

Not always the healers though. Sometimes everyone else is tunneling and it's the poor healer strongly adhering to the role, trying to break someone out and just barely pulls it off.On the subject of chains, I don't usually get bothered by a lack of healer DPS in casual content, but people dying to "imprison" mechanics like Gilgamesh's chains that need to be destroyed before the cast resolves because the healers are just twiddling their thumbs is...vexing to say in the least.



You know I am the point when only ned BLM, GNB and SAM weapons to complete the set, I queve as BLM and the other two are accounted for, I mentioned that I wanted the weapons, and they didn't say a peep about the topic, they just needed on the two items that dropped and ran! Turns having the exact jobs that can Need on the items was a curse! /rant



Chain breaking in the Vault and T6 are easier if those who are chained started near each other. Those are the only ones that work that way as almost all other ones tend to be a stay close. I'm not counting magnets as those aren't chains or the ones you get during the Yojimbo/gilgamesh type fights as those just hurt less the farther away you are from the boss.I decided to run my leveling roulette before logging off, and of course I end up getting the Vault, with a DRK tank and one DPS that was running it for the first time. No fault to the tank, but I know from leveling my own DRK that DRKs are absolute garbage at tanking before TBN. Regardless, the DRK seemed to want to big pull which basically forced me to spend every GCD spamming to keep him alive. I couldn't even get a Holy off to buy time; half way through the 3 second cast time he'd go from 100 to nearly dead, so I'd have to cancel.
Regardless, we got through everything without wiping until the last boss. The wipe was kind of my fault. I apparently don't understand how that bosses chain mechanic works; I thought it was big damage if you're close, small damage if you're far away, but either way you have to heal through it. So, the tanks getting decimated as usual, the chain is slowly eating at me and one of the DPS for what seems like forever, but everyone survives and I'm able to top everyone off during the orb phase. Mana was becoming a real issue, though, and we eventually wiped when the boss was at around 15% because Lucid was on CD and I had nothing



Thats the old effect you're thinking of.
Now Arrow, Balance, and Spear are just "if the target is a melee, increase DPS"
Spire, Bole, Ewer are now "if target is ranged, increase DPS"
If you pick the wrong target, u get the DPS buff cut in half.
Last edited by Claire_Pendragon; 05-23-2020 at 06:29 AM.
CLAIRE PENDRAGON
Yes, a team game where every member of the team needs to do their job: tank's job is to get aggro on the mobs; dps' job is to kill what the tank has aggro on; healer's job is to keep everyone alive(yes, yes healers can help dps; dps can help heal; and tanks can help both but I mean everyone's primary job). Don't make it harder for others to do their jobs because you think there is only one way play i.e. your way. And if you run ahead because the group has decided that's how the run is going to be then good for you; if you run ahead because you want to because you think you're special then you're just an assclown.The self-centered one is you and tanks who behave as you describe. This is a team game, not a you game. You are not the only human being here. Everyone else is not here JUST to do what you want. If I want to run ahead then I'm going to run ahead because I am not your pet or your slave or an AI. Deal with it.



Funny thing about "tanks as threat control"...Yes, a team game where every member of the team needs to do their job: tank's job is to get aggro on the mobs; dps' job is to kill what the tank has aggro on; healer's job is to keep everyone alive(yes, yes healers can help dps; dps can help heal; and tanks can help both but I mean everyone's primary job). Don't make it harder for others to do their jobs because you think there is only one way play i.e. your way. And if you run ahead because the group has decided that's how the run is going to be then good for you; if you run ahead because you want to because you think you're special then you're just an assclown.
Healers and mitigation both fall under "Defensive gameplay", and DPS fall under "Offensive gameplay".
A combination of both is what most MMOs now design tanks around. (Healers are a combination of both as well in this game. Which means this game lacks a sole defensive role class)
Tanks are technically a jack-of-all-trades, not so much "threat control". You can have a game where tanks only heal, healers only mitigate, and DPS control threat, and it would still function practically identically to how we currently play 14.
ex:
DPS pick tank as the person they share threat with.
Tanks runs up, AoEs trash, and self heals with absorbs, etc.
DPS hit trash, and a % of their threat goes to the tank, leading to the tank getting the hits.
The Healer just maintains a constant mitigation buff up on the tank, to replace tank stance, another to replace CDs like rampart, and another buff that increases the tanks self healing. (So they are reliant on the healer, and dont just self heal the whole dungeon)
You could have a game thats just Healers and just DPS, and still do all the content in this game just fine. The healer could dictate who gains a portion of their threat, or just increase a targets threat. And then give all the mitigation options to them.
Threat control is more of a support middle ground, that can be offensive or defensive.
Any role can have it, but tanks just have it because we're adamant on not having change in MMOs.
We dont separate DPS in the same way we separate tanks from healers. And theres no real reason not to, other than people want to have a clothie healer, and a plate tank. And this standard is never going to change. Seeing tanks as threat control is just a means to try and justify why we even have tanks as a 3rd role.
Last edited by Claire_Pendragon; 05-23-2020 at 06:52 AM.
CLAIRE PENDRAGON
I'm actually starting to wonder if there is confusion between RUNNING ahead of the group vs PULLING for the group (based on what I read).Yes, a team game where every member of the team needs to do their job: tank's job is to get aggro on the mobs; dps' job is to kill what the tank has aggro on; healer's job is to keep everyone alive(yes, yes healers can help dps; dps can help heal; and tanks can help both but I mean everyone's primary job). Don't make it harder for others to do their jobs because you think there is only one way play i.e. your way. And if you run ahead because the group has decided that's how the run is going to be then good for you; if you run ahead because you want to because you think you're special then you're just an assclown.
You should not be be forced to keep up with the tank's speed (or any other player's speed). That's ridiculous. If the tank stops every 3 seconds, I'm not standing around waiting on them. I'll simply move to the next destination until people are ready. I won't pull the mob, but I'm not going to keep the tank's pace because they demand it.
Great.
Keeper of Lake, and there's this idiot go-go tank. Dies several times, just surging forward.
Causes the scenes to skip cos they pull the boss whilst in the scene and I get damaged. Cheers, nice going.
Time to re-do that dungeon now, inconsiderate little twit. >_>
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