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  1. #1
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    783
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by MeowyWowie View Post
    Pro-Tip: You CAN stun certain AoEs with certain skills. People would know this if they actually tried a normal party setup and not just resort to ranged attack BS.
    Care to share which of the Ogre's AOEs can be stopped by which skills?

    You keep saying to think more while fighting, and yet you don't seem to be willing to suggest anything.

    Oh, and I'm going to get two of the obvious suggestions out of the way:
    "Move out of the AOE, duh!" - First, he has three aoe attacks, an aoe stun, and a single-target punch (in addition to his normal melee attacks, all single-target, and his ranged attack, which does fire AOE damage). The stun has a unique animation, but the punch and AOE attacks all share the same one. In addition, his AOE attacks are as follows: a large AOE attack in front of him, a large AOE attack behind him, and a large 360 degree AOE attack. Reading what skill he's using the in combat log is incredibly difficult, but knowing where to move is just as difficult. But if, and that's a BIG "if", you can determine what skill he's using and move appropriately from whatever 2 out of 3 AOEs that will hit you immediately, you'd STILL lose a lot of uptime on the boss. Meanwhile, ranged don't. Ranged can focus on maximizing their DPS rotations while having 100% uptime, resulting in drastically higher DPS and a safer, more entertaining fight.
    "Bring self-healing skills, lol!" - Second Wind II, Bloodbath, and Cure II are woefully insufficient to stay in his aoe and not die. Healers most certainly can not spare the MP or threat to heal you, unless you bring 4+ healers (lol).
    (1)
    Last edited by Powercow; 07-24-2011 at 07:53 AM.
    If someone wins an argument, they have learned nothing.

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  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    43
    Quote Originally Posted by Powercow View Post
    Care to share which of the Ogre's AOEs can be stopped by which skills?

    You keep saying to think more while fighting, and yet you don't seem to be willing to suggest anything.
    Honestly, the only skills I know of that that can interrupt enemy skills are Barbaric Yawp and Shield Bash. Barbaric Yawp is absolutely worthless, an interruption skill on a 2 minute cool down, and Shield Bash is on Gladiator. Besides, the last time I fought that Ogre I could have sworn he had 3+ AoE's, each with a 10 second cooldown or less.
    (0)

  3. #3
    Player
    Defmetal's Avatar
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    Mar 2011
    Location
    Delete Lalafell
    Posts
    397
    Character
    Eadieni Valefor
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sigtyr View Post
    Honestly, the only skills I know of that that can interrupt enemy skills are Barbaric Yawp and Shield Bash. Barbaric Yawp is absolutely worthless, an interruption skill on a 2 minute cool down, and Shield Bash is on Gladiator. Besides, the last time I fought that Ogre I could have sworn he had 3+ AoE's, each with a 10 second cooldown or less.
    Right, they could easily balance that by giving his abilities a certain timer for use, and an indication they are coming or a cast time just long enough to stun. IE like glowing for 2-4 seconds.

    Anyways stunning doesn't have to be the only way to stop it, but it's one way that lets melees participate.
    Right now the strategy is to stand out of range and shoot it down.
    (1)

  4. #4
    Player
    Powercow's Avatar
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    Mar 2011
    Location
    Windurst!
    Posts
    783
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Sigtyr View Post
    Honestly, the only skills I know of that that can interrupt enemy skills are Barbaric Yawp and Shield Bash. Barbaric Yawp is absolutely worthless, an interruption skill on a 2 minute cool down, and Shield Bash is on Gladiator. Besides, the last time I fought that Ogre I could have sworn he had 3+ AoE's, each with a 10 second cooldown or less.
    Well the Ogre only has a couple attacks:
    A single-target punch and knockback (Bone Breaker).
    A 180 degree frontal Double Slam.
    A 180 degree backwards Elbow Drop.
    A 360 degree fire elemental Inferno Drop.
    A very large AOE stun.
    His normal autoattack, which is single-target physical damage.
    His normal ranged attack, which is AOE fire damage.

    All of these can be used generally within a couple seconds of the last one.

    So I doubt the 2-minute cooldown ability would help, even with perfect coordination from all 8 people to use it.
    (0)
    If someone wins an argument, they have learned nothing.

    FOR DOCKHAND!

  5. #5
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Powercow View Post
    Care to share which of the Ogre's AOEs can be stopped by which skills?
    Inferno drop can be stunned, by just about every class. Up to you guys to figure out how. The rest can be completely avoided. Trial and error.

