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  1. #1
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80

    [Eden Furor Savage]

    Please make a change to Ifrit&Paksa's hand of hell. make it so only a clones spawn to hit the player with tethers and leave aoe but the real Ifrit&Paksa stay where he/she is at when he/she use the hand of hell.

    This will somehow reduce the unnecessary dps loss for melees.
    (0)

  2. #2
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    I had to double take what I just read.

    No joke I want SE to increase this amount of forced uptime loss may make physical range be worth more than the 1% stat up they bring.

    This is the very definition of get good (not just to you on dealing with you may have to disconnect due to mechanics but to your group/s as a whole as Ifrit should barely be moving anyway to keep uptime).
    (1)

  3. #3
    Player
    EONX_'s Avatar
    Join Date
    Dec 2017
    Location
    Gridania
    Posts
    42
    Character
    Aeon Lunar
    World
    Lamia
    Main Class
    Dragoon Lv 80
    There are work arounds for this. Yes obviously if you're a SAM or MNK this is more difficult to deal with as opposed to DRG (slower GCD) and NIN (Ninjitsu at worst to avoid GCD losses), but there are options to work around uptime loss. Personal positioning, group positioning (not putting it in Narnia), etc.

    Practice at the fight and get better.
    (0)

  4. #4
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Crushnight View Post
    I had to double take what I just read.

    No joke I want SE to increase this amount of forced uptime loss may make physical range be worth more than the 1% stat up they bring.

    This is the very definition of get good (not just to you on dealing with you may have to disconnect due to mechanics but to your group/s as a whole as Ifrit should barely be moving anyway to keep uptime).
    Before you cry about "worth 1 percent of bonus stat" and lecture me about get good "Meta Speed Kill for E6S" = NO MELEE DPS.

    Oh how irony. This is what I get for being sympathetic with ranged and caster and make a post/start a thread asking for the rework/overhaul for them in last patch. The next time I saw [ranged dps] braindead class cry for more dps and job rework my respond will be "git gud" too.

    Yes keep asking the dev "to increase this amount of forced uptime loss" for melee and in return don't expect to get a rework for your ranged class EVER!
    (1)
    Last edited by cactuarzzzz; 06-18-2020 at 09:40 PM.

  5. #5
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by EONX_ View Post
    There are work arounds for this. Yes obviously if you're a SAM or MNK this is more difficult to deal with as opposed to DRG (slower GCD) and NIN (Ninjitsu at worst to avoid GCD losses), but there are options to work around uptime loss. Personal positioning, group positioning (not putting it in Narnia), etc.

    Practice at the fight and get better.
    Their is no practice that could change the fact that whenever the real body use hand of hell the melee dps have to chase the boss that flew away into an aoe>land gcd[RIP positional/cast iai] and move out reeeeeeeeeeeal quick then move in the safe zone even quicker. Sometime I've to wait for the real body to come back to safe zone because the space is so narrow and not enough time/window to strike. And no practice could help much with pug.
    (0)
    Last edited by cactuarzzzz; 06-18-2020 at 09:09 PM.

  6. #6
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    If you position them properly theres no uptime loss, all melee's have access to a gap closer which if you use it when the animation begins you end up with the real boss and you just slide into the safe zone and keep hitting it, i can do it pretty much every week with no issue.
    (3)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  7. #7
    Player
    Leareaux's Avatar
    Join Date
    Aug 2013
    Posts
    85
    Character
    Sinking Stone
    World
    Hyperion
    Main Class
    Archer Lv 80
    The real boss always goes to the person initially marked with the tethers. That person should barely be moving from center while the others adjust. But like someone already said, worst case use a gap closer and you're fine.
    (0)

  8. #8
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by cactuarzzzz View Post
    Before you cry about "worth 1 percent of bonus stat" and lecture me about get good "Meta Speed Kill for E6S" = NO MELEE DPS.

    Oh how irony. This is what I get for being sympathetic with ranged and caster and make a post/start a thread asking for the rework/overhaul for them in last patch. The next time I saw [ranged dps] braindead class cry for more dps and job rework my respond will be "git gud" too.

    Yes keep asking the dev "to increase this amount of forced uptime loss" for melee and in return don't expect to get a rework for your ranged class EVER!
    Ah we move to speed kill as the defacto example now.
    https://www.fflogs.com/reports/nC364...pe=damage-done

    https://www.fflogs.com/reports/tDNVK...pe=damage-done

    Pls point to the 0 melees because I see 2 in both they are currently tied with 1st place at time of 7.02 as of this post. If there are faster please link so I can see happy to be proven wrong.


    So my point still stands physical range is still taken mostly due to that 1% stat buff.

    Ifrit should not be moving much Rappy should not be moving much if either are the person targeted is moving too far away costing uptime to melee dps and tanks thus they need to 'get gud' at positioning the charges to prevent as much as possible.
    Big hint should not be leaving max melee range of tanks or melee dps, gap closers help immensely too.


    You are asking for a direct change to a mechanic to make it easier for melees well what about everyone else, should whole fights be dumbed down to be easier for everyone, NO.

    I had to deal with Delta/Sigma/Alphascapes as a nin and let me tell you they all have way worse downtime fights than E6S while also having better melee fights cough O6S cough, it is a take it and deal with it situation some fights will favor another type of Dps than another, the trouble with physical range atm is any fight tailored to make them shine is going to piss off everyone else because forced movement for the length of time needed is absurdly high we are talking 3x pankocrater type mechanics back to back that all have everyone away from boss's hitbox.
    (3)

  9. #9
    Player
    EONX_'s Avatar
    Join Date
    Dec 2017
    Location
    Gridania
    Posts
    42
    Character
    Aeon Lunar
    World
    Lamia
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by cactuarzzzz View Post
    Their is no practice that could change the fact that whenever the real body use hand of hell the melee dps have to chase the boss that flew away into an aoe>land gcd[RIP positional/cast iai] and move out reeeeeeeeeeeal quick then move in the safe zone even quicker. Sometime I've to wait for the real body to come back to safe zone because the space is so narrow and not enough time/window to strike. And no practice could help much with pug.
    Yes, you have to chase the boss after it dashes to another player. If you watch for the initial player that gets marked you know exactly where the boss is going.
    Melees are going to lose positionals occasionally, that's just how it is.
    Firstly, judging a fight based off of pugs is not remotely fair to the fight at all considering pugs literally do not know how to play the game *at worst* (honestly most of the time it feels like that's how it is lmao). Secondly practice on both the fight and raw mechanical skill *does* help with pugs, very significantly I might add.

    If you dislike a fight that's fine. If you're not great at a fight, that's also fine (not saying you're not good at the fight). However, trying to further pacify a fight because *you* have issues with it in a pug scene isn't very fair both for the fight and the players that do enjoy it and are good at it.
    (2)