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Thread: Dear DPS.

  1. #51
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    Nova_Dresden's Avatar
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    Quote Originally Posted by kasuke06 View Post
    If I mark something, like say the doctore in halitali who knocks off 10% of my health a swing(and that was on a block!). it means kill him first. not second, not third, not change the mark to the stupid imps because you can kill them faster than him. they do negligible damage, to the point where its smarter to ignore them until the end of the fight(excepting AoE threat generator use of course).
    Casters > Ranged > Melee
    That's been the kill order I'm used to in every MMO. That Doctore may hit like a freight train when it connects compared to the imps, but the imps die fast and the consistent casting damage you take while killing the Doctore adds up fast. You take out weaker targets first to reduce whatever incoming damage you take during the course of the fight because most of the TP abilities that hit hard on that Doctore are avoidable. Spells are not.

    Quote Originally Posted by kasuke06 View Post
    again, that's a terrible tank. a real tank with a level appropriate weapon using their stance(defiance, shield oath) will not lose single target to anything else, short of another tank. they have high potency and enmity modifiers(5x on second hit, and 10x on third hit in stance) on their combos.
    Self-control is not a strong suit for a DPS. Especially when gear disparity comes into play. A skilled newly level 50 tank will not be able to hold threat on a fully geared DPS in Darklight or better with a relic weapon. It's just not happening. I've tanked a run or two where an overgeared BLM in the group got pissed because nothing I did could hold hate off of him after an Astral Fire rotation. He just started using Blizzard I the entire run and was VERY vocal about how much he hated that I was "awful" and couldn't hold hate off of his Relic+1 BLM in full Darklight with a few AF2 pieces. Similarly geared tanks and DPS shouldn't have too many issues, but once a DPS starts to outgear the tank then all bets are off.
    (1)

  2. #52
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    kasuke06's Avatar
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    Kasoka Croixe
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    but those imps don't cast crap. they just melee for less than the doctore, at the same-ish speed. there is nothing special about them at all.

    Guess all the DPS should try being tanks and healers some time, eh? Especially with the armory system in place.
    (0)

  3. #53
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    Zigkid3's Avatar
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    Miona Ayashi
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    Quote Originally Posted by kasuke06 View Post
    but those imps don't cast crap. they just melee for less than the doctore, at the same-ish speed. there is nothing special about them at all.

    Guess all the DPS should try being tanks and healers some time, eh? Especially with the armory system in place.
    I've tanked a bit in WoW, and mained as a healer in WoW while being in off dps.
    i plan on leveling a warrior tank once i get blood for blood.
    (0)
    Last edited by Zigkid3; 10-24-2013 at 01:29 PM.

  4. #54
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    Nova_Dresden's Avatar
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    They still die fast because they tend to have lower health, and dead enemies don't cast/attack at all. It's better in the long run to take out weak, squishy enemies first and focus down the big target last. Same on bosses: you take out the weaker adds then return to the boss because they die fast and things get more complicated than they need to if left alive. Also you can parry, block, and dodge the melee attacks of the Doctore (especially their TP moves with the LARGE red cone you run out of). Spells just hit for slightly reduced damage if resisted, but they will connect. Casters and ranged at higher levels tend to suck if left uncontrolled which is why they should be the primary target most of the time.
    (0)

  5. #55
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    kasuke06's Avatar
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    spike damage=bad, kill the thing that causes the spike damage=good. I can tank the imps all day, the doctore meanwhile punches some fairly sizeable dents into my armor. also, I just stun the big bastard when he's winding up.

    and again, this was halitali the place with exactly 4 caster type mobs, in order of encounter: bombs(7 total, might be adding/forgetting one), firemane(1st boss), lightning sprites(anywhere between 0 and 15 depending on luck), and fire sprites(final boss room, spawns 2 per add phase, seems that killing them is what triggers the switch back to normal fighting.)

    and yes, it does sometimes make sense to kill the weaker things first. but the more time you spend killing them the longer the big thing lives that's really causing the damage. and early on, there isn't much separating everyone in terms of health, so big spiky damage can kill your tank if you aren't paying attention/standing there throwing rocks in cleric stance and spamming medica for your main tank heal.

    I get the "fun" groups. I think I may have set puppies on fire and hurled them at girl scouts in a past life or something. because it's every single time when I'm tanking or healing.

    When I DPS? the tank and healer are over-geared(relics in brayflox anyone?) and know exactly how to run each pull and boss.
    When I tank? I'm the only one who's been there before, the DPS forgot how to count, and the healer pulls the boss while I'm explaining mechanics. Good thing I like playing WAR, because I'm always infuriated.
    (2)

  6. #56
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    Nova_Dresden's Avatar
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    Quote Originally Posted by kasuke06 View Post
    spike damage=bad, kill the thing that causes the spike damage=good. I can tank the imps all day, the doctore meanwhile punches some fairly sizeable dents into my armor. also, I just stun the big bastard when he's winding up.

    and again, this was halitali the place with exactly 4 caster type mobs, in order of encounter: bombs(7 total, might be adding/forgetting one), firemane(1st boss), lightning sprites(anywhere between 0 and 15 depending on luck), and fire sprites(final boss room, spawns 2 per add phase, seems that killing them is what triggers the switch back to normal fighting.)

    and yes, it does sometimes make sense to kill the weaker things first. but the more time you spend killing them the longer the big thing lives that's really causing the damage. and early on, there isn't much separating everyone in terms of health, so big spiky damage can kill your tank if you aren't paying attention/standing there throwing rocks in cleric stance and spamming medica for your main tank heal.

    I get the "fun" groups. I think I may have set puppies on fire and hurled them at girl scouts in a past life or something. because it's every single time when I'm tanking or healing.

    When I DPS? the tank and healer are over-geared(relics in brayflox anyone?) and know exactly how to run each pull and boss.
    When I tank? I'm the only one who's been there before, the DPS forgot how to count, and the healer pulls the boss while I'm explaining mechanics. Good thing I like playing WAR, because I'm always infuriated.
    The spike damage is still avoidable, particularly if you stun the buff they put on themselves. Their melee attacks are slower, so they do hit harder than other mobs (which is pretty standard for every MMO). While you can tank the imps "all day long" and focus the Doctore first, all you're doing is running the risk that your healer takes aggro while healing unnecessary damage from adds. Halatali is still a fairly lower dungeon, so it's not critical. But at higher levels in other MMOs I've played you still took out casters (healers in particular), then ranged, then melee. This game still suffers from WoW transfer issues where below a certain level every DPS assumes you just AoE every pile of stuff until it's all dead. I give the DPS one warning on AoEs in lower dungeons, then if they insist on it after that I stop trying to pull it off of them (killed a lot of idiot Archers in Copperbell from that). At level 50 I tend to lose threat occasionally just because I'm not highly geared and DPS don't have a throttle below "Kill it yesterday!" on their damage output.
    (0)

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