    If people wanna take the easy way out and force people to come specific jobs whatever, not my problem. I'm having fun, it sucks that others are not, QQ.
    (1)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    889
    Quote Originally Posted by MeowyWowie View Post
    If people wanna take the easy way out and force people to come specific jobs whatever, not my problem. I'm having fun, it sucks that others are not, QQ.
    Thanks for sharing.
    (1)
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    See your face upon the clear water. How dirty! Come! Wash your face!
    loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk

  7. #7
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by MeowyWowie View Post
    Inferno drop can be stunned, by just about every class. Up to you guys to figure out how. The rest can be completely avoided. Trial and error.

    If people wanna take the easy way out and force people to come specific jobs whatever, not my problem. I'm having fun, it sucks that others are not, QQ.
    Its not your problem, its SE's problem.

    but point remains, even moreso now than before, dodging attacks lowers your dps, it didnt before(unless you took really long to dodge), because stamina allowed you to pick your time to strike. but now, in a cool down AA system, they have to design melee dmg and factor in time lost dpsing when they have to run away, if you are making an avoidance type game, otherwise, if archers have the exact same dps in straight up situations, they will always out dmg the melee, and the melee will have to work harder to even get close. Its even worse now, because archer is actually more dmg.

    Also marauders swing time is 4.2 seconds, so they may or may not have to look into weather the first hit once delay is gone is instant, otherwise running away will harm your dps even more, its hard to tell now, because the animations arent in place yet.

    Regardless i hope they plan very rapid balance adjustments, since we are basically testers, at least we can test many things till they get it right, IN A SHORT TIME FRAME
    (3)

  8. #8
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
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    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Physic View Post
    Its not your problem, its SE's problem.

    but point remains, even moreso now than before, dodging attacks lowers your dps, it didnt before(unless you took really long to dodge), because stamina allowed you to pick your time to strike. but now, in a cool down AA system, they have to design melee dmg and factor in time lost dpsing when they have to run away, if you are making an avoidance type game, otherwise, if archers have the exact same dps in straight up situations, they will always out dmg the melee, and the melee will have to work harder to even get close. Its even worse now, because archer is actually more dmg.

    Also marauders swing time is 4.2 seconds, so they may or may not have to look into weather the first hit once delay is gone is instant, otherwise running away will harm your dps even more, its hard to tell now, because the animations arent in place yet.

    Regardless i hope they plan very rapid balance adjustments, since we are basically testers, at least we can test many things till they get it right, IN A SHORT TIME FRAME
    Who said anything about dodging or running away? I said stun, not dodge. STUN. The rest is all positioning (within melee range.)
    (0)

  9. #9
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by MeowyWowie View Post
    Who said anything about dodging or running away? I said stun, not dodge. STUN. The rest is all positioning (within melee range.)
    do WS still lock your position? Far as what i ve seen a decent amount of your dps change comes from doing WS and as often as possible now? so in a 20 minute fight if i hold back from doing my WS for 1 second out of every 10 seconds, in order to dodge aoe, wont my dps take a decent hit from cool downs? Is my dmg proportiolly higher than an archers for the dodging i have to do? or is it in fact lower even before i have to dodge?

    How much utility am i adding to the fight? these are things SE needs to figure out for balancing classes properly.

    also at the end of the day, my problem is maybe you can be superman, and dodge the aoe like a pro, but you still are doing less dmg than a class that is taking a lot less risk. Now even more than before since you can guage enimity more easily for DD.

    Im not saying they should have no challenge, or no dodging, im saying they need to balance the fights, archers should have to be just as much as a super ninja to get away with doing good DPS or no one is going to take them. If for all the ninja tricks archer is still the safest, easiest and also largest DD then that is a balancing fail, and it isnt really your problem, its SE's problem.
    (0)

  10. #10
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Physic View Post
    do WS still lock your position? Far as what i ve seen a decent amount of your dps change comes from doing WS and as often as possible now? so in a 20 minute fight if i hold back from doing my WS for 1 second out of every 10 seconds, in order to dodge aoe, wont my dps take a decent hit from cool downs? Is my dmg proportiolly higher than an archers for the dodging i have to do? or is it in fact lower even before i have to dodge?

    How much utility am i adding to the fight? these are things SE needs to figure out for balancing classes properly.

    also at the end of the day, my problem is maybe you can be superman, and dodge the aoe like a pro, but you still are doing less dmg than a class that is taking a lot less risk. Now even more than before since you can guage enimity more easily for DD.

    Im not saying they should have no challenge, or no dodging, im saying they need to balance the fights, archers should have to be just as much as a super ninja to get away with doing good DPS or no one is going to take them. If for all the ninja tricks archer is still the safest, easiest and also largest DD then that is a balancing fail, and it isnt really your problem, its SE's problem.
    Again with the dodging... There's NO dodging involved at all.

    You're doing the same exact shit that you be normally doing except you have to stand in the correct position to avoid things like cone attacks and time certain abilities.

    You don't lose any DPS at all if done correctly.
    (0)

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