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  1. #1
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Duelle View Post
    This is less the fault of PLD and more the fault of the devs for making stuns, 1-second silences and 1-second pacifications replace interrupts seen in other games. Generally the DPS are supposed to be responsible for interrupting with the tank being part of that interrupt order/rotation if gameplay allows and they have the opportunity to do so. This aspect of combat is ass-backwards when the tank is expected to do the brunt of the interrupting (moreso when BRD's selling point is not so much DPS or buffs but the ability to interrupt spells with Blunt Arrow...). In a perfect world DRGs and MNKs should be the ones equipped to do interrupt rotations on encouters like Ifrit.
    You are mistaken... DRG do have a stun (with the same cooldown as a warrior) and MNK has 2 stuns and a silence. It's the people you play with (and the tendency to only use ranged) which makes the tank do interrupts. Don't blame the game mechanics. In fact, the sole fact that you didn't know this invalidates your entire argument.
    (1)

  2. #2
    Player
    Xandim's Avatar
    Join Date
    May 2012
    Location
    Ul'dah
    Posts
    139
    Character
    Iskandar Emmerich
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by UBERHAXED View Post
    You are mistaken... DRG do have a stun (with the same cooldown as a warrior) and MNK has 2 stuns and a silence. It's the people you play with (and the tendency to only use ranged) which makes the tank do interrupts. Don't blame the game mechanics. In fact, the sole fact that you didn't know this invalidates your entire argument.
    Im guessing he said that MNK and DRG should be doing the interrupt (since they DO have skills for that) but people still leave stun duty for the PLD. Maybe its a game mechanic problem, maybe its a community problem. In every ifrit fight that I did on my PLD I was on stun duty, even when there were some stunners in the group. =\
    (2)
    Iskandar Emmerich - Behemoth Server

  3. #3
    Player
    XNihili's Avatar
    Join Date
    Aug 2013
    Posts
    272
    Character
    Mewchat Bogz
    World
    Ragnarok
    Main Class
    Warrior Lv 55
    Quote Originally Posted by UBERHAXED View Post
    You are mistaken... DRG do have a stun (with the same cooldown as a warrior) and MNK has 2 stuns and a silence. It's the people you play with (and the tendency to only use ranged) which makes the tank do interrupts. Don't blame the game mechanics. In fact, the sole fact that you didn't know this invalidates your entire argument.
    Player choose PLD to stun because it's the most reasonable choice :
    - they have a faster cooldown on stun.
    - they are doing less DPS than DRG or MNK so we can sacrify one PLD if stun is really that important. It's the same reason people put tank on tower while fighting King Behemot in CT.
    (3)

  4. #4
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
    Posts
    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by UBERHAXED View Post
    MNK has 2 stuns and a silence.
    While you're technically correct both stuns have a long cooldown, one of which requires you run sufficient distance from the mob to be able to use which invalidates it entirely for purposes of disrupting unless you have the monk permanently be at max range ready to run in and therefore adding zero damage to the fight, as well as preventing them from using their other melee range stun, zero ranged attack and all that. The silence is handy but it eats through TP like no tomorrow so, again, is limited in its utility.
    (2)

  5. #5
    Player
    ZephyrK's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Zephyr Kote
    World
    Gilgamesh
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Grizzlebeard View Post
    While you're technically correct both stuns have a long cooldown, one of which requires you run sufficient distance from the mob to be able to use which invalidates it entirely for purposes of disrupting unless you have the monk permanently be at max range ready to run in and therefore adding zero damage to the fight, as well as preventing them from using their other melee range stun, zero ranged attack and all that. The silence is handy but it eats through TP like no tomorrow so, again, is limited in its utility.
    Unless they changed something, the real problem with monk silence is that it only works in Opo-Opo Form, meaning that you have to complete an entire combo rotation, then wait for something worth silencing. You are basically removing a ton of DPS from the fight for long stretches when you ask a monk to silence.

    EDIT:

    It's also worth noting that the stun component on Shoulder Tackle mostly hurts the ability, as it's almost impossible to use a stun, but using it as a gap closer effects the diminishing returns on any mob that needs to be stunned predictably. Ifrit HM comes to mind (I know, serious business).
    (3)
    Last edited by ZephyrK; 02-20-2014 at 12:57 AM.

  6. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by UBERHAXED View Post
    You are mistaken... DRG do have a stun (with the same cooldown as a warrior) and MNK has 2 stuns and a silence. It's the people you play with (and the tendency to only use ranged) which makes the tank do interrupts. Don't blame the game mechanics. In fact, the sole fact that you didn't know this invalidates your entire argument.
    Oh, I know about Leg Sweep, Arm of the Destroyer and Shoulder Tackle. Shield Bash's ease of use has made those basically obsolete for the majority of the playerbase because it's easier to tell the PLD with a stun that has no cooldown and an off-GCD silence to do that instead of having the DPS do it. So yes, the mechanics are very much to blame.

    Let's also consider that real interrupts are generally attacks that do no damage at all and simply cancel spellcasting. My guess is that they wanted to limit interrupt useage by tying them to abilities with effects that have diminishing returns (stuns, pacification), but we may have been just as well off if not better by giving DPS interrupts with 10-second cooldowns.

    The tendency to use only ranged came about because of lacking mechanics and raid design, as raid dungeon design should encourage balanced comps instead of all melee or all ranged.
    (0)
    Last edited by Duelle; 02-20-2014 at 04:32 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)