Are they planning to reduce the GCD timer, to make it more fast paced action combat focus like BnS or TESO?
Are they planning to reduce the GCD timer, to make it more fast paced action combat focus like BnS or TESO?
Last edited by Zol_blade; 11-22-2016 at 01:56 PM.
Single tank single healer while not lowering their overall dps, that's as impressive it can get. Also skipping the faust entirely which is huge. A9S so far is the only turn that doesn't require double tank in Creator. We may also see a11s and a12s solo tanked at some point too.Speaking of A9S, a very impressive 2:35 kill just got uploaded not too long ago. The overall DPS is pretty ridiculous:
https://www.twitch.tv/doglooxt/v/102598148
https://www.fflogs.com/reports/69kAK...pe=damage-done
probably the only problem in solo tanking A12s would be the time/might unless you have one DPS eat the buster with adlo and maybe um apoc it could work, time gate one would probably need LB to get rid of it.Single tank single healer while not lowering their overall dps, that's as impressive it can get. Also skipping the faust entirely which is huge. A9S so far is the only turn that doesn't require double tank in Creator. We may also see a11s and a12s solo tanked at some point too.
Seriously, that's your big plot twist ? That the game is not balanced for turtling...now ? No kidding...
It's not as if we were talking about what could be changed instead of just forcing one path on everyone, right ?
But, hey since you claimed that exotic setup would totally break the game, I suppose it is broken now with the logs posted there.
Interesting. If you look at the corresponding Faust-Z fight, they killed it in 47s with 6 DPS, whereas the 46s posted earlier was with only 5 DPS.
Last edited by Reynhart; 11-22-2016 at 05:20 PM.
https://www.fflogs.com/reports/GA71Z...2&end=66680984
Done by the same group. 41sec encounter.
Most people end the fight at 1:30-1:40. You are pretty lucky if your group can do sub 1min on faust z.
Last edited by Sarcatica; 11-22-2016 at 04:00 PM.
Actually, 6 dps 1 tank 1 healer comp needs more testing because potentially it can well be very viable for speedruns. A10s might be done if 6dps can push boss before tank swap happens. A12s already has 3 people going in for timegate, if you assign drg to tank both mights and nin lb2 healer add at timegate then help the drg, there is a good chance it can be done and overall it will be a good dps boost.
I agree with most of what you're saying, but DRG + MCH + BRD + NIN is actually a fantastic composition. I'm pretty sure the fastest kill in the world for A12S is still Dysnomia with that comp. (Someone correct me if there's a faster one.)
Found the vid: Dysnomia 12s.
Edit: I'm pretty sure their MCH was using a 255 weapon in that video, and like a 240 jewelry piece, even. So it wasn't like they were rocking all god tier melds or anything.
Last edited by Instrumentality; 11-23-2016 at 12:05 AM.
My life while tanking is an existential hell from which there is no escape.
MCH buffs all 6 physical attackers, BRD buffs both dpsing healers... yeah, I could see that working out well.
You guys need to remember that speedrun is the only place where not only that group is tested on how good they are, but also how the game works. They chose to do double mch instead of bringing mnk is very much how the format goes. Mnk doesnt bring anything extra than their top solo dps which doesnt do anything in speedruns.
For clear and all that, you are free to use even 2 monks and you are still fine. Balance is ofc fragile at the top BUT this type of play won't have any impact on you at all. True balance can't be achieved but at least all jobs are viable to clear any content, as long as you are skilled enough.
Speedruns requires skilled players as base, the additional points come from knowing what's OP and how they align together. Failure to field players at the top of the chain means that no matter how much you stack debuffs and buffs, you are still not going to be the top players. Correlation between the speedruns and normal clears is too much of a gap that only a very small number of top raiders do nowadays. AGAIN, this won't affect too much of your game. You can't base balance at the absolute top which right now is the core of speedruns: to milk the best comp while having the best members. If you base this fragile balance on normal raiders, it becomes a very lopsided argument because you can clear just fine with any comp, so long as the group knows what to do, even if you have MNK, PLD and WHM.
People who have never raided before or anything close to that can't base their experience as true. I have people saying PLD is so good but speedruns dont use that. I have people say MNK is fine but look, no one runs the job in speedruns. Same as WHM, it is all done in moderation.
You best refrain from commenting how speedruns work if you haven't even done Savage at all. This is not a walk in your usual park nor it should be the standard where most of you need to look at. Speedrun is another world most of you won't even touch. Even a single movement can be deemed suboptimal in speedrun, but that's just how speedruns work: striving for perfection. IF you are not into perfection, please stop referencing those speedruns like you are doing those atm. It's never a fair comparison because of gap of skills alone.
Not to mention that top speedrun teams dump a lot of their times theorycrafting and plan their every gcd for every single thing, if that spells 'stress' to you, better don't comment on anything. The balance is never the same at your level and at the top.
Back in the days, you could do 7man for any coil in lvl50 easily. A1S no jump back then was achieved too. 7man A3S was done as well. And you get people reaching enrages in those fights. Same classes grossly different numbers, that is your dilemma in the current state.
Last edited by Sarcatica; 11-23-2016 at 01:08 PM.
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