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  1. #11
    Player
    FudoMyoo's Avatar
    Join Date
    Nov 2014
    Posts
    382
    Character
    Fudo Myoo
    World
    Tonberry
    Main Class
    Paladin Lv 100
    As a tank, I agree with the OP. Healing in FF14 is crazily stressful! All my commendations goes to healers.
    (1)

  2. #12
    Player
    Cyrus-Wallace's Avatar
    Join Date
    Aug 2013
    Location
    The Mists
    Posts
    1,357
    Character
    Lucille Wallace
    World
    Siren
    Main Class
    Paladin Lv 90
    In raid content, all the three roles are equally important. The responsability lies heavy on all of them:

    1) Tank: You can't control the received damage or can't get adds on time. Fail at mechanic checks and/or getting debuff/dying in the process. Can't tank any longer. The boss turns back and starts eating the DPS and healers. WIPE.
    2) Healer: Can't heal people on time, don't pre-emptive healing. Fail at mechanic checks and/or getting debuff/dying in the process. Can't heal any longer. People start dying. WIPE.
    3) DPS: Your DPS output is really low and your rotation is not efficient. Fail at mechanic checks and/or getting debuff/dying in the process. Can't add extra DPS. The enrage happens and everybody in the raid wipes.
    (1)

  3. #13
    Player
    Kytori's Avatar
    Join Date
    Jun 2015
    Posts
    38
    Character
    Sin Kytori
    World
    Gilgamesh
    Main Class
    Ninja Lv 51
    I think your post is the cause of friction.

    There's no 'responsibility level' only responsibility.

    If any one role fails in their job, then the effects are felt all over. So it sucks when you are doing your job and then something goes wrong out of your control.

    For DPS, it's ending the fight quickly. Because of combat regen, a fight with a near invulnerable boss will end in a wipe without DPS. The healer would run out of MP. The healer depends on the DPS. Without a tank, the DPS would stomped by the higher damage output of bosses. The DPS rely on the tank. Without the healer, the Tank would probably die if he doesn't have a way of healing after he uses up all his damage mitigation. The tank depends on the healer.

    The reverse of that cycle is true as well. The DPS depend on the healer because the healer is keeping their main form of damage mitigation (The tank) alive. The tank depends on the DPS to make the fight quick so that the healer has time to rest. The healer depends on the tank to prevent from getting punted by the boss just as much as the DPS.

    HOWEVER imparting a belief that anyone role is more important than the other or has any more of an important job than the other prompts two things: One, that the dung system is flawed in some way to believe that without one of these roles, things will continue. (DPS checks are the answer how DPS become a necessity.)

    Two, it manifests the Im better than you attitude. Which is not how cooperation is established.

    So let's establish this really quick. Tanks are frustrated because they have the job that IMMEDIATELY can see failure and cause a wipe. In Annoy The Void, adds come so quickly and pop AoE's that if they aren't taken care of, the tank can very quickly run out of damage mitigation (making it look as if he used none at all) and resources to control aggro. Tanks also have a fairly thankless job because despite being a valuable glue to the picture, a lot of people beget that the healer does more work, such as your post projects. So combined, you are given a person who feels under appreciated who has the most to 'lose' when he/she gets blamed for something going wrong.

    Healers don't have the harder job because healing in and of itself is a lot easier to manage mentally. You are given a pretty well layed out hud that helps you quickly get to the problems and take care of them. A healer who has to deal with a tank not using CDs gets blamed even if they are performing well at their job. So while it has a similar role in how immediate the failure can be seen, the healer at least has the stigma that he/she is the heart of the party and gets a lot of gratitude for it. (People comm healers no matter how bad they are. I got a good majority of mine just leveling my bottom line.)

    DPS have a thankless job, but their failures are not immediately evident unless someone is looking for it. If a DPS doesn't use his buff or debuff on an enemy, big whoop, the fight takes a little longer and, as long as there's no wipe, it's widely overlooked by anyone except elitists. They don't often get comms unless they perform exceptionally well (Like a lancer who regains aggro if the tank dies and carries the group through the rest of the pull or an arcanist who heals if something happens to the healer.) The only exception to this is in FF14 where the DPS checks keep them in line. If they fail this, the wipe is felt pretty heavily and people start nit picking every little detail about the rotations and specific classes (ie MCH and BRDs getting so much crap lately.)

    The cause of friction is the misconception that any one role is more important. It's important that blame is never cast, but advice to be given. It's the difference between a boss and a leader. And people hate bosses. (That's why we slay them. Who's ever heard of going into a dungeon to slay the leader, that's silly.)
    (4)
    Last edited by Kytori; 07-20-2015 at 04:13 AM. Reason: Text addition.

  4. #14
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    This is what I hate about the ubiquitous MMO group model.

    If one person screws up, the entire group could end up paying for it. Punishing the whole group for the failure of a few.

