some people, specially when they can run WP or even AK and it would take half as long to clear than one Pharos run.
That said, the OP mentioned something along the lines of a dungeon journal, and that's something I can get behind. Read about the boss fight and at least get an idea of what to look out for.
* 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)

All the dungeons are fine and I think the ilvl requirements are pretty well balanced. I think majorly people fall at mechanics and declare it's gear. Look at any thread on Haukke Manor, a ton of people have no idea how the first boss even works. They're just ignoring mechanics by using gear as a crutch.
Well yeah and like Halls of Reflection people don't bother to learn mechanics or tricks.

it looked like they are only changing siren. While I don't think she is particularly hard a lot of healers seem inept at dealing with her.
actually I do have one complaint. her charge is too difficult to see. a yellow casting aura on a yellow back drop?
Last edited by jars; 01-26-2014 at 01:53 PM.
The hardest thing about healing Siren is dealing with a tank that is incapable of interrupting her Insanity cast. >_< Had that, combined with dps who didn't want to get in the middle of the room when she did her teleport aoe, and it made the mind control debuff so stupid. xD
But, I mean, that's just people doing the fight wrong haha.



Trouble is those adds on the first boss in Pharos actually have quite a bit of health and less able players simply cannot kill them fast enough no matter how much you try to explain the mechanics to them.I'm not sure I'd use such harsh language, but I agree in that I don't really understand why people freak out so much over Pharos Sirius. The mechanics are extremely simple; you just need to be aware of them. The boss fights are slightly more involved than WP, but I see that as a good thing. Dull tank and spank bosses make for a dull run. But really, what's so hard about "Kill the adds as they spawn and avoid the growing patches of yellow fire" or "kill one egg each time they try to hatch and kill the adds" or "kill the adds (crawlers first), either move to the center or avoid the charge, and interrupt a single ability"?
I agree, it doesn't need to be nerfed. I honestly think the two HM dungeons are perfectly fine how they are and where they stand in the progression. That said, Pharos Sirius is much too difficult for where they place it. I think they need to up the ilvl to 55 and make it drop gear better than ilvl 60. It seems to me like ilvl 75 gear would be a good placement for it. It gives us a chance to have more sets, gives an extra stepping stone while waiting every week for CT and Coil, and it's difficult enough to where the average player needs a few pieces of DL to clear it anyway.
Although I have to admit, I'm against nerfing it mostly because it's one of my favorite dungeons to heal >.>
They spawn based on the boss's health. If you're getting overwhelmed by adds, someone is dpsing the boss when they shouldn't be.
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