I've tried stealing enmity as white mage, simply couldn't... Divine Seal, Regen, Medica II, Medica, I AoE healed all I wanted in trials without the bar even becoming yellow.
Am I the only one disappointed with this?
I've tried stealing enmity as white mage, simply couldn't... Divine Seal, Regen, Medica II, Medica, I AoE healed all I wanted in trials without the bar even becoming yellow.
Am I the only one disappointed with this?
As a WHM main I havent tried this out yet but would have to say its a huge improvement. A main healer who is forced to wear cloth armour should not have to spend all the time under agro attack. If they had given us a mechanic such as if we threw in some auto attacks it reduced the agro it would have worked.
You see... that's what made healing as white mage interesting to me. I had to work together with the tank, and manage my enmity as I AoE healed, using Shroud in emergencies.As a WHM main I havent tried this out yet but would have to say its a huge improvement. A main healer who is forced to wear cloth armour should not have to spend all the time under agro attack. If they had given us a mechanic such as if we threw in some auto attacks it reduced the agro it would have worked.
It was an annoyance, but a very satisfying one.
I think this has more to do with how simple paladins are, while warriors are complex but not as desired.
To be honest, I'd rather go on a shortage of tanks than what we're having now. As a paladin player myself, I hate it being even more simpler than now.
Last edited by Ri_ri; 12-18-2013 at 09:26 AM.
I did notice this in Ultima Weapon battle. The main tank and me were trying to get hate, but Ultima just remained on him. Of course after a couple of provokes, flashes, and shield lobs I managed to get it' hate.
Uhhh, if it took all of that then something is seriously broken in a horrendously bad way. A single provoke is all it should have taken to get hate, as that's what it does: puts you 1 enmity above the highest person.
After Provoke and a quick agro generating skill, you should be able to steal asap.
I have been testing this as well and found that I am quite able to take hate whenever I want to. It takes a little more effort to actually get full hate but I like that. Means I can DPS more and throw out more heals to those who need it.
Happy with the changes to enmity.
I'm going to try and type this to the best of my ability w/o getting argumentative or biased towards the views and opinions of others.
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Except for the fact if a tank isn't as geared as say the healer or dps, the tank can ONLY manage to hold on to threat (and by that I mean barely) by doing the enmity combo over and over, having to ignore other combos that may give out buffs and debuffs
That's not good game design
Last edited by IfritReborn; 12-18-2013 at 09:32 AM.
Bad design is forcing people with level 55 weapons play the same dungeon as people with relics. Having people watching their damage/over healing is good design.Except for the fact if a tank isn't as geared as say the healer or dps, the tank can ONLY manage to hold on to threat (and by that I mean barely) by doing the enmity combo over and over, having to ignore other combos that may give out buffs and debuffs
That's not good game design
We need some connection between the people playing, which was what enmity meters gave us. Holding back on damage to not grab aggro, catching on when you can AoE, when you can't, when you can just focus on one mob because the other party members are attacking that one...
All those little things that made you feel like you're playing with other people with different play styles and skills.
Now? Just AoE everything. Almost like.... WoW.
Last edited by Ri_ri; 12-18-2013 at 09:47 AM.
The thing about this is.... DPS does not and WILL not care about the meters. YES some good players out there will hold back. But the majority of players will go balls to the wall as son as a shield lob goes out. This is just common fact and the increase in enmity is a well deserved change.We need some connection between the people playing, which was what enmity meters gave us. Holding back on damage to not grab aggro, catching on when you can AoE, when you can't, when you can just focus on one mob because the other party members are attacking that one...
All those little things that made you feel like you're playing with other people with different play styles and skills.
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