    It creates a significant amount of stress and frequently "toxicity". Forcing players to play only with others that meet their "standards".
    (2)

  5. #15
    Player
    nssixn6's Avatar
    Join Date
    Jul 2015
    Location
    I be Limsan matey, Argh!
    Posts
    132
    Character
    Biorr Rhel
    World
    Famfrit
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Gooner_iBluAirJGR View Post
    This was a fun read but uhhhh TANK IS THE ONE TRUE MASTER ROLE!!!!!!!
    UHHHHHHH Arcanist is the one true master class/job(s)
    (2)

  6. #16
    Player
    Vladislav's Avatar
    Join Date
    Aug 2011
    Location
    Ul'Dah
    Posts
    537
    Character
    Vladislav Bahamut
    World
    Balmung
    Main Class
    Gladiator Lv 60
    all i can say no matter job resposebility = same for all , tank dies = game over , dps low damage = enrage = game over , healer dies = u got it right
    (1)

  7. #17
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Healer and tank are on the same level in terms of complexity and responsibility. Case and point T9 Ravensbeak. Both the tank and healer need to act in unison. Tank pops cd, healer pops adlo/ss, both are preparing for big damage. DPS definitely have it "easier" when it comes to mechanics, especially melee who have the least responsibility since they have to be on the boss to do their job thus any and all mechanics falls on ranged. I only say easier because most mechanics are either:

    1. stack
    2. get out of aoe
    3. kite this here/there

    DPS is a equally complex as they can make or break a fight, i.e dps check in bismark ex. Basically if you want the most tunnel vision role, pick a melee dps. If you want to know a fight inside and out be a healer or tank or ranged.
    (0)

  8. #18
    Player
    Lyrinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,524
    Character
    M'kael Jin
    World
    Tonberry
    Main Class
    Conjurer Lv 3
    Only reason DPS is perceived to be "easier" is because for most content, you can have one DPS be dead, subpar, or otherwise useless (and one usually is) while the rest of the group carries him. Tanks/healers typically don't get that luxury. But anyone who has played all three roles should know the ins and outs of each and understand they're all equally important with their own unique challenges.
    (1)

  9. #19
    Player
    Krylo's Avatar
    Join Date
    May 2015
    Posts
    272
    Character
    Khaela Alteri
    World
    Balmung
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Marxam View Post
    Snip
    Melee DPS requires knowing mechanics better than ranged pretty often. When you need to stack, melee needs to as well. When you need to get out, melee needs to as well. When you need to block your own LoS from the rest of the party, melee needs to as well. A melee can't pre-position for these things though. A melee needs to know exactly how long they can stay on the boss before moving to stack. A melee needs to know when they pull off positionals and when they can't with the mechanics (Fire in/out you can't, but nerve gas you can, but you need to be ON POINT, for instance).

    Let's use T9 a an example (because you did). A healer has to cast adlo/ss when she starts casting RB. A tank has to IB it or whatever. Same as they do for every fight's tank buster. Ranged DPS have to just kinda stand around the arena not too close to each other, and stack in and out.

    A melee DPS has to watch where everyone else is dropping comets because the melee DPS can't pre-position to catch a comet, and have a pretty limited area they can put it in--if someone dropped a comet in their area (whether ranged or another melee) they need to make sure they aren't running toward it because they won't have time to correct or check before starting to run to a spot if they don't want to hit the tank/other melee with the falling rock. They need to do that while making sure they're on the boss, so they need to spin the camera to look after every meteor, make a note, remember and turn back. Meanwhile the ranged just stand where a meteor should land while DPSing.

    Then when Nael leaps the ranged just move to center. Meanwhile monk has to immediately shouldertackle her, hit her with one attack, move out before IC goes off, then stack, and then run back to her to keep up GL3. A good ninja needs to pop perfect dodge to avoid iron chariot, run in, hit her a couple times--knowing exactly how long they have before needing to run to the stack, and then get back on the boss.

    Further, for when Nael dives players, the melee need to be coordinated and run away from each other, the ranged should already be positioned. The melee also need to be careful in that fight because the raven's beak explosion can hit a melee doing a flank positional if they're standing too close to Nael--even on butt corner.

    That's not to say that ranged doesn't have a lot of mechanics they need to deal with as well, but the claim that melee is 'if you want to tunnel vision' is ridiculous and just proves that you either haven't played any melee DPS classes or are not very good at them.
    (0)
    Last edited by Krylo; 07-20-2015 at 09:35 AM.

  10. #20
    Player
    Eul's Avatar
    Join Date
    Oct 2014
    Location
    Dodo's Nest
    Posts
    3,169
    Character
    Knot Destroyer
    World
    Asura
    Main Class
    Scholar Lv 100
    IMO I think DPS responsible is medium or kinda high, because if their DPS check is quite low, it makes healer run out of MP to keep party still alive.
    (0)

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