tbh I don't get what's so different about 5 man dungeons. They sound like 4man, but with one more DPS.
tbh I don't get what's so different about 5 man dungeons. They sound like 4man, but with one more DPS.
They are saving 5 mans for when they eventually expand into support classes.
ye agreed, generally i would say tank in the easiest job. Once u figure out how 2 pull and hold. everything else is easy.
Having played DPS, Tanking and Healing, there seems to be far more bad tanks than bad dps. As a Tank you shouldn't have to have dps following marks to hold threat. Honestly DPS not following marks makes my job actually exciting. In regards to level of difficulty, tanks only have to worry about positioning and holding threat. Threat is easy if you know the class, and if you look at Titan. Tanking positioning is easier than DPS positioning. Go do Titan HM as a BLM.In addition to that, when I'm in dungeon runs and I have someone that's not following the marks, it is ALWAYS a DPS. Who pulls the patrolling monster because they're in a big damned hurry even though I have no TP to taunt it off them, and then they whine that they died? DPS.
Don't get me wrong. Really good DPSers can make or break a dungeon run, but because it's easy, almost everyone does it, which means there are a LOT of really bad DPSers out there. The idea of making it mandatory to take another one along makes my skin crawl.
Hows about having both? I just ran into someone dual boxing as a tank and DPS. The DPS was in the wrong gear (STR and MND instead of INT) and when the other DPS called him out, he said my healing sucked, even though I wasn't even involved in the argument. All he did was spam Physick the whole run on the DPS and I'm pretty sure it wouldn't have mattered how good or bad I was, he still would have done that and used the healer as an excuse..(the other DPS said I wasn't bad, though.)Having played DPS, Tanking and Healing, there seems to be far more bad tanks than bad dps. As a Tank you shouldn't have to have dps following marks to hold threat. Honestly DPS not following marks makes my job actually exciting. In regards to level of difficulty, tanks only have to worry about positioning and holding threat. Threat is easy if you know the class, and if you look at Titan. Tanking positioning is easier than DPS positioning. Go do Titan HM as a BLM.
I think it is not so easy to make a 3 DPS 1 healer 1 tank dungeon with how the roles are made now. If the difficulty is increased due to 1 more DPS present, the healer may have too much work, healing one more person. The strength of healers is made to heal a 4 player group, adding one more may be difficult to make without it being too easy (so that the healer can cope) or too difficult.
If there are another role present it would be good to have 5 class anyway as i see acn base class should consider supportive already (sch is shield and dammage reduction base while smn is dot and more dot make them easier to kill)
For my money, in any group environment it's always Healers and dps that have it hardest. As a tank, your focus is always on trash or the big boss. You follow a set rotation for building and keeping threat (which can actually be macro'd in this game) and then you keep an eye out for mechanics. The healer has to monitor everyone's health while keeping an eye on mechanics, while Dps has pump out damage, watch for threat, and watch out for mechanics. The last three mmo's I played have completely removed threat as a factor and DPS STILL had the hard job because of enrages and battle mechanics. I've been telling people for years that if you have to play an MMO, the best of all gigs to get is a raid tanking spot. Especially offtanking. No stress once you get the patterns down. People treat you like a genius for being able to watch a youtube video and take notes, five minutes before the raid starts.
Last edited by Galgarion; 08-31-2014 at 04:25 AM.
Actually all they'd have to buff is monster HP for the most part to compensate for the extra damage. Adjusting a current dungeon to five man may also require buffs to the damage output/number of adds etc. but nothing major.I think it is not so easy to make a 3 DPS 1 healer 1 tank dungeon with how the roles are made now. If the difficulty is increased due to 1 more DPS present, the healer may have too much work, healing one more person. The strength of healers is made to heal a 4 player group, adding one more may be difficult to make without it being too easy (so that the healer can cope) or too difficult.
I'd definitely like to see 5 man dungeons. I'd also, however, like the option to do dungeons with less than the maximum amount of players. Often enough I felt like running a dungeon with just 2-3 people for fun or specific drops, but the game doesn't allow it.
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