Quote Originally Posted by SulwynCaliope View Post
Nerf PS wut? This dungeon is stupid easy. The siren fight isn't all that hard once your tanks start stunning the crap out of lunatic's voice. As a healer, I don't even have to really move to dodge anything. All damage dealt is easily healable. If you're dodging to the left or right to avoid her stupid dash move, don't. As an sch, I just sacred soil for it and heal through the damage because it's not even significant. If people think PS is too hard, I don't want to see them anywhere near any of the coil turns.
Titan HM is also stupid easy.. if you have a good party that knows what to do. But, have you tried to pug it through DF? How many groups that try it in DF are successful? I'm betting less than 2%. Puging PS can be the same kind of nightmare Titan HM is. Siren requires the tank to silence Lunatic Voice and pick up the privates so they don't rape the healer. It requires the DD to kill the sergeants ASAP and then kill the privates. It requires the healer to top people off with charm and then esuna/leech all debuffs that get through. It also requires everyone to either run to the extreme sides away from her charge or to stack in the middle to avoid her AOE charm.

If these things are all done, you're right. Siren (and Pharos as she's the main road block) is easy. The problem is, those things rarely happen. You'll have DPS who either don't kill adds at all or they'll kill the crawlers and leave the walkers to eat the healer. Tanks that won't attempt to pick up walkers even if the healer is within range for them to do so. Tanks who can't interrupt Lunatic Voice, Healers who don't top people off and don't use Esuna if Lunatic goes off. And groups that seem to constantly get hit with charge and the AOE debuff (Yeah, both...). These groups are far more common than the perfect group that moves in sync and plays perfectly.

The only nerfs I really do want to see is with Charge and Lunatic Voice. Give charge a smaller area of effect (so it's easier to react and move away. As is, I rarely have a group that can move out of it in time) and then give Lunatic Voice's cast time a couple extra seconds so tanks will quit letting it go off claiming that "I can't seem to time it".