In Hall of the Novice DPS exercise #2 they mention "the opponent will have a harder time avoiding blows from the flanks and rear". Isn't this outdated information, from when directional accuracy was a thing?
In Hall of the Novice DPS exercise #2 they mention "the opponent will have a harder time avoiding blows from the flanks and rear". Isn't this outdated information, from when directional accuracy was a thing?
In a way, though positionals for melee DPS are still a thing. In another way it's telling new DPS players not to stand in front of mobs.
Even if you don't have positionals there's still enemies that cleave so not standing in their face is preferrable.
Granted, the reasoning might be wrong but it still teaches the right thing.
The hall of novice has outdated , old information. In more than one exercise. They do need to adjust it to be correct with the current kits and playstyles. This is known. It's likely viewed as "not a big deal, cuz ppl can just talk and educate the new people" then ban them for compelling a playstyle
Agree, the general principles it teaches still apply but they should rework it a bit to include some things (finding a balance between healing and dpsing, tank CD explanation, etc.).In a way, though positionals for melee DPS are still a thing. In another way it's telling new DPS players not to stand in front of mobs.
Even if you don't have positionals there's still enemies that cleave so not standing in their face is preferrable.
Granted, the reasoning might be wrong but it still teaches the right thing.
The Hall of the Novice also tries to teach tanks in one of the exercises to separate groupings of enemies from the rest (like the mammets from the other types of enemies) and kill them piece by piece like that.
However, such a tactic doesn't even work in ARR dungeons, let alone more recent ones. The enemies in a pack will just aggro together anyway.
Not to mention that isn't the preferred or more efficient method that most players/tanks do (pulling everything they can from to wall to wall).
It does work in some ARR dungeons at least – roaming enemies are separate aggro groups to standing enemies in the same zone, so it's possible lure one lot without alerting the other. For instance, the first room of Aurum Vale could be handled that way, or after the second boss there you have the room full of diremites with some jellyfish roaming back and forth through the middle of the pack, so if you're playing "as instructed" you can just draw the jellyfish to attack you and deal with them before entering the room.
There's also the one where they say to use single target abilities on a pack of 3 mobs which is big no-noThe Hall of the Novice also tries to teach tanks in one of the exercises to separate groupings of enemies from the rest (like the mammets from the other types of enemies) and kill them piece by piece like that.
However, such a tactic doesn't even work in ARR dungeons, let alone more recent ones. The enemies in a pack will just aggro together anyway.
Not to mention that isn't the preferred or more efficient method that most players/tanks do (pulling everything they can from to wall to wall).
Believe or not, the game still runs accuracy checks, particularly within old content, but generally it only matters if you're a lower level than the monster you're fighting (or if you've been blinded).
This means the information is still accurate, even if it's practically useless.
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It needs to be updated, for sure
Also- Hall of the Novice should be mandatory for sprouts and noone should be allowed to enter sync'd dungeons at lvl 30+ without their job stone
The influx of new players has proven why there needs to be a mandatory tutorial.
I'm leveling a class atm & ran into 3 groups already, of players who do not have their job stones in a lvl 30+ dungeon- the tank runs around in circles, without tank stance even after being repeatedly told to put it on and how to find it.
Tank then attacks only 1 enemy at a time- letting all of the other enemies go ham on the healer & dps.
I have worlds of patience with new people- I just feel bad that I can't prevent the bs they'll deal with because they don't have to do any sort of formal mandatory sprout training.
It's like releasing a baby sea turtle unto the ocean- some get it, some don't. But the amount of grief that can be avoided due to a lack of help new players are willing to shrug off because 'they'll figure it out' means tank/ dps/ and healing training need to be mandatory before these sprouts are unleashed into the wild lol
Not everyone knows how MMO's work- it's not common sense for everyone to stop & read the tooltips.
I remember them having the mechanic where you need to interact with a level to stop adds from coming, and that's an outdated mechanic if I've ever seen one. There are only a couple of ARR dungeons that remotely have something like this (if any at this point). A few Guildhests do something similar to this too (incidentally if you really want to get into outdated content, here you go).
This may be a hot take, but I kinda miss mechanics like these in dungeons.
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