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  1. #1
    Player
    romah's Avatar
    Join Date
    Mar 2023
    Posts
    13
    Character
    Aly Page
    World
    Phantom
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Tigore View Post
    @ romah I am kind of wondering what you are doing to get healers to use Rescue on you so often. I have also been in some Expert runs recently as a SAM and not once did a healer do that to me. I can't remember the exact time it did happen since it was probably during the first 24 man Tactics raid when I was hit with the rotating hand confuse. A few years ago give or take?

    Other than that 24 man 70 raid I named, I almost forget I have Rescue on my bars when I heal. The 2 second delay it takes until it actually drags the player makes it useless for me for actually saving someone in most cases. By the time I am seeing someone having troubles, it's too late already and they will still get hit while being dragged.
    I've got coutless exemple of what I'm supposedly doing wrong. See 2 days ago I got "The dead ends" dungeon in my roulette. Idk if you can picture the first boss, there's wind that moves aoe from on side to the other and most group tend to pull the boss to the edge where the wind is coming from for an easy dodge, again I'm a melee trying to play his job so I'm standing in the middle, behind the boss which doesn't change anything, you can dodge it just as well while in the middle or to the edge but this is the kind of situation where I'm getting pulled into an aoe by a healer who tries to "save" me.

    Or another time I was running sohm al brutal as a tank, and I pulled everything into the smoke that comes from the ground so that the trash mobs would get that vuln up effect. The biggest mob in that pull (the green ones) targets random ppl for a dodgable conic aoe, and healer was standing ahead ready to zone into next area and the 1st boss, which caused those mob to target him for aoe and they kinda ran away from the rest of the pull (and the vuln up) so while I was trying to get them back in place I got rescued so I would be ready for the 1st boss I guess ? idk.

    I've got coutless exemple that affects me as a player and not in a good way. If people are fine with being rescued and can learn h2p even tho they're getting carried and are fine with it, sure why not. But as far as I'm concerned I don't need a sprout healer pulling me for no reason because he thinks he knows better. rather than deleting the abilty, add an option to the game to refuse that help. Arm length is good but it's also good in other situations.
    (0)

  2. #2
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by romah View Post
    I've got coutless exemple of what I'm supposedly doing wrong. See 2 days ago I got "The dead ends" dungeon in my roulette. Idk if you can picture the first boss, there's wind that moves aoe from on side to the other and most group tend to pull the boss to the edge where the wind is coming from for an easy dodge, again I'm a melee trying to play his job so I'm standing in the middle, behind the boss which doesn't change anything, you can dodge it just as well while in the middle or to the edge but this is the kind of situation where I'm getting pulled into an aoe by a healer who tries to "save" me.

    Or another time I was running sohm al brutal as a tank, and I pulled everything into the smoke that comes from the ground so that the trash mobs would get that vuln up effect. The biggest mob in that pull (the green ones) targets random ppl for a dodgable conic aoe, and healer was standing ahead ready to zone into next area and the 1st boss, which caused those mob to target him for aoe and they kinda ran away from the rest of the pull (and the vuln up) so while I was trying to get them back in place I got rescued so I would be ready for the 1st boss I guess ? idk.

    I've got coutless exemple that affects me as a player and not in a good way. If people are fine with being rescued and can learn h2p even tho they're getting carried and are fine with it, sure why not. But as far as I'm concerned I don't need a sprout healer pulling me for no reason because he thinks he knows better. rather than deleting the abilty, add an option to the game to refuse that help. Arm length is good but it's also good in other situations.
    Or you could....ya know, pop true north and group up with everyone else instead of making life harder for everyone during a mechanic that can kill you extremely fast.
    (10)

  3. #3
    Player
    romah's Avatar
    Join Date
    Mar 2023
    Posts
    13
    Character
    Aly Page
    World
    Phantom
    Main Class
    Samurai Lv 90
    @Ransu That's true, but as a fellow samurai main, you know we actually use our 1st stack of true north right on pull, the 2nd can easily be spent because tank has poor positioning as someone mentioned already among the inconveniences. But forget about that. I reach the same conclusion when someone tells me to use arm lenght to counter the rescue. I don't see why I should be using ressources to fight others players abilities or incomprehension of the game.
    (1)

  4. #4
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    @romah

    I can see the first Dead Ends example giving the healer a heart attack. Even though the disease attacks can be Esuna-ed to get rid of the status, it still hits pretty hard on your HP too. Usually a DPS is gonna die if they get hit by 2 of those disease explosions. Personally, I do not worry about it as much since it is rare for DPS to get hit by 2 explosions and can survive as long as I use the Esuna. Plus I am typically using White Mage a lot, so Thin Air very often gets used to cast a free Raise. The only other spell I use it on to make free is Medica 2 anyways and the Assize + Afflatus Rapture combo as well as Asylum tends to get used first. As for what the melee DPS can do, it would be safest to still follow the group due to the potential burst HP hits. Pop "True North" to still ensure Gekko and Kasha still hits as hard as they should.

    The Sohm Al situation looked like a healer who wanted a bigger pull. Although this situation I am not familiar with since I am usually the healer in question. I tend to also wander a teeny bit ahead of the tank to let them know I can handle more enemies pulled. I am not forceful about it though since we are sometimes flat out wrong with a lower dungeon not letting us pull more anyways (/looking at lvl 80 Heroes' Gauntlet). If the tank is still not moving, I will just commence placing a Regen on the tank, placing Dia / Aero DoTs accordingly while spamming blinding Holy confetti stuns on the enemies. Unfortunately, not much can be done here if you already made a reasonably big pull. It's kind of why they are trying to require PvE Mentors to complete the role quests done throughout the 3 main roles of tank, healer and DPS. Some players keep saying enemy threat / enmity is brain dead easy, but they are completely missing the point. It's the initial pull of herding enemies together we are usually talking about. If anyone accidentally yanked an enemy friend from the initial pull, drag it to the tank instead of running away with it :P In fact, one of my FC members used Rescue on a person who didn't drag their enemy to me when I was tanking a big Dead Ends pull near the 3rd boss.

    I wasn't meaning to say I would agree with deleting Rescue since it could potentially have some good uses if we compare to Warcraft's "Leap of Faith" for Priests. Highest use was someone standing outside the boss arena with everyone waiting for them to get it ... which can't work here since we have to be in combat for it to work. Another was a tank going into a snake pit to activate a switch and I used Leap of Faith to allow them to skip the long stairways back up. Warcraft does have some engineering items crafted that grants immunity to these effects. I don't see it widely used, but it is there as a fail-safe since there are a few players trying to cause troll deaths on boss encounters. Maybe it can be something for Blacksmiths to make?
    (0)

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