Thank you! I think most of the post stands but I do thank you for the correction, that being said the tanks should be trying to run this for those slots.
Honestly, I think using the enrage is pretty silly, but I don't really care if it's removed or not. At the end of the day, my coil group gets to ADS with 6-8 ticks and engages right there, causing us to down it WAY faster than a pug (I'm going to also say that we down the actual fight far faster than people who adopt this strategy as well). Although it is slightly disappointing to see people trivialize an entire fight that my static had to wipe a few times to understand and coordinate, it doesn't really matter to me. You cannot trivialize the mechanics of every single boss. Turn 2 is made to tone players into a coordinated state by incorporating rot/tank swap/healer focusing/silence rotations/dodge AOE because turn 1 is mostly a gear check if anything in my opinion. Eventually, you will have to learn and get good. Applying this strategy is only delaying the inevitable for those who choose to down it this way. At the end of the day, me and my friends became much better at FFXIV by developing our own strategy and getting tuned to this games flow, while people who (god forbid) skip turn 1 and down turn2 this way have no clue what they're doing. Meanwhile, my group downs this encounter far faster, and has t5 on farm because we know how to play.
I don't really care if people are walking around in Allagan they don't deserve, hell, me and my friends made quite a pretty penny selling Titan HM runs for 200k+ a pop a few months ago. Why do I not care? Because I am just as geared, if not more so, except I will always get taken over them because I am actually a good player, which matters far more than a few pieces of gear. At the end of the day, in my opinion, people who run it this way are only hurting themselves. FFXIV boss fights, to me, so far have been incredibly easy and rather lax in the commandment of player skills. Turn 2, depending on what path you take, is the most involved and chaotic fight (from my perspective as a healer) in all of coil, with the exception of Twister phase, which is around the same difficulty as Turn 2 in my opinion, but less forgiving. However, I also DPS dreadknights which adds to my list of things to do during twister phase. Nonetheless, It's good to get practice when it's hard to come by.
I don't really see the point in doing raids if you trivialize the fight into a tank and spank. The joy of raiding to me is compromised of three things: 1) Having fun with friends 2) Getting to check out the amazing artwork and hard work put into the dungeons aesthetics 3) Engaging unique, fun, and challenging boss fights, and also overcoming them. If you pug 7 other people and you resort to strategies like this, raiding becomes nothing more than another monotone and boring weekly kill quota quest, similar to boring MMO dailies. Why even play? Using strategies like this on literally near-impossible bosses (pre-nerf twin), while going for world firsts is an entirely different situation. People are using those strategies to become world/server firsts, or because they have no other option. T2 enrage strategy is executed purely out of laziness by people who most likely overgear the encounter to begin with. Although the mechanics may be similar, the reasoning behind the execution could not be more opposite. They should not be lumped together in my opinion.
I don't see how people can argue that haters of this strategy are "jealous that someone found a smarter way to play". You didn't, what you found was a more convenient way to down an encounter for people who don't know how to play the game.
McDonalds is also more convenient than a lot of meals, but that doesn't make it a smarter, nor a more stimulating experience.
Last edited by Slark; 01-02-2014 at 06:46 AM.


The enrage is broken. If a boss enrages it should kill you within a couple seconds. SE needs to change it so ADS pulses for 10k damage when it is enraged. When you don't meet the dps check on titan heart or ifrits nails you are dead, when you run out of time on Twintania she enrages with pules damage that is impossible to heal through and kills you in 1 or 2 pulses, proper enrage mechanics that work correctly.
All I see in party finder are Turn 2 enrage mode 1 tank 3 healers 4 dps. This is not how the fight was meant to be beaten. Exploiting a design flaw in the fight to ignore mechanics and not have to learn how to do the fight as it was intended is not how the game should be played. As others have said its almost as bad as when people were bugging Twintania to make it only autoattack which promptly got fixed by SE. Turn 2 isn't hard but if you can't beat the fight in the proper way you don't deserve gear from it.
I hope SE ups the damage when the boss enrages and fixes people cheesing the fight.
Last edited by Zumi; 01-02-2014 at 05:36 AM.

You say this is a design flaw, though I personally can't see it. Someone sat there and coded this; do you really think they overlooked that the damage they were putting in for him to do wasn't going to be enough to wipe the group? It's simple. There are hard enrages like the ones you mentioned and soft enrages, like the one you didn't mention; Turn 4. If they up the damage here then surely they should make Turn 4 enrage one shot you aswel.
I'd like to see a group try to wait for T4 enrage before they kill any of the mobs. It's not likely to work as well as T2 enrage strat.

People do t2 enrage as they lack communication in their groups. Otherwise, doing it the normal way is far more time efficient. Don't really see this as an exploit. If you are constantly being forced to do it this way, you should consider changing groups or have more class options for turns 4 and 5.



So glad i'm in a static and I don't have to argue with bads over T2 enrage strats. Our team gets to ADS at 8clicks and we finish quickly cause ain't nobody got time for that.
I love how everyone proposes workarounds for the tank imbalance in T2. That's not the problem, the problem is a large portion of tanks are not using these workarounds. It's simpler for them to grab whatever 2-3 scrub heals they can find and whatever 4-5 scrub dps they can find and run through T2. I know there's other ways to do this, and I know most static groups find other ways by utilizing their alt jobs. But this does not happen in pug groups and cause there to be an ever bigger than normal tank shortage for T4. Every night at prime time on my server you will find 3-6 groups looking for T4 that are 6/8 full and have no tanks.
Sounds like your OP is about the wrong issue then. You should be sick of people not using workarounds. For the record, having a tank put on DPS stuff isn't a work around, that's common sense.
Take issue with the community, not with T2 itself.
Your use of the word scrub is too vague. 1 scrub tank + 3 scrub healers + 4 scrub dps will die to enrage; that leaves us only to assume that you mean anyone who uses T2 enrage is a scrub, which is just a fallacy as I'm sure several are better than you and I both.
The big take away is, people can run T2 with 2 tanks in several different ways. The fact that they don't isn't the fault of enrage, it's people with blinders on and narrow minds.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote




