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  1. #1
    Player
    therpgfanatic's Avatar
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    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by BotenAnna View Post
    I'm no mathologist, but I'm pretty sure that with regards to the seafoam green parts of this chart:



    It clearly states that comboed abilities generate much more hate per second. I don't have a degree in the arcane arts of mathologica, but I'm pretty sure that 750 times 3 is less than 3075, meaning maybe you should spend less time misreading charts and more time actually tanking where you would quickly find out that comboing your threat abilities makes it so you can actually hold threat, something you said you had a problem with.
    You are looking at it as if no other characters will be generating threat with their own abilities. So what you are saying is 100% incorrect. The fact is you don't generate significant threat until the end of the combo. In the 6 seconds that it takes to reach the Halone part of the combo other characters have an opportunity to pull the mob off you.


    Using the damage parameters of the chart,

    Fast Blade + Savage Blade = 1,125

    x2 Halone = 1,500

    If you are trying to build and maintain threat, using a non-comboed Halone is superior than the spiky threat of the Halone combo.

    Also, 10% STR reduction, whoopie freakin do. I don't have problems taking too much damage. At all. I rarely ever die because I use all my defensive cooldowns and step aside from AoE cones.

    I have been playing this game exhaustively since starting. If I am telling you that when I do a Halone combo I lost threat in eight mans with high tier DPS and healers, but if I spam Halone I maintain threat then I mean exactly what I'm saying. It's not a problem with not understanding the class, it's a problem with the class design and how it wasn't accounting for the realities of play.

    Quote Originally Posted by Grizzlebeard View Post
    I already covered this in a follow up post but, keeping it brief, the OP cited 30 years of experience with MMOs when the genre didn't come about till '97 with Ultima Online. Yeah, you could play NWN online, it was an MO, not an MMO. In the same way text-based games, Multi-User Dungeons (MUDs) weren't MMOs. Yeah, it seems a minor consideration but when you're proposing radical class changes on the basis of a misleading statement then it becomes relevant.

    As an aside, I used to raid in Everquest in the early days on dial up and can't even begin to fathom how I managed with a 30 minute disconnect. We used to prep for a raid and I'd often log back in surrounded by corpses because someone had accidentally aggroed the boss while I was frantically dialing up to get back online.
    You have already been told that you are mistaken about MMORPGs being invented in the late 90s. Go read Dr. Richard Bartle's book, Designing Virtual Worlds and become educated on the actual history. You really need to drop this accusation because it's making you look foolish. MMORPGs are just a graphical MUD, and folks like Ralph Koster (lead design of Ultima Online) have repeatedly said this in interviews. Richard Garriot came up with the term MMORPG when marketing Ultima Online but it was by no means the first of its kind.
    (2)
    Last edited by therpgfanatic; 02-20-2014 at 11:48 PM.

  2. #2
    Player
    XNihili's Avatar
    Join Date
    Aug 2013
    Posts
    272
    Character
    Mewchat Bogz
    World
    Ragnarok
    Main Class
    Warrior Lv 55
    Quote Originally Posted by therpgfanatic View Post
    You are looking at it as if no other characters will be generating threat with their own abilities. So what you are saying is 100% incorrect. The fact is you don't generate significant threat until the end of the combo. In the 6 seconds that it takes to reach the Rage part of the combo other characters have an opportunity to pull the mob off you.


    Using the damage parameters of the chart,

    Fast Blade + Savage Blade = 1,125

    x2 Halone = 1,500

    If you are trying to build and maintain threat, using a non-comboed Halone is superior than the spiky threat of the Halone combo.
    So you are generating slightly more hate on the 2 first GCD then a truckload less after (825 from the previous page calculation) ...
    Is it really the superior way ? Every 3 GCD you are losing that much threat potential.
    Why don't you ask the other players to let you build hate first ?
    (1)

  3. #3
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by XNihili View Post
    So you are generating slightly more hate on the 2 first GCD then a truckload less after (825 from the previous page calculation) ...
    Is it really the superior way ? Every 3 GCD you are losing that much threat potential.
    Why don't you ask the other players to let you build hate first ?
    Again, you are arguing for Spiky threat instead of consistent steady threat.

    Spiky threat gives opportunities to lose aggro to DPS doing spiky damage, or healers doing spiky healing. OR those who have superior item tiers that consistently do way more damage to the point they generate more threat than the tank.


