Nerf it to the point that all you need to do is step in to win.
Nerf it to the point that all you need to do is step in to win.
Q to the F to the E!As a healer? I freaking HATE this dungeon and I refuse to do HL-DR as my WHM because of this place. The first boss, I always get the group that doesn't kill adds and the tank that stands in the AOE. Everyone splodes and blames me. Second boss? Not a problem unless the DD refuse to kill the adds, again ending with me dying. Third boss? Believe it or not, I've died on this one before due to trying to stop for a second to heal and having 4 plus mobs beating on me. And then... there's Siren. The couple times I've tried this as a healer, this is the road block. Everyone getting hit by the charge, no one stacking for AOE charm, people not killing crawlers or just letting walkers beat on me non stop. No one stunning Lunatic Voice, which makes it impossible to heal everyone back up without throwing out 4 Esuna's, etc, etc, etc.
I tried to explain to the tank/DD in each of the runs I tried to heal this and the first time, I got "I've never had to do those things... you may just not be ready for this...", when I'm in full DL with Relic. The second time, I just left after explaining and wiping a few times.
Again, fun dungeon... as long as you're not a healer.
Sigh just nerf this game into the freakin' ground why don't ya?
NOTHING in this game is even REMOTELY hard.
Nerf PS wut? This dungeon is stupid easy. The siren fight isn't all that hard once your tanks start stunning the crap out of lunatic's voice. As a healer, I don't even have to really move to dodge anything. All damage dealt is easily healable. If you're dodging to the left or right to avoid her stupid dash move, don't. As an sch, I just sacred soil for it and heal through the damage because it's not even significant. If people think PS is too hard, I don't want to see them anywhere near any of the coil turns.
You forgot to add you don't want to see them in EM primals either. >.>Nerf PS wut? This dungeon is stupid easy. The siren fight isn't all that hard once your tanks start stunning the crap out of lunatic's voice. As a healer, I don't even have to really move to dodge anything. All damage dealt is easily healable. If you're dodging to the left or right to avoid her stupid dash move, don't. As an sch, I just sacred soil for it and heal through the damage because it's not even significant. If people think PS is too hard, I don't want to see them anywhere near any of the coil turns.
I think the reason this dungeon can suck is because a ton of the mechanics are based around boss HP (such as adds spawning) which leads to you being effectively punished for being overgeared. The first boss is awful if you get several waves of wolves on top of you and don't get any time for the crystal debuff to wear off. Eggs on the 2nd boss spawn much more quickly if your DPS is high and waves of adds can start stacking up because of it. IMO it doesn't work because people that are having issues with the dungeon are at a nebulous grey area where they are geared enough to push DPS enough for it to become a problem, but they aren't past the point where they can overcome the extra difficulty caused by it either due to not being proficient enough at their job due to gear or skill.
I think it would be better if they just changed adds to be time-based or limited the amount of adds that could be up at once.
Siren needs some better way to tell when she is on the edges or needs to return to the battlefield much sooner before she starts doing her attack. No matter where she teleports to she takes her sweet time appearing and gives you very little time to react. It's worse if she goes on the edge for her line attack as you will likely miss her if you spin your camera to see where she is.
Lunatic Voice also needs to have its cast time increased for what is essentially a party wipe move. Off-GCD Silence/Stun moves are barely fast enough to interrupt it and you likely will not make it in time if you are mid-animation on another skill.
They should definitely add i70 gear as a drop. That would make this dungeon worth it
but if it drops i70 also raise the ilvl requirement.
p.s. This dungeon rocks please don't nerf it.
I am a winner, even though I sometimes fail.
...so am I like the only healer who thoroughly enjoys Pharos, and has 0 problems with it? Lame...
I love the dungeon. Problem is everyone wants to overgear and mindlessly blast through it. You can't do that in Pharos. It requires some active thought to clear it. People don't want to put effort into ANYTHING and will rage quit the second they see Pharos queue up. I've also seen this (to a lesser extent) in Copperbell HM. I try to hold them accountable by refusing to vote abandon and trying to give words of encouragement, but people (mostly tanks for some reason) just don't want to hear it and if vote abandon fails, they take the rage quit (if you are that adamant about quitting because you failed this dungeon so many times, the problem might not be the dungeon or party, it might YOU).
It's ironic that the people who clamor for difficulty are the first to bail the second it's introduced. I'd imagine that as there isn't i95 gear drops or huge amount of myth drops people don't see value in it. I guess clearing something for the challenge and helping out others isn't enough.
P.S - I hope it's not nerfed. It would be a shame as it's obvious to see that the devs tried really hard to make a detailed zone with multiple mechanics to stave off burn out.
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