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  1. #61
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ToodlesElNoodles View Post
    Oooh, can you do Bardam’s Mettle? Or Shisui of the Violet Tides? Specifically want to see how you do the triple pull with the archers.

    People explaining what to do is one thing, but watching it is so much more helpful.
    I actually think bardams is the dungeon that slaps the most from any
    Lvl dungeon I ever did. Big pulls really hurt badly
    (1)

  2. #62
    Player
    ToodlesElNoodles's Avatar
    Join Date
    Jun 2021
    Location
    Nagxia
    Posts
    119
    Character
    Hoatu Hotus
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    I guess maybe it’s an outlier then. It’s one of the few dungeons in which wall-to-wall pulls I always end up spamming Cure/Benefic 2/Adloquium.
    (2)

  3. #63
    Player
    PaulH's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    255
    Character
    Dru Hutton
    World
    Odin
    Main Class
    Scholar Lv 100
    Oscar Wilde was right. “There is only one thing in the world worse than being talked about, and that is not being talked about.”

    My inner Rick Astley about scholar.

    “ Never gonna give you up
    Never gonna let you down
    Never gonna run around and desert you
    Never gonna make you cry
    Never gonna say goodbye
    Never gonna tell a lie and hurt you”
    (1)

  4. #64
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Mortex View Post
    I actually think bardams is the dungeon that slaps the most from any
    Lvl dungeon I ever did. Big pulls really hurt badly

    If tanks rotate mitigation CDs properly its not too bad. But that’s a big if. You need two decent ones up on the big pulls due to not having gear to outscale.
    (1)

  5. #65
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Mortex View Post
    I actually think bardams is the dungeon that slaps the most from any
    Lvl dungeon I ever did. Big pulls really hurt badly
    Eh. It's been nerfed through overarching changes, not directly.

    Holminster hits harder, and Mt. Gulg has no walls on two of the three sections.
    (0)

  6. #66
    Player
    Boizinho's Avatar
    Join Date
    Sep 2021
    Posts
    59
    Character
    Cora Eudestand
    World
    Malboro
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ToodlesElNoodles View Post
    I guess maybe it’s an outlier then. It’s one of the few dungeons in which wall-to-wall pulls I always end up spamming Cure/Benefic 2/Adloquium.
    Bardam's Mettle is a huge outlier for some reason. It's the hardest dungeon in the game by a large margin, although that isn't really saying much of anything.
    (1)

  7. #67
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,253
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Boizinho View Post
    Bardam's Mettle is a huge outlier for some reason. It's the hardest dungeon in the game by a large margin, although that isn't really saying much of anything.
    I'd say it is an outlier because it punishes you for just mindlessly pulling everything. Bardam has something that basically all max level dungeons lack, actually dangerous trash.

    Take the birds after the 1st boss for example, the big one has a randomly cast mini tank buster that applies a heavy DoT to the tank. On it's own not much of a problem but if you pull it together with the stone golems or, god forbid, the trash pack after it then you're in for a bad time. If you don't immediately nuke the big bird then the other trash mobs can whittle your tank's health down right before they get hit by spike damage.

    Another factor that adds to this is the level it is designed for, which is right around that point where your level 60 ilvl 270 gear loses it's effectiveness but before you can get your next big gear upgrade from Doma Castle.
    (9)

  8. #68
    Player
    Beddict's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 100
    Quote Originally Posted by Absurdity View Post
    Another factor that adds to this is the level it is designed for, which is right around that point where your level 60 ilvl 270 gear loses it's effectiveness but before you can get your next big gear upgrade from Doma Castle.
    Yeah, Tank gear sees a massive increase in the early to mid Stormblood. To break down the gear at various levels:
    • Level 60 - Augmented Shire - 2,291 Total Defense
    • Level 61 - Sirensong - 2,272 Total Defense
    • Level 63 - Shisui - 2,291 Total Defense (equal to Augmented Shire)
    • Level 64 - HQ Crafted - 2,599 Total Defense
    • Level 65 - Bardam's - 2,907 Total Defense

    So, Augmented Shire gear is equal to the level 63 Shisui gear, and both of those have 19 total Defense over the level 61 Sirensong gear. Then there's a massive increase of 616 Defense from level 63 to level 65 which means unprepared Tanks get absolutely shredded because you know no one is sitting there thinking they actually need the level 64 HQ Crafted gear. It catches a lot of people off guard, but it is still possible to do wall to wall pulls.

    Makes me wonder how the stat squish will affect balance in Bardam's.
    (4)

  9. #69
    Player

    Join Date
    Sep 2018
    Posts
    20
    Quote Originally Posted by Sebazy View Post
    TLDR: Don't like it, vote with your feet and play a different job. SE will notice the numbers shifting.
    Don't think it's true at all, since the time they affirmed the game got enough healers being played, that just prove they don't care at all.

    As I said in an other thread, they just need to delete the scholar from the game, so we stop being dissapointed and they can use the time they spend at every expac on scholar change to something else, like getting a coffee because I doubt they ever spent 5min on scholar. They probably took more time to add the scholar typo and picture into the live letter.
    (0)

  10. #70
    Player
    Alpheus's Avatar
    Join Date
    Aug 2013
    Posts
    335
    Character
    Alphyn Vyrs
    World
    Faerie
    Main Class
    Arcanist Lv 100
    I mean I did a super pull on SCH in Mt. Gulg going from the start to the 1st boss and you basically live at the 2k MP threshold, the only issue was I didn't have any post 2.0 ethers on hand only the 100s of Elixirs I have accrued over the course of my 8 years, but pulling off that super pull with randos proved to me once and for all this is HOW the Devs see SCH, it has the #'s to pull off some amazing feats and that's why it can never be fun because it will never get that closer look most jobs get because most other jobs usually flag behind on #'s for their roles which is what the Devs use to clue them in that things need to be changed. And don't worry I made sure to tell the tank Thank You for humoring me (as it was my proposal to do such large pulls all throughout) and that to not view that run as a "typical" run. They chuckled and agreed with me and said it was really fun to do for their first time. I would have comm'd all 3 randos if I could but the Tank definitely earned that one.

    Bardam's Mettle and the 73 MSQ dungeons were the only dungeons that pushed me as a healer but it only ever lasted for a couple of weeks near launch, Bardam's and the 73 dungeon and the 59* and 69* dungeons; are why whenever I can give new tank player advice, its that while possible to use the prior expansion's tome gear for a good chunk of the following expansion's MSQ Dungeons they need to pay very careful attention to the DEF values of their gear by the time they hit the 2nd Dungeon of the expansion in question because by the 3rd Dungeon they're really going to feel it. In fact that only holds true for 4.0 because by 5.0 it's the 2nd dungeon that really lets ya have it and you only really feel it if you super pull and CC the buff bot enemies properly. It's led me to believe the reason we won't see any increased heal checks unless they make Tanks more squish and they'll never do that because it's the role with the most anxiety attached to it hence why aggro is where it is now for Tanks.

    For the last 2 expansions now I've had the distinct pleasure of Tanks (rando tanks) super pulling on my 1st runs during launch/early access and it's the only time I feel remotely engaged as a healer the way I did back in FFXI, it's nice but it never lasts especially as I learn the dungeon. Healers will remain in the unenviable position of never really pushing their class to their limits with any frequency because it takes a lot to go wrong before we even feel it.

    *Healing the near lvl cap dungeons with a tank in full ironworks or full Shire's does get you to take things slower (can still go fast but it will feel like launch window with how dangerous everything suddenly becomes).
    (0)
    Last edited by Alpheus; 09-23-2021 at 02:41 PM.

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