if there was a 4 man all dps duty then the dps'ers would be on an even footing with tanks and healers. its unfair dps hast to wait 15 to 30 minutes to get a duty when a healer can get one in under a minute
if there was a 4 man all dps duty then the dps'ers would be on an even footing with tanks and healers. its unfair dps hast to wait 15 to 30 minutes to get a duty when a healer can get one in under a minute
So..... How do you expect these all DPS dungeon parties to survive?
Non trinity fights in games set up around a trinity are extremely boring, it pretty much means you can sleep walk thru them. Honestly non-trinity fights in mmo's usually turn out kind of bad imo, lots of kiting and self heals and if you can't do it then the prevailing attitude becomes gtfo. I have yet to see a non-trinity system work well for an mmo.
How do you survive in the open world as a dps without a tank?
I don't think it's a terrible idea, and would be an interesting experiment, but on the other hand, they should probably just provide better ways for people to gain tomestones outside of dungeons.
The real problem is that the sources of tomestones outside of duties are just really bad. It's literally impossible to cap your tomestones on just maps and dailies, unless you "leech" off of a lot of map groups.. Which is not ideal.
So unless you have a tank/healer leveled, and actually feel confident in using them, you're stuck suffering the long queues.
That said, an all dps dungeon would be an interesting experiment. You could design the entire dungeon around only ground targeted damage sources. Because simply making mobs deal insignificant damage would be very boring.
When I say experiment, I am talking about this game, I know it's been done in other games.
http://youtu.be/JVBud2mFX5Y
Not quite what you had in mind, but it's doable. No speedrunning, a little healer intensive, and arguably as fast as having a standard party setup. Just with slightly more dmg output (this is an overall concept, and not a calculated, by-the-numbers fact, so please. . . don't.)
Virtually no kiting, or else the healer would be able to dps more too. I could have sworn there was a indefinite heavy debuff available as well in the first boss fight, perhaps using the ground effects. I've had a Bard kite circles around him before.http://youtu.be/JVBud2mFX5Y
Not quite what you had in mind, but it's doable. No speedrunning, a little healer intensive, and arguably as fast as having a standard party setup. Just with slightly more dmg output (this is an overall concept, and not a calculated, by-the-numbers fact, so please. . . don't.)
I've done Stone Vigil about as often without a tank (since they have a habit of leaving right at the start) as with one. (This simply results in a 3-man, rather than a 3-dps and 1 healer, though.) With two bards, we usually have one kiting the focus target or tanking-kiting the ranged, the other kiting the rest. Either no heals or solely Eos or the solely the Scholar heal the kiter, so that healing on the tanking dps does not generate aggro on the looser mobs. With a sleeper (either mage), we sleep, with a SMN we bind, likely Corruption and Bane before Swift-summoning Titan, and if we have a melee, especially Dragoon, it tanks unless Titan is available. With a bard kiting, it's rare for any of the first boss's breaths to hit, and many auto-attacks are avoided. Etc. etc.
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