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  1. #1
    Player Doozer's Avatar
    Join Date
    Aug 2013
    Location
    Eureka Orthos
    Posts
    2,007
    Character
    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    People keep saying that aggro is easy to keep or get over whatever, but that's literally not the problem. Running towards enemies that are out of melee range just to have the healer give you regen and then have everything go after the healer instead because the tank hasn't hit them yet is the issue. Sure you can usually do a single AoE to catch them as they run by, but some are pretty spread out, and I've definitely lost a few stragglers to someone casting a heal before I've hit everything.

    It's like some of you think all groups of enemies spawn on the same pixel and will all always be hit by a single attack. The last story dungeon has a few groups where you can barely hit two enemies at once with an AoE when they first spawn, and you have to quickly grab the rest individually.
    (5)

  2. #2
    Player
    Frizze's Avatar
    Join Date
    Feb 2016
    Posts
    2,947
    Character
    Frizze Steeleblaze
    World
    Lamia
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Doozer View Post
    It's like some of you think all groups of enemies spawn on the same pixel and will all always be hit by a single attack. The last story dungeon has a few groups where you can barely hit two enemies at once with an AoE when they first spawn, and you have to quickly grab the rest individually.
    This. Sure, they made the generation of aggro easier. But did they also make the AoE attacks of the tanks bigger to ensure they would be able to hit everything? Not every pull is automatic. This is still lazy healing.
    (0)

  3. #3
    Player
    Eclair_Xysha's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    277
    Character
    Eclair Xysha
    World
    Gilgamesh
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Kreahk View Post
    This discussion borderline ridiculous, like the guy on Reddit who had DPS clicking of Astro cards. . . Because reasons.
    I dunno... It seems like I opened a can of worms. This discussion is not like DPS clicking AST cards off at all. However, I do like reading what people happen think about this particular situation and their opinions of it.

    Quote Originally Posted by Allooutrick View Post
    I'm seeing plenty of responses that aren't wrong but they're forgetting that these situations are more than just doing your job well. As a member of a team, it's also your job to contribute to the team. By making it harder on a teammate you're not doing as good of a job as you could be. If you're a dps ripping hate from the tank before they get to their place for combat, not good. If youre a healer taking away their enmity by over healing or using certain skills mid pull, not good. We're on a team and must behave as such.
    Quote Originally Posted by Doozer View Post
    People keep saying that aggro is easy to keep or get over whatever, but that's literally not the problem. Running towards enemies that are out of melee range just to have the healer give you regen and then have everything go after the healer instead because the tank hasn't hit them yet is the issue. Sure you can usually do a single AoE to catch them as they run by, but some are pretty spread out, and I've definitely lost a few stragglers to someone casting a heal before I've hit everything.

    It's like some of you think all groups of enemies spawn on the same pixel and will all always be hit by a single attack. The last story dungeon has a few groups where you can barely hit two enemies at once with an AoE when they first spawn, and you have to quickly grab the rest individually.
    Yeah, this was the main issue I have. Not the fact that I can't keep hate.
    Grabbing hate back is easy... However, it depends on the healers. Will they run? Or will they stay still? How many times will I have to anticipate this happening? Can I outrun the healer for a little bit if this run turns into a bad chase every time?

    It is the fact that as soon as I do my said AOE combo, but the mobs have distances with each other.

    Your GCD would not be up by then even if you use said Provoke or something equivalent of Circle of Scorn.

    I do mass heavy pulls. Example of how big, 2/3 first room and entire last room of Mt. Gulg kind of big. So all of those of GCD is all used up before the end of my pulls.

    And then theres also the fact that as soon as the mobs "see" me, and then a regen comes up all of a sudden before my AOE can initiate the attack, most of the time I get lucky where regen wouldn't matter, but there are times where it will slip by what ever and whom ever can explain it....

    Quote Originally Posted by Frizze View Post
    But did they also make the AoE attacks of the tanks bigger to ensure they would be able to hit everything?
    Actually, no. Flash had a 5 yalm radius for PLD. My T.E and Prom AOE swings are 5 yalms as well. They did not make the attacks bigger. Although, I do wish they did. Would reach the mobs that happens to be standing a tiny bit further away with certain scenarios. My Circle of Scorn did not change either.
    (1)
    Last edited by Eclair_Xysha; 08-13-2019 at 10:48 PM. Reason: Max Character Cap