If you know it is going to be random... you can still prepare for it, just got to be on your toes.Even minor randomness would be a start.
Stone Vigil HM boss, or perhaps, bosses, GIruveganaus!.... (Giruvegan FFXII *-*)
My favorite bosses in the whole game so far... Their attacks are random, interesting, you have to react. Hoping to see this in the next raid. I don't care if people then call the first world ones 'lucky bastards', I'd rather call them good reaction guys.
(t10 and t11 have luck stuff also, so... Tank tethers in t11 a lot? Everone can do it, even those first timing.... t10 without the tether + charge combo is mega-easy...)
More reaction would be a lot more fun but I think the so called casuals will complain.
Here's a real example of reaction that happened yesterday I have video prof.
but no idea on uploading.
Cleared T11 yesterday boss was at 2% 2 dps down war down both healers down used Hallowed ground timed cool downs mecha hydra dead that's real reaction.
I think that there should be optional objectives to dungeons trail to make things more interesting and less brain dead. For example completing objectives could have the benefit of increased rare item drop (like atmas, mounts, equipment etc) or provide some advantage against a mechanic that the boss has.
They tried that with Stone Vigil HM. I don't think it worked out too good.
There are lots of random elements in boss fights already mostly having to do with who gets picked with mechanics.
T10: People who get picked for tether, charge, pray, heat lightning are all random. The boss in the last phase will either use teather+charge or heat lightning + charge it is random
T11: People who get picked for missles, and teathers are random, people who get picked by fork lightning are random.
T12: People who get picked for mechanics such as black fire, red fire, blue fire are random. The first person to get picked by brands is random. People that get picked by birds and charged at are random
T13: People who get picked for mega flare circles, mega flare splash damage and mega flare towers are random. Earth shaker targets are random. People who get picked by the balls for flare star are random. Dive bomb target is random. The postition where Twintania and Bahamaut dive bomb from is random.
And this is how I prefer it. When you have 7 other people to coordinate with in the harder content it is nice to know that, given time and practice, it is possible to work out how the encounter works and how to deal with what is throw at you. The fact that there is a set of abilities that go off in a particular way doesn't mean much if you can't respond to the random elements of who has to deal with what mechanics and reacting to it. And this has been a thing since Turn 5 and is in some EX primals, too, and that's great. It makes content fun whilst still being beatable without the need for insane luck.
What I'd like to see is more of this in non-raid content, too.
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