Results 1 to 10 of 78

Hybrid View

  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by prymortal View Post
    i agree with you all
    Altho my main reason why i dislike it is because 99% of the time i resets to the whm while no matter what you do as tank you cannot get hate back. then repeats over & over & over as you guys all said.
    Well, encounters with that are normally designed so that the aggro wipe tests the tank's reaction timing. The idea is that usually the tank has to taunt the boss/mob in time so that it doesn't plow through the healers/DPS, build up hate and go back to the business as usual. That's not exactly possible here because PLD and WAR lack taunts...
    (3)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #2
    Player
    prymortal's Avatar
    Join Date
    Jan 2012
    Location
    Ul'Dah
    Posts
    557
    Character
    Damien Ramirez
    World
    Shinryu
    Main Class
    Archer Lv 60
    Quote Originally Posted by Duelle View Post
    Well, encounters with that are normally designed so that the aggro wipe tests the tank's reaction timing. The idea is that usually the tank has to taunt the boss/mob in time so that it doesn't plow through the healers/DPS, build up hate and go back to the business as usual. That's not exactly possible here because PLD and WAR lack taunts...
    Yip, as its currently is
    WARRIOR:
    Sentinel: Temporarily reduces damage taken. Increases enmity generated by actions while effect is active.
    Flash: Increases target's enmity.
    Collusion: Redirects a portion of enmity generated by target party member’s attack to you. Target must be within 8 yalms.
    Provoke: Increases target's enmity.
    Antagonize: Increases enmity generated by all actions.
    Heavy Swing►Skull Sunder (Increased enmity.)
    + emity materia equiped
    Doesnt matter how you use them, stack them with or without hits inbetween, with or without combos inbetwteen, on there own, they are not enough at the best of times.
    (2)