Page 4 of 33 FirstFirst ... 2 3 4 5 6 14 ... LastLast
Results 31 to 40 of 427

Hybrid View

  1. #1
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by MeowyWowie View Post
    Put buffs up and have your tank run in first around the right side and down the ramp, have everyone follow right behind him/her. Tank and melee in one corner, ranged and magic in opposite corner and have Ogre face only the tank. Don't do any damage until your tank secures hate. It's really that simple. Jeez..
    you're missing the point. We don't even get down the ramp. The ghosts start AoEing like crazy as soon as we walk in and 2 AoEs = dead mages. Simple? I think not.
    (2)
    Healer strike is ridiculously foolish and accomplishes nothing

  2. #2
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Dubont View Post
    you're missing the point. We don't even get down the ramp. The ghosts start AoEing like crazy as soon as we walk in and 2 AoEs = dead mages. Simple? I think not.
    Never had anyone die from ghosts on re-entry, do your mages have like 5 HP or something??

    In fact, I don't think we've even been hit by the ghosts much, if at all on re-entry from what I can remember.

    You're doing it wrong?
    (2)

  3. #3
    Player
    Evangela_II's Avatar
    Join Date
    Jul 2011
    Location
    クガネ
    Posts
    45
    Character
    Celeste Monterossa
    World
    Balmung
    Main Class
    Rogue Lv 50
    the first AoE usually hit around 5~600

    how could your mages die?
    (2)
    Really?

  4. #4
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Evangela_II View Post
    the first AoE usually hit around 5~600

    how could your mages die?
    Uhm no. The first AoE easily dealt over 1k dmg as all 3 of our mages had around 1.1k and only 1 lived.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  5. #5
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Dubont View Post
    Uhm no. The first AoE easily dealt over 1k dmg as all 3 of our mages had around 1.1k and only 1 lived.
    Why don't you interrupt the AoE or stay out of range when you don't need to heal/refresh debuffs?
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  6. #6
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by SuzakuCMX View Post
    Why don't you interrupt the AoE or stay out of range when you don't need to heal/refresh debuffs?
    Uhm...I don't think you can interrupt it and there is no staying out of range when you have a choice of take his AoE or take the ghost AoEs.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  7. #7
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Dubont View Post
    Uhm...I don't think you can interrupt it and there is no staying out of range when you have a choice of take his AoE or take the ghost AoEs.
    Kite the ghosts, stay out of his range when not healing/refreshing debuffs?

    EDIT: Oh and Meowy has actually beaten the ogre, so it's a problem with you and/or your group.
    (5)

    Peach Parfait/Khulan Angura on Gilgamesh

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Quote Originally Posted by Dubont View Post
    The update was awesome, but it had some severe bad sides and a few other things that need tweaking.

    1) Cure MP costs. They are much too high and before anyone says "But 11's were high!" yeah, but a cure 3 wasn't 135MP

    2) Raises need to be on separate timers. What's the point of having 4 different types of raises, as a CON, if we can only use 2?

    3) Stats need enhancing. Aside from VIT and MND, they do next to nothing.

    4) Gear damage from death needs to be abolished or reduced. Every dungeon run, I come out with at least 3 pieces of broken gear. This is unacceptable considering people want close to 10k to repair something...

    5) the r45 dungeon needs a slight nerf. "CRY MOAR!" no seriously, the ogre opens up with AoE spam and the mages are usually dead in the first 30 seconds of the fight which leads to #6. Also, fix it so that if you wipe and have to return, that the mobs don't pop until you're team is inside the room. It is VERY hard to recover from a wipe on that fight as you will probably wipe again before your team is back into the fight (Stupid ghosts..)

    6) Enmity needs to be fixed. The current system is severely flawed. A GLA used 3 vokes and a couple of WS on a mob, I cure 3'd once...mob turned around and bam, 1 shot.
    1. Yes, i feel it is high too. But, for dungeons runs it is fine, i cant say anything for lower levels.

    2. Why do you need 4 raise ? I barely use 2, let alone 4

    3. PIE increase dots damage. but yes, they need to be more noticeable increase.

    4. Then stop dying, that is the point of having death penalty.

    5. The dungeon is fine, few LS have already cleared it.
    You can avoid initial firespit.

    6. Enmity is fine, your tank need to adjust to new changes. (while i do agree to some extent that heal enmity is massive, it helps with tank as well because of that)
    (4)

  9. #9
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Chardrizard View Post
    1. Yes, i feel it is high too. But, for dungeons runs it is fine, i cant say anything for lower levels.

    2. Why do you need 4 raise ? I barely use 2, let alone 4

    3. PIE increase dots damage. but yes, they need to be more noticeable increase.

    4. Then stop dying, that is the point of having death penalty.

    5. The dungeon is fine, few LS have already cleared it.
    You can avoid initial firespit.

    6. Enmity is fine, your tank need to adjust to new changes. (while i do agree to some extent that heal enmity is massive, it helps with tank as well because of that)
    LOL Everytime you post a counter-argument lately you act as if your experience in the game is the definitive one. I guess that's common around here, but you in particular bug me.

    You only use 2 Raises so why do you need 4? Really? You can't think of any reasons? You can't think outside your experience enough to come up with a single reason another completely different and unique individual may have a reason to need more in a completely different situation than you? Really?

    Again, I ask you, sir (as I did when you said you had no trouble managing MP in your raids) how many mages do you bring? Because if it's the growing standard of 3-4 then no shit, sherlock, that's 6-8 Raises (not counting what your non-mages might have equipped) - and if it's just 1 mage, then I apologize and envy your awesome majesty of mage playing.
    (3)
    Last edited by Shai; 07-24-2011 at 08:05 PM.

  10. #10
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shai View Post
    Again, I ask you, sir (as I did when you said you had no trouble managing