Riddle me this:While designing fights to be tackled using multiple methods definitely is a good thing, common sense tells you that the enrage strat was not on the list methods, that SE designed this fight for.
The enrage timer was not designed for people to go on a cigarette break to deliberately wait for its expiration. The debuff on the tanks was put in place so bringing 2 tanks (as required by the usual party setup) actually makes sense, as the debuff requires tanks to swap emnity. You think the beduff was put in place for people to say "Well, lets just not pull until the last click has begin, so the debuff doesn't stack too high on the tank?
If ADS wasn't supposed to be able to be killed while enraged why didn't SE make enrage a one shot mechanic?
I guess your "everyone" is the same bunch that relies on Enrage mode for T2? Because people that know how to deal with given mechanics rather than to circumvent them, also know ho to do Garuda/Ifrit with a melee setup.
Please forgive me, but if I'm not mistaken, the people looking for an "easy win" are actually the guys who are trying so hard to defend the enrage strat (incl. you). I'm really sorry to disappoint you, but my FC does Garuda with 2 melees and I can't see an issue running this with 4 melees. Not soo sure what is supposed to lock us out of content.
Because the fight was neither designed for people in full iLvl 90 gear nor for people bringing 3 healers and pulling in a way that the tank doesn't get too many stacks of the debuff.
The Enrage doesn't one shot the group to give people who fail to meet the enrage timer some margin for error. So if you only miss the enrage timer by a few seconds, you can still win, because the damage dealt by the room can be healed through for a short period of time (given the fact that the group runs a regular setup, isn't geared up to the teeth and played this encounter as intended before the enrage set it, so healers are nowhere near full mp at this point). Enrage "strat" just exploits the fact that this was designed to give weaker groups some margin, by playing mp song from the beginning, having no one but the tank even risk to eat damage, having the tank pull extremely late (so he doesn't build up on stacks) and then either bringing 3 healers or 2 extremely well geared healers.
That's your opinion, based on nothing but your opinion. Unless you are privy to being in communication with the designers and they told you personally....
My points are backed on evidence from an official post. What are yours based upon?
SE said it is NOT an exploit, that it WILL NOT be changing. Hence they say it's a valid tactic. If they didn't want people to do this way they would specifically state not to do this way as they did when they said about mobs bugging out and for jumping in PvP.
BTW nowhere in the fight does it mention enrage... The players labelled it as enrage.
Me me !! i have an answer and it's a riddle too!!
Why did they have to deal with server problems when they release ff14?? Because they can make mistake.
To Nash20. I agree with you but here there is a design problem of the fight. The second tank is useless in the fight. If you don't take him in your party it won't end up skipping a mechanic.
T2 enrage mode, is in my opinion, a really lame strat to use because. In my opinion th most interesting in the game is to succeed in the challenges. If you skip the end game content what is the point of playing ff14.
This be say, i don't really care about people using this cheat. And a simple way to correct this is to make the enrage damage enhance. This will allowed new party to have an extra time to kill ads. And the enrage mode strat won't work anymore.
Actually the best solution would be to let the ADS continue to use all of its regular attack pattern even after enrage sets in. This way people would be forced to learn how to deal with the actual mechanics of this fight.
Maybe, don't really know, i never saw the enrage in this turn and don't know exactly how it work!
i took like one aoe the first time i down the t4 and i have to say that it was really fun to succeed in the hurry (that's why i think enrage shouldn't be an instant wipe, but it's just my opinion)
I can't help thinking that's what the enrage really should be like.
Also a real enrage is usually a big indication that you're out of time. That means increasing damage over time to the point where your healers cannot possibly keep up. ADS just keeps doing the same damage, and I believe most healers will actually be able to keep going for a ridiculously long time mana-wise, at least long enough to kill ADS several times over.
T2's "enrage" really does seem to be an oversight as it's actually easier to heal than doing it the normal way.

No the T2 enrage, the boss stops doing all his mechanic attacks and instead just does a large constant aoe damage that is suppose to wipe you.I can't help thinking that's what the enrage really should be like.
Also a real enrage is usually a big indication that you're out of time. That means increasing damage over time to the point where your healers cannot possibly keep up. ADS just keeps doing the same damage, and I believe most healers will actually be able to keep going for a ridiculously long time mana-wise, at least long enough to kill ADS several times over.
T2's "enrage" really does seem to be an oversight as it's actually easier to heal than doing it the normal way.
Basically what the boss should do is explode dealing 99999 damage to everyone lol, but people would just instead have paladin's use hallowed ground and become invincible for that attack and call that a legit strat to beating the boss.
Who said it's supposed to wipe you anywhere? Where does it state in game that he "enrages?" Cycle complete is all it says. Not ADS enrages. I'm sure if SE wanted it to wipe you they would have set the damage high enough to wipe you. Go figure, they didn't. They have added enough in the game that one shots when requirements arent met. So, ADS doesn't. Guess it was designed that way.No the T2 enrage, the boss stops doing all his mechanic attacks and instead just does a large constant aoe damage that is suppose to wipe you.
Basically what the boss should do is explode dealing 99999 damage to everyone lol, but people would just instead have paladin's use hallowed ground and become invincible for that attack and call that a legit strat to beating the boss.
Try standing oiutside a comet when KB does his ultimate and pop hallowed ground, see how far that gets you XD
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