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  1. #1
    Player
    dragonseth07's Avatar
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    Aug 2016
    Location
    Manhattan Beach
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    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90

    PLD: Is Rage of Halone's debuff worth keeping up?

    Hello! I've been looking more into level 60 PLD play, and it seems like RoH is mostly ignored unless you need more threat. Is the debuff not worth maintaining? It looks strong to me on paper.

    After initial threat gen, traditional advice is Goring-RA-RA-repeat. If I want to keep up Halone, it would have to replace one of the RA's. Am I overestimating the STR debuff? Is it simply not worth the DPS loss?
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  2. #2
    Player
    SpookyGhost's Avatar
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    Sep 2013
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    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    In general it's not worth it, the only argument that can be made at all is for tank busters which is only true if you reduce enough damage to convert a healer GCD into a DPS GCD. If you're learning a fight, however, it's okay to keep up RoH until you get your bearings.
    (1)

  3. #3
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
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    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    I personally don't go through the effort unless the healer is fresh, I'm undergeared, or it's a fight I'm unfamiliar with. There are some bosses and phases where it's helpful (Calofisteri comes to mind, as well as A5S' Hummelfaust), but it's very situational.

    The 10% Strength debuff isn't that helpful when such a large percentage of enemy damage is based on Int. It honestly feels like tanks were designed with WoW-style encounters in mind (where the effective 7-8% damage reduction would be extremely helpful), instead of FFXIV (where there just isn't enough damage going out to make it worthwhile). Tank design--outside of WAR--doesn't quite feel like it matches encounter design, and I'm hoping they address this in 4.0, to some extent.
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  4. #4
    Player
    Khubla_Kha's Avatar
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    Aug 2016
    Location
    Gridania
    Posts
    114
    Character
    Khubla Kha
    World
    Adamantoise
    Main Class
    Archer Lv 56
    Quote Originally Posted by Jpec07 View Post
    I personally don't go through the effort unless the healer is fresh, I'm undergeared, or it's a fight I'm unfamiliar with. There are some bosses and phases where it's helpful (Calofisteri comes to mind, as well as A5S' Hummelfaust), but it's very situational.

    The 10% Strength debuff isn't that helpful when such a large percentage of enemy damage is based on Int. It honestly feels like tanks were designed with WoW-style encounters in mind (where the effective 7-8% damage reduction would be extremely helpful), instead of FFXIV (where there just isn't enough damage going out to make it worthwhile). Tank design--outside of WAR--doesn't quite feel like it matches encounter design, and I'm hoping they address this in 4.0, to some extent.
    I know this isn't really the thread for it. But your point about tank design not matching content/game design is perfectly spot on. It's as though they developed Pld specifically for a completely different game than FFXIV as it's tool kit is rather poorly fit to the game, lol. I too hope this gets addressed in 4.0.

    And to tack onto what has already been said no the debuff isn't really "worth" (for reasons already mentioned) keeping up, but it is good practice to do so in the event they ever change things to where it does become worth it.
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    Last edited by Khubla_Kha; 11-22-2016 at 06:30 AM.

  5. #5
    Player
    Cabalabob's Avatar
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    Sep 2013
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    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    It would be nice if it got a buff, like say, changing it to just straight physical damage reduction rather than STR reduction (same for delerium but with magic). And upping the potency to 15-20%. This might make it slightly more worth it, particularly when tanking in sword oath where you need to use it for the extra enmity anyway and would help make up the loss of 20% damage reduction from not being in shield oath.
    (0)
    Last edited by Cabalabob; 11-22-2016 at 07:43 AM.
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  6. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,394
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Khubla_Kha View Post
    I know this isn't really the thread for it. But your point about tank design not matching content/game design is perfectly spot on. It's as though they developed Pld specifically for a completely different game than FFXIV as it's tool kit is rather poorly fit to the game, lol. I too hope this gets addressed in 4.0.

    And to tack onto what has already been said no the debuff isn't really "worth" (for reasons already mentioned) keeping up, but it is good practice to do so in the event they ever change things to where it does become worth it.
    Well, to be truly fair for a great deal of ARR's lifetime Rage of Halone was really all GLA (and by extension, PLD) had as a weaponskill combo - the only other weaponskill you could combo was Riot Blade, and that was only really useful if you drained MP spamming Flash. So before the level cap raise and the new weaponskills (well, only Royal Authority is really new, Goring Blade was actually a returning 1.0 GLA weaponskill SE had scrapped from the class back in 2012!) were added with Heavensward, because PLDs had no choice but to spam the Rage of Halone combo over and over as their base enmity combo (and in fact still do if undertaking level synced content below 50), the STR-down debuff was kind of kept on by default, and thus no one thought anything of it. It wasn't 'poor game design', it went with the territory. It's only the current player meta that has changed this.

    Personally I try to keep it up as any debuff to an enemy's attack is useful (and also I find I tend to hit my Rage of Halone combo out of habit), but I do see the other side of the arguement, especially in endgame. But then I don't do raiding or EX mode Primals so ignore my ramblings.

    A final ironic coda is Rage of Halone was somewhat neutered compared to how it was in 1.0, especially from 1.22 onwards where it was a five hit attack (as shown in my sig ), but then, that's a whole different barrel of moogles...
    (1)

  7. #7
    Player
    CompSci88's Avatar
    Join Date
    Sep 2013
    Posts
    135
    Character
    Nep Nep
    World
    Cactuar
    Main Class
    Conjurer Lv 60
    Back in my days, we kept the debuff uptime 100%
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  8. #8
    Player
    Reynhart's Avatar
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    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Enkidoh View Post
    It's only the current player meta that has changed this.
    The meta has been cemented because because it's what currently works best with the design, especially with how Gordias was a real turning point. But instead of altering subsequent content design to keep the jobs' identity, they're shifting the jobs' identity to match the design. With the recent announcement that parry might disappear, it's even more blatant.
    Quote Originally Posted by Enkidoh View Post
    A final ironic coda is Rage of Halone was somewhat neutered compared to how it was in 1.0, especially from 1.22 onwards where it was a five hit attack (as shown in my sig ), but then, that's a whole different barrel of moogles...
    Actually, I think the very first version was more interesting, with a several seconds uninterruptible casting time, and that damage received during the cast time would actually increase RoH's potency.
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