I actually think bardams is the dungeon that slaps the most from any
Lvl dungeon I ever did. Big pulls really hurt badly

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.

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”



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.
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.




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.
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.
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).
Last edited by Alpheus; 09-23-2021 at 02:41 PM.
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