    If all game solutions could be boiled down to simply asking players to do something then people wouldn't constantly be complaining about how "toxic" the community is. It's much more likely players will vote abandon so they can do a speed run than cater to the shortcomings of a tank geared below them.

    Fact is threat in the game isn't perfect. Medica II having problems is another good example of this game having balance issues with tanks threat generation ability, http://www.reddit.com/r/ffxiv/commen...ence_its_math/ . During Garuda hard it took dozens of tries until my party finally had a White Mage who didn't spam Medica II during the adds phase and cause a wipe.

    Doesn't anyone else think it's silly that a White Mage was given a heal spell that nearly always pulls aggro off the tank?
    (2)
    Last edited by therpgfanatic; 02-21-2014 at 12:19 AM.

  4. #4
    Player
    XNihili's Avatar
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    Aug 2013
    Posts
    272
    Character
    Mewchat Bogz
    World
    Ragnarok
    Main Class
    Warrior Lv 55
    Quote Originally Posted by therpgfanatic View Post
    Again, you are arguing for Spiky threat instead of consistent steady threat.

    Spiky threat gives opportunities to lose aggro to DPS doing spiky damage, or healers doing spiky healing.
    We can't call this Spiky when it is not random. If you consider 3 GCD being a hate cycle, then the combo is a consistent, steady yet more efficient threat generation.
    On the long run, which method is having generated the most hate ? Yours or this ?
    This game threat management is kinda simple compared to FFXI for example. You can gain hate but never lose it even if you are slapped around like a wuss.
    Even if you lose hate a few second at the Savage Blade using the combo way, the boosted comboed Rage of Halone is making you ahead of a Rage of Halone spam.
    Asking for a few second to build hate works most of the time cauz no DPS want to tank/die.
    (0)

  5. #5
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
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    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by XNihili View Post
    We can't call this Spiky when it is not random. If you consider 3 GCD being a hate cycle, then the combo is a consistent, steady yet more efficient threat generation.

    On the long run, which method is having generated the most hate ? Yours or this ?
    Spiky is not necessarily random. Spiky means exactly what it implies; there are large spikes in the chart when looking at the data over a period of time.

    (Besides in math nothing is truly random, there is always a pattern)

    It's not about the "long run". It is about where the hate levels currently are based on the hundred odd factors taking place during an encounter.

    Once again, in eight mans. Every single time I try to do the normal Paladin tanking rotation described in http://forum.square-enix.com/ffxiv/threads/122272-Guide-Paladin-Tanking-Compendium-2.0.1 I cannot maintain threat on the mob.

    Every. Single. Time.

    The only thing that gains and maintains threat for me is spamming Halone.

    Doing the combo gives opportunities to lose threat, meaning the mob takes off to go attack DPS / healer. Hard to generate aggro on an enemy running away from you when all you have is Provoke's +1 enmity bonus, and Shield lob on a cooldown.

    Yeah, it is probably because my gear is 20-30 item levels below everyone else. But that won't change unless I can keep the boss on me, there is no other way to gear up. Even if I wanted to buy HQ crafted gear I would still need to buy crafting items with tomes and sell them on the AH house to make enough cash to buy said gear.

    So I do what I can to keep aggro and do the runs, as does any other tank in my situation. And it's not fun. I am sure it is a contributing factor to why there aren't as many tanks.

    And its a simple thing for SE to fix, and will result in more people playing tanks.
    (2)
    Last edited by therpgfanatic; 02-21-2014 at 12:54 AM.

  6. #6
    Player
    NeroMD's Avatar
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    Oct 2013
    Location
    Ul'dah
    Posts
    15
    Character
    Nero Destan
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by therpgfanatic View Post
    Spiky threat gives opportunities to lose aggro to DPS doing spiky damage, or healers doing spiky healing. OR those who have superior item tiers that consistently do way more damage to the point they generate more threat than the tank.
    How does spiky threat make you lose aggro to spiky Damage or healing? Knowing when the adds appear in fights is part of the tanks responsibility.
    A Fight or Flight with a combo'd halone or savage blade will stick on you for a good amount of time to take control of the situation.

    Managing Enmity doesn't only come from the tanks side, but everyone else aswell.
    Fast Blade to Halone still remains superior in almost every aspect. Wether it's to spike hate or for the long end.

    10% debuff from halone does make a difference, especially with a Warrior around to use Storms Path. That's permanant Rampart effect right there.
    (2)