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  1. #1
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Thayos View Post
    They didn't even need to do that. Players (tank included) just had to not attack the main boss whenever adds were up. That fight was incredibly manageable, but it required people to hold their horses and not mindlessly zerg.
    This is part of why people had problems on this dungeon. The rule of the first boss was "stop DPSing the boss when the adds come out, until they're dead." It was the opposite of a DPS race, it was a "tortoise vs hare" scenario. The 2nd boss you needed the DPS to know how to do their job great (not good, GREAT) to get rid of the adds fast, and the healer needed to know how to heal well and anticipate things to avoid the party wiping. 3rd boss as far as I could remember was always trash. Siren however, dear god those adds used to have quite a bit of HP and could hit hard. It was hard to take them out if the DPS weren't concentrating on the same target, and if the tank didn't grab them it was possible for somebody to get that annoying song on them while getting attacked by the mob, and for the healer to be unable to take it off just due to the damage being taken.

    The dungeon was the pinnacle of hard mode 4-mans, but the complaining from people who were unable to get through it simply because they didn't know how to play their class right and cooperate with each other made it pretty hard for the dungeon to keep up its hard-mode style, which pretty much helped lead to the nerf.
    (3)
    Last edited by RyuDragnier; 09-23-2014 at 10:09 AM.