Page 5 of 19 FirstFirst ... 3 4 5 6 7 15 ... LastLast
Results 41 to 50 of 183
  1. #41
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist 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.

    Again, all you have to do is think. Just because you didn't beat it on you first couple tries doesn't mean it's impossible. People are just lazy and always take the easiest route, /yawn...
    I don't understand why people are attacking this comment, in FFXI stunning was a staple strat to some fight especially on mobs that had a set time before releasing an ability to the party.

    Also I'm not sure if others have brought this up but perhaps we have forgotten about the ability to attack body parts to weaken the enemy, it's possible there may be abilities that a class can use to weaken the mob but there hasn't been enough time to test it yet. While sure people will most likely go with the path of least resistance doesn't mean it's the only option or that the mob is to overpowering. It's all trial and error if anything, for people that don't mind taking the risk make sure you have abilities that target monster body parts active and just spam them to see if it has any effect in weakening the boss.
    (0)

  2. #42
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    43
    Why go after body parts if you can just pull together an Gladiator/3+ Conjurers/3+Archers and molly whop the boss regardless?

    Not to mention, this is a timed dungeon. You haven't got time to be arsin' around trying to find out what body parts he has that are attackable.
    (4)

  3. #43
    Player
    Defmetal's Avatar
    Join Date
    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. #44
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    There's a lot of anger in this thread. I can understand it as I personally feel pretty miffed about the changes as well.

    What I'm surprised about though is how people don't seem to be talking about changing their playstyles in light of the changes. I agree that Conjurer's are pretty much considered the de facto White Mage now but the armoury system allows everyone to equip Cure/Sacrifice. I think all people need to start thinking a little more defensively rather than the behest rushes that we've been falsely trained into. With so much supposed pressure put on Conjurer's to heal now, the change should be that everyone needs to level Con/Thm to 10 for some basic defensive skills and start spreading their stats more evenly rather than focusing solely on the physical 3 or the magical 3 so that the Conjurer in the party isn't grabbing so much hate in these emergency situations.

    What miffs me the most though is that even if everyone makes that change, Conjurer's are now just healers regardless of all of those elemental nukes that they have. Seems like Conjurer has more problems akin to an FFXI Summoner rather than a White Mage. That's the biggest mistake in my opinion.

    To be completely honest though I haven't had much play time with the new changes as of yet. This is all just speculation in my head. From some of the things that I've been reading though it still seems like, despite the Armoury's flexibility, people are still playing the classes like they are jobs.
    (3)

  5. #45
    Player
    Kensei's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    215
    Character
    Kensei Oppa
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    SE doesn't seem to understand the concept of moderation. THMs were a 10 so they made them a 2. Why not gradually make them a 7, then a 5 if needed. Also, am I the only one who feels like they didn't test this patch enough, if at all? They must have known things like this would happen and adjusted.
    (5)

  6. #46
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    782
    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!

  7. #47
    Player

    Join Date
    Mar 2011
    Posts
    68
    Quote Originally Posted by Sigtyr View Post
    Why go after body parts if you can just pull together an Gladiator/3+ Conjurers/3+Archers and molly whop the boss regardless?

    Not to mention, this is a timed dungeon. You haven't got time to be arsin' around trying to find out what body parts he has that are attackable.
    This.

    People don't understand, if the endgame is EASIEST done with GLA, ARC and CON. That's all people are going to level. Which shouldn't be an issue since we'll most likely be waiting 2-3 months for them to fix this fkn mess, hence tons of time to rank up!
    (2)

  8. #48
    Player
    LuxLex's Avatar
    Join Date
    Apr 2011
    Posts
    318
    Character
    Lux Lex
    World
    Durandal
    Main Class
    Thaumaturge Lv 38
    Quote Originally Posted by Rhomagus View Post
    There's a lot of anger in this thread. I can understand it as I personally feel pretty miffed about the changes as well.

    What I'm surprised about though is how people don't seem to be talking about changing their playstyles in light of the changes. I agree that Conjurer's are pretty much considered the de facto White Mage now but the armoury system allows everyone to equip Cure/Sacrifice.
    Except that as a melee even if you stack MND (to the detriment of your real skills) you will have a tiny mp pool and the HUGE increase in cure/sac costs means this is not viable.
    (4)

  9. #49
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by LuxLex View Post
    Except that as a melee even if you stack MND (to the detriment of your real skills) you will have a tiny mp pool and the HUGE increase in cure/sac costs means this is not viable.
    Again, I also think there needs to be more balancing behind it, but in light of the changes made the paradigm should shift to everyone should have a way to keeps themselves in the green for a bit. Not only to help secure hate, but to keep hate from going to the healer. This is also, only a recommendation for the daily grind, not necessarily boss fights like the ogre because boss fights should employ different strategies than the normal grind mobs.

    I don't think melees should stack MND, but they shouldn't completely ignore it either. So far, the norm has been if your a DD, everything goes into VIT, STR, DEX if you're a Mage; MND, PIE, INT. I think they need to fix (read: abolish) the stat change cooldowns as well. They should encourage experimentation, especially when they introduce such drastic changes as they have done with 1.18.
    (1)

  10. #50
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Quote Originally Posted by Rhomagus View Post
    What I'm surprised about though is how people don't seem to be talking about changing their playstyles in light of the changes.
    Do you really think players WANT to change their playstyle? The playstyle is as unique as our own individual personalities - it is a reflection of our preferences and tastes. If we are forced to change it, we are in essence being made to deny ourselves our real identities.

    Square Enix is an idiot for this. (They are also idiots for failing to understand and apply the concept of incremental moderation in effecting changes to their product.)
    (2)
    Last edited by SilvertearRen; 07-24-2011 at 08:32 AM.

Page 5 of 19 FirstFirst ... 3 4 5 6 7 15 ... LastLast