I would have to respectfully disagree, and say that melee throwing weapons are for safely pulling a monster away from other aggressive monsters.Ya but I'm pretty sure the point of the RA is to build TP from a safe distance from the mob, when you cap your TP just run in use it ina burst and pull back. As for battle regimens, if they were more stable, not sure how much they have been fixed but they were easier to perform, the tactic of running in with your TP and pulling of some BR would work in an instance in wish you don't want to have a lot of melee on a mob caues of it's AOE attacks.

bit hostileEverything in this game now can be done in one way..."Fausted". Anyone that ever played FFXI long enough to do sky knows what i mean...that the only effective way of playing FFXIV right now...melees are discardable right now.
But we need to thank all passionate FFXI player for this...without their feedback SE would've never think f'ing up FFXIV to become FFXI-2 would be a good idea...now, have fun, FFXI-2 players.
Credit for the Elezen artwork goes to Naerko: http://naerko.deviantart.com/
They apparently didn't learn ANYTHING from 9 years of FFXI, does this really surprise you?
Fights with semi equal footing for all players? Insane!
If you insist on range doing twice as much dps as front line fighters, they should be in equally or twice as much danger, or vice versa. The design of ranged classes doing so much more damage and being in almost no danger from boss attacks is short sighted.
Keep on with buffing melee and doing w/e you have to do to get them into darkhold, but you won't ever make any real ground until you change your vision on the fights themselves.

People will naturally gravitate towards what's easiest - because they want results...and fast.
Few people will stop and think to try to figure things out - or find an even better way of doing it.
You're dealing with people, that's the problem.
Remember FFXI, and Summoners...people didn't even TRY to understand what they did, all they knew is that SMN had a shitload of mana - and Cure III.
So you're spamming Cure III or gtfo right, it was the ignorance of people that caused that in XI - this will continue in XIV.
The beatings will continue until morale improves.
Last edited by Veil; 08-25-2011 at 01:46 AM.
The problem with summoners was that for a very long time keeping a summon out was incredibly mana inefficient and even when you had it out you couldn't match a real damage dealer. It made perfect sense to pigeonhole summoners into heal bots because that's what they did best.
Even a CON could induce and dodge elbow drop easily.Thats a different topic.
But I can Invigortate, throw a couple axes, boost damage skills, Maim, in order to help the archers with an exposed side. Certainly I can't sit there and hit full time on Batraal (my main job is the Skeles and circles anyways), but there is other ways to charge TP from range. Skull sunder is only 500 TP and helps too.
The big thing people are forgetting is contrast. There isnt any other encounters to relate to ingame right now, so some people think that MRD is broken. Well, just wait until more encounters get add to the game, ones where a MRD/LNC/PUG might excel at. Maybe an encounter that utilizes the functions of MRD skills like Iron Tempest (min range:3m, max range:15m) to its fullest extent along with the MRD other superior AoE tanking skills. May also be why Canopus Bill has tanking stats.
Archer could stand on the circle and DPS the boss from the start to the end.
A THM could hold 3 skeleton by all by himself.
No, LNC PUG and MRD have absolutely no place in Darkhold.
It can be done with other classes, but you can never do it as fast and efficient.

Remember, to get the chest items you still need to beat it within the 35 min timer. So by all means,
the more ARC the better. Yes, you can beat this dungeon in alternate set ups but no matter which way
look at it, this dungeon is a huge pain in the ass without 3-4+ ARCs.
Thats gay.
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