Let me preface this with the statement that I understand how certain classes play and that, to maximize their dps, they need to play a certain way. Some jobs, like summoner, it really hurts them to hold back.Edit, to clarify: The scholar I mention in my example below was not playing scholar by-the-book (good scholar pun, eh?). Technically, he shouldn't have been dps'ing as much as he was but I was geared enough he didn't need to heal me much, and he was geared enough, + pet, that his heals did well enough.
Healers healing rarely ever pull enmity off of me, especially scholars. In this case, the scholar was pulling enmity because of the dualist nature of the Arcanist class + gear + the enmity he did generate from heals.
I also have no complaints about simply being out-played, or more likely, because I am a good tank, out-geared (those relic +1s are really vicious)
I also realize that Quelling Strikes is available. It seems that geared bards save this for bosses, or should.
Bard also presents and opportunity for "bad play", they can have shot the target and applied strong damage before the GCD from shield lob (+ off GCD circle of Scorn) is complete. This, let's be honest, is poor play. You can always at least let the mobs get to the tank, the 3 additional seconds of that pull will not hurt anyone, not remotely.
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I am calling on SE to fix this, and here's why: We don't have gearing options. There is one very rigid ladder of gear. In other games, if I needed more enmity, I equipped more enmity. In more trivial content, I equipped DPS gear, but the defense change of DPS gearing in this game is HUGE. In other games, there are typically a few pieces at each level. That is not the case here.
While I realize people are clearing dungeons with setups like 1 mage / 3 dps, the very fact they're able to do this is A) because they know the entire group exceptionally outgears the content, and B) they work together. They sleep pulls, they ironically play properly and extra-cautiously. Such methods wouldn't work if the summoner was was tanking half a pull while the blm was tanking his main target (I know that dots tic while slept, and that is hugely advantageous to such groups).
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One of the problems is simply that different dps expect different things from you. Some DPS jobs have different ways they can play, depending on the size of the pull, or just their preference. BLM and BRD are examples of this, while the others (Summoner, Dragoon, Monk) really only have one way to play. Dragoons and Monks are single target machines--or should be--and Summoners really need to aoe. Their job shines when they aoe.
If I enter a pug with a decently geared summoner and bard, what I'm most likely to encounter is the summoner spreading dots, while the archer will drop his fire-circle, maybe the damage-dealt -10% move, and focus targets. Some will apply dots to different targets, most don't.
What I need to do, is to establish hate for the archer (or monk, dragoon, or blm that favors single target), and I do this by
(BLMs can adapt to the group composition and spread some damage too. Some like to do this anyway. Some don't)
Shield lob primary target, marking it with a <1 >
Circle of scorn, hitting as many as possible (because it's off the GCD) but isn't a whole lot of hate
Flash everything
Fast Blade > Savage Blade . . .
Flash everything
. . . Finish rotation of Rage of Halone'ing that primary target.
I have two options hereFlash everything
- Secondary target: If the Bard isn't riding my single-target hate, I can switch here and Fast Blade > Savage Blade and then Rage of Halone a third target.
- Primary target: If the bard/monk/dragoon is riding my hate here I can Fast Blade > Savage Blade and then Rage of Halone a third target
etc etc.
The summoner isn't playing wrong by spreading his dots, and the single target dps isn't really playing wrong. Watching your hate, and adapting, is a nice trait but I understand wanting trash dead.
The problem is not the summoner.
The problem is not the bard.
The problem is not me, I assure you, I'm in full Darklight and making the best use of my GCDs that I can imagine.
Oddly, and I'm not sure why, I don't have the same issues out of melee that I do out of single-target Bards. Is the non-concern (at all) for positional requirements so vital. I know that melee have to move out of red more frequently, but you can dps and move at the same time.
I'm not sure if bards generate more enmity-per-damage than other DDs, or if it's just that they generate that much more consistent damage than the melee dps.
Summoners, I understand exactly what is going on, Flash generates 1100~ enmity and summoners are generating more than that across targets. Some do much more than that in the few seconds before flash is used again. I can use flash more, but flash is no match for single target dps, and shouldn't be. Flash also costs 1/7 of any paladin's mp. We don't like to abuse, because we have to be able to use it on the next pull. We have riot blade to recover MP, but competing with geared dps, there's not enough opportunity to riot blade the last mob, and riot blade'ing early/mid-pull exacerbates the enmity issue rather than helps.
I'll be honest, the problem became apparent to me when I entered a group with a Relic +1 BLM, Bard, and cleric-stanced Scholar. They were mostly single targeting, while spreading dots. The BLM and Bard were riding my Ifrit's Blade single-target enmity while the healer was bane'ing dots and occasionally he'd pull aoe mobs off of me. I wasn't mad, but I was a bit frustrated.
1 - Gives us an ACTUAL "Taunt" ala every MMORPG in History that had a tank class. As of now, we have NO instant "peel" move that can cover for a mistaken aggro pull. This makes endgame instances with new tanks a forking NIGHTMARE to play with.
Yes we do, that's what Provoke is. In other games, provoke fixates the targets attention on you for a few seconds, or it applies some additional hate. Max Enmity +1 is useful, but a tiny buffer would be nice.
2 - Gives reduced threat to healers. Tossing a 150 point cure spell should not instantly peel a mob off the tank.. ever. At all. FOR ANY REASON.
I don't have threat problems out of smart healers. Healers need to learn to play if they're pulling off every tank. Tanks need to learn to play if they're regularly losing hate to healers.
3 - Puts up a REAL Threat meter. Give %'s, #'s to 100, SOMETHING other then "Oh figure out what color this is and where you are on a hate scale we just made up for giggles."
Are you kidding? It has one, the bars under names show the party's enmity against the target. Numbers wouldn't be any more useful, though I'd love actual numbers, not %, for testing purposes.
4 - Puts in a WARNING of some sort to DPS/Heals when they pass a certain % of hate (Omen Threat Meter anyone?)
This, though. That would be nice.


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