Looked at some other topics myself and I have to admit: you're right.
But I also think that a situation like that scare off both tanks and healers. And then we have a 30-minutes queue because most players are afraid to being tanks or healers due to some a** ***es that think that demand something is good. Sight...
But I want that this post be the last off-topic from me. The post is interesting, as I'd like to try this system to level my other healers or use it to learn to tank and I'm not sure if it is useful for that. I would do the DRK quest and try it anyways, but I am without patience to listen winy babies crying over something that I'm just learning.
I am using it to help me learn to heal again in this game. The NPCs do take less damage than a normal PCs, so I am able to make "slower" reactions/actions much safer than I would in a normal dungeon with PC players.
As for tanking, I have not done that yet, I will probably do a dungeon run tonight.
Not making unnecessary posts dragging this derailment on would be a good start too. Cheers.
Back on topic:
I finally got the defensive AI unlocked for my GLD. I could swear that his single target agro seems better despite him losing quite a lot of DPS from switching out Independent IV. Unsurprisingly, it makes absolutely no difference to his eagerness to go charging down corpses on the King but the rest of the dungeon definitely felt better overall. Once I catch him up with a few more rank ups I'll be putting the CNJ back on Independent I think.
Another issue I am noticing tho, he will frequently go 4 or 5 GCDs without doing a single flash which is naturally far too long. A couple of simple tweaks such as the CNJ opening with Stone instead of Aero, and the GLD hitting flash a couple of times on the pull with more than one mob would likely make a huge huge difference.
Beyond that, I think SE need to suck it up and flag certain mobs to be ignored by the Tank AI, pretty much any other solution is going to take up a lot more server CPU cycles than I suspect SE will be willing to give.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
I am not really sure what I should think about the feature. Tried out Halatali this evening and it was kinda annoying. I choose to go as a healer for safety measurements and that was the right decision. Its was a bit funny to see the ninja pulling a monster before the tank but at the same time it was also a bit annoying to see such behavior but since you can only sent the whole team to attack or not its probably not possible to stop that. My tank often decided to not pull the hate of all monster thus I had them on me as soon as I attacked them. At least he got the aggro back fast. The bosses were really frustrating. Either you sent the whole team to get the adds or you just try to do it all on your own. Its worse since the first one has adds spawn all over the room which makes sending them already quite bad but somehow they will go back to the boss after killing one add instead of doing them all. So you would have to click on each new add for them to attack it while killing the other ones yourself.
Thankfully they have good HP and since the monster HP decreased this did not lead to a wipe.
They stood in the electro all the time on the second boss. If I called them back so that the adds would go to us, they might kill one of them there but as soon as it was death they were running back to the boss. In the end I let them stand in it, healed through everything and killed most of the adds alone.
When I remembered who was going to be the final boss I was a bit afraid of it. Having to click on each single add while they are coming in from all sides is really not nice. And somehow they immediately will run back to the boss even if you call them back and sent them to others. Why do they remember the old boss? Why cant they just not attack those things that are near them or just stop attacking after their add is death. Way better than to have them run back to the boss and into the fire aoe while needing more time to run back to the other adds. At the end I only killed the biggest ones and healed through the rest.
This was not a nice experience and I am not really sure why this feature is truly necessary. There is only a certain amount of dungeons available and depending on the people I am not really sure if this is such a good way to level. Also if you are not the healer and your healer derps you just might wipe a lot too. I just dont feel like leveling them up again in the hope of getting better A.I in battle. Especially since I can just level my jobs through the palace or PVP and dont need anything from the dungeons too. (And if I do I could simply unsynch this) And its not like I did not already run those dungeons enough before that patch so running them again and again for a hopeful better A.I does not really sound very incentive to me.
Some points which I would love to be improved: If we have to micromanage them so much then please give us more actions. For example give us a button to only let the tank attack a certain target and one that will only sent DDs to them. This way the tank can stay on a boss while the DD will kill adds. Maybe even a button which will force healers to heal a certain person if you notice that they are not doing their jobs.
Last edited by Alleo; 10-12-2017 at 05:40 AM.
But Alleo, that boils down to a management issue. First off, on the second boss, it doesn't matter if they stand on the electricity. It deals little to no damage to them. You can select the add, click on "engage" and they will burn it in a second. You scroll through the aggro list: Select - Engage. In the last boss, you can pretty much ignore the little flames. Their damage is pathetic. Just focus on the Sprite the same way you did it with the second boss: Click on sprite, engage. Then they automatically will go after the boss once the add is dead.
They get enhanced by a attack+defense buff. They shouldn't take that much damage from any source. If you're going as SCH, the fairy can pretty much carry that run. However, I agree with you on having more options for micromanagement.
I haven't experimented with GLD with a higher defensive stance. But I guess the aggro management will be better on GLA because it's a circular AoE, opposed to the wonky conal AoE combined with their weirdly programmed AI. Do they spam Circle of Scorn? I have noticed they don't seem to have skills on cd, as they sometimes spam it. (Barrage on ARC, for instance). I also noticed that, the higher the stance, they start using other skills like raid wide damage up. This is getting really interesting.
Side note: When you clear 10 dungeons with your squadron, you get an achievement and some workout emotes.
The general aggro from GLA does seem to be more consistent than MRD thanks to Flash, so that's been nice (and they get Sentinel and Bulwark, which beats MRD's Thrill of Battle quite handily on the defensive side....though I don't think they're strictly necessary). I can't say that they spam Circle of Scorn, because as I said, I've not been pumping squadron masteries due to not playing much so far. On defensive 1 I only saw it used one time so far. I'm hoping to see the use go up with mastery rank. With that, and the low cooldown NPC skills have, it should be able to match MRD for damage output I think.
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