its not difficult to dodge cad tail as a melee i been threw T1-4 for a month now as a dragoon its actually fun u just have to position yourself just right so u want get hit by it. or get cleaved by cad
its not difficult to dodge cad tail as a melee i been threw T1-4 for a month now as a dragoon its actually fun u just have to position yourself just right so u want get hit by it. or get cleaved by cad
Si hablas español este post es importante para ti: http://bit.ly/1vZI4Gc
Well video only shows leviathan and a tank in there for ref. so I am guessing we still have no idea what the fight mechanics ill be :P (kinda like that its the "traditional" fight though with leviathan popping outta the side to attack you on a "boat" =D ) Guess the "easy" answer is that there could be "adds" involved :P or "parts" to attack (he did seem to "coil" around a bit) I will say this im glad they are keeping him to his "size", if you were a wow player during cata you know how annoying deathwings size changes could get :P
The best monk I know consistently OUT DPS every single other dps in the group (and all these other dps are also very good as well). His dps averages above 300+. Dragoons also do excellent dps but not as high as monk sustained. Though some fights like ifrit ex does gimp melee a bit, especially depending which strat the group decides to use.
I'm just glad they're doing this instead of (shudders) underwater combat similar to Guild Wars 2.
Gawd..I swear, if they would've adapted that type of system in this game I would table flip the nearest thing to me when the fight goes live.
Worse design ever.
I could see this as well actually, basically treat Leviathan as a flying mob, with a certain section of his body over the boat as the actual mob graphic. Everything else is attached, but not part of the equation. Giving him essentially the same size to manage as say, a gargoyle from AK. So the Tank stands infront, the melee all stand in a semi circle infront of the tank(s). A healer standing behind the tank for 1. To be able to hit the Tanks and Melee with cure aoe's and also to be in prime position incase the healer pulls hate for a cover, the other healer standing back with the range classes wherever they are to cover their butts further out.
Ah, I want March to come.
Last edited by Akujin; 01-30-2014 at 06:22 PM.
Funny, I had to do Ifrit for a friend getting their relic a couple days ago, and both I and the other melee + OT had no trouble dealing with Searing Wind while attacking nails, and his eruptions NEVER got close to where we were fighting Ifrit at. It was the ranged and healers who had the most trouble with plumes and eruptions, us melee + OT were perfectly fine the entire fight. I only had to drop DPS during the nail phase and when Ifrit jumped up in order to bullrush across the stage. We still beat him easily.I'm saying SE doesn't care about melee. Every adjustment they have made is just band-aid fixes (flat damage increases without fixing issues of GL stacks, position requirements, forcing melee into PVP queues because 2 melee vs 2 ranged is a loss). In 2.1 they said they would design encounters with melee in mind, yet we have Wicked Whirl on Garuda that has no red zone/cast time. We have bomb formations on Titan that literally force them off of him, as well as issues of melee dropping plumes in flank positions when everyone needs to stack. Then there's Ifrit, where melee make the fight significantly more complicated/problematic because of Searing Wind preventing them from attacking nails, on top of not being able to attack Ifrit during eruptions.
Melee needs a design overhaul, or SE needs to seriously stop boning them with end-game design.
Sorry you apparently get stuck with horrible melee dps and/or can't play a melee dps worth a crap yourself, but not all melee have the supposed problems you're talking about.
I've only read the first few pages, but......
One does not simply compare Demon Wall to a Primal.
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