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  1. #1
    Player
    Gulkeeva's Avatar
    Join Date
    Mar 2011
    Posts
    34
    Character
    Erosensei Gulkeeva
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 20

    Anyone else feel Provoke should be changed?

    Ever been in a exp group/behest and feel like... the tanks not doing anything and letting the mobs just run around hitting/killing everyone in the group?

    I think, wardrume/warmonger and especially taunt/provoke should have a stamina cost reduction (or maybe even 0).

    Thinking besides tanks wanting to watch you all die horribly, don't use provoke/taunt is because it uses like 50% the stamina bar almost, when you just want to tank 1-2 mobs without aoe aggroing everything else in the area.

    You see most tanks just taunt at the start and thats about it, just once per monster... no stamina really to do it later, if it comes off them, they just tend to let the monster run around and kill people.

    Its almost the same for NM's because they are using all their stamina to survive and pretty much hoping between you hitting for 15-30 and them spamming abilities it never comes off them.
    (1)
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  2. #2
    Player
    Kailan_Eidyia's Avatar
    Join Date
    Mar 2011
    Location
    Ishgaard
    Posts
    13
    Character
    Kailan Eidyia
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Well, I think that if the tank is just letting the mob run around and kill people, the problem is that they're just not doing a very good job...

    The fact of the matter is it's far far easier as a gladiator for me to spam buffs to get agro than it is to use provoke/taunt. if I line up 5 or 6 low cooldown buffs (30 seconds or so) and just cycle through them, I can easily keep every monster on me with no real effort on my part. I can't believe that's working as intended.
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
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    109
    You must have a bad tank because when I play as a Gladiator I never have this problem. Provoke is not the only skills to keep hate on monster. Can't just rely on provoke itself.
    (0)

  4. #4
    Player
    Gulkeeva's Avatar
    Join Date
    Mar 2011
    Posts
    34
    Character
    Erosensei Gulkeeva
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 20
    There are some good and some bad... but have you seen how like almost every 10+ man behest mobs just run rampant?

    Tanks should be relying on "tanking" abilities to pull threat not featherfoot/foresight/raging strike/ferocity/something not gladiator to get and hold threat. Tanks should be able to get and hold threat using their own class tanking abilities. Shouldn't rely so heavily on other classes to do its job i think.
    (0)
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  5. #5
    Player
    solracht's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    234
    Character
    Kharlan Lynare
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    You're missing the point and getting lost in the horror story by the OP. The fact that you can work without using Provoke/Taunt doesn't mean that the skills aren't inconvenient to use. Provoke and Taunt are skills that need to be ready when you need them - not 5 seconds later.

    Personally, I'd like the costs removed or drastically lowered too.
    (1)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    45
    Agree with Stamina Reduction on Provoke. But I would extend it to many of the other abilities that use stamina as well.

    Ex. Murderous Intent increases Crit Att for 30 seconds but takes up about 50% of stamina that could be used to hit 2x Skull Sunders. I dont have the numbers on me but Ive been playing Marauder since Beta and Im positive 2x Skull Sunder is going to be more damage than the extra dmg gained from the Crit hits that proc from Murderous Intent.

    The Whole Stamina System Needs to be Reworked. The System itself is decent enough, but it is very far from refined.
    (0)

  7. #7
    Player

    Join Date
    Mar 2011
    Posts
    262
    What's funny is that when they decided officially to go away from an auto-attack system, they decided to make stamina cost for most abilities twice as much as a regular attack (although to be fair, in closed beta the stamina cost for regular attacks were more, and the reason they aren't now is because people complained about how slow combat was).

    Aside from the stamina cost (which obviously needs to be lowered), they should make them frontal-AoE. I mean, they designed this game so that half of the attacks/spells are all AoE, so why aren't the provokes and taunts AoE?
    (0)

  8. #8
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Gulkeeva View Post
    Ever been in a exp group/behest and feel like... the tanks not doing anything and letting the mobs just run around hitting/killing everyone in the group?

    I think, wardrume/warmonger and especially taunt/provoke should have a stamina cost reduction (or maybe even 0).

    Thinking besides tanks wanting to watch you all die horribly, don't use provoke/taunt is because it uses like 50% the stamina bar almost, when you just want to tank 1-2 mobs without aoe aggroing everything else in the area.

    You see most tanks just taunt at the start and thats about it, just once per monster... no stamina really to do it later, if it comes off them, they just tend to let the monster run around and kill people.

    Its almost the same for NM's because they are using all their stamina to survive and pretty much hoping between you hitting for 15-30 and them spamming abilities it never comes off them.
    I would like to see Provoke and other abilities like that be Party AOE abilities, not just single mob abilities. I think the issue can be so hard to target the correct mob etc, it makes it harder to voke of hate from your party, along with mage spam heals and other attacks, hate management really isn't even needed so much.
    (0)

  9. #9
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Your correct lock, the major issue with combat its self is stamina.

    On paper it kind of looks like a simi cool idea but the only reason for it to exist is as a governor for how many actions/attacks we can do over a period of time. Here is the thing though its extraneous for the most part. you cant constantly do moves that require tp as tp is finite. you cant get crazy with casting spells for two reasons, while in combat mp is finite also there is another limiter in that if you do it to much the target comes over and smacks you. cant spam abilities there already on a timer.

    I know that as a mrd i need to taunt and voke to keep hate locked for a bit. problem with that is well that leaves me with enough stamina to wack the mob about three times before im standing there like a putz waiting around to get enough back to do any thing. and all the while the other party members are pulling on the emnity strings. if some one yanks hate at that time there is absolutely nothing i can do and it sucks.
    (0)

  10. #10
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    Try just tanking instead of trying to dps. You would have plenty of stamina if you weren't swinging so much I bet. None of our tanks have an issue with it.,.
    (0)

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