If DPS have all skills why wouldn't tanks? Shield Oath and Defiance would be available I would imagine in this scenario.
If DPS have all skills why wouldn't tanks? Shield Oath and Defiance would be available I would imagine in this scenario.
Questing is like participating in an Old Spice Commercial - Talk to me, talk to him, talk to me, talk to him, Now Talk To Me...Sadly, you are not done, back to him, look there, its that mob I never liked, back to me, back to him...I'm in the Waking Sands.
I'm guessing in this scenario the tank is not level synced.
The healing stuff would probably make a decent difference, but the DPS stuff would really only make it so that players could use the skills they're used to using. A monk's highest potency attack is true strike, which is level 3 or something. Dragoon's get their most powerful attack in the mid twenties, black mages use fire. I'm not familiar enough with the others, but the point is as long as you don't get your class traits early the difference would be pretty minimal for DPS.
As a Monk, if I was back in Sastasha with all my skills? Suddenly I have some fairly potent AoE damage, roughly +35% persistent damage (Twin Snakes buff, Fists of Fire, Demolish debuff), an off-GCD AoE... so, no, it's not minimal. It's actually huge. (That's without traits, too, which can play a huge part)but the DPS stuff would really only make it so that players could use the skills they're used to using. A monk's highest potency attack is true strike, which is level 3 or something. Dragoon's get their most powerful attack in the mid twenties, black mages use fire. I'm not familiar enough with the others, but the point is as long as you don't get your class traits early the difference would be pretty minimal for DPS.
And you might go "but it's just more DPS, who cares"? The non-synced tank is going to care.
I get the "it's boring" and "it screws with your level 50 play". I really do. BUT, the difference that many skills from later levels make on your power is not to be underestimated.
This in turn would largely just confuse players who don't understand that it's going on ("Why does my Cure II suddenly suck worse than Cure I what the hell?") and would render a large number of these effects mostly meaningless or otherwise force really counterintuitive play patterns to actually make use of the ones still worth using.
Last edited by Garlyle; 05-27-2014 at 02:13 AM.
because in low level dungeons there is not only level50capped but also low level players.
people seems to be in such a hurry to exit the dungeon that some would leave if they see that one memeber is not a level50 synced, or no BLM to SR flareconvertflare everymobs between each boss.
yes but there is not a single monster except maybe last boss that live more than 3dot ticks/ 2hit whith debuff making use the combo not really worth itFor DRG it would mean having potentially the full Chaos Thrust combo giving them all that extra bonus potency a second DoT and a piercing debuff. Plus jumps, both AoEs. The difference in raw potency between a base LNCs combos at 15 and the full DRG rotation at 50 is pretty large. A new tank wouldn't stand a chance
Last edited by Hik0; 05-27-2014 at 01:48 AM.
I disagree, while it will be fun the first times overkilling become boring veryfast
not really one shoting 1mob but flare is 2.6 the potency of Fire2, SC flare convert flare (520potency would just clear all trash between each zone and every low dungeon will turn into brayfloxHM (and i do low roulette because brayfloxSR spam is boring)
Wow, you really didn't seem bothered completely gutting the context from my post lol.
I said it would require 'much more severely' reducing a person's stats in exchange.
In other words, making it so it wouldn't be overkill.
Also, every lowbie dungeon already is like Brayflox HM with a SCH+Cleric+Eos tanking.
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