I figured "except the last boss" would be self-evident enough to go without saying. Dungeon bosses mostly don't have phases at all. They're just 1-2 minute striking dummies with a few mechanics that you should do, but probably won't hurt you very much if you don't. A handful have "enrages", but those are more for cinematic effect, being so lenient you can beat them with half the group dead.
Also I explained about value under buffs and/or when you have limited time. I "wish" nothing of the sort. I like having decisions to make. It's why I play the job in the first place. And a few minutes' theorycraft would tell us exactly how many times we can hit Reprise and try again before it becomes a potency loss.What this does to our gameplay is give us an extra, higher target to aim for, and thus more advanced situation evaluation and decision-making, which is the core of RDM gameplay design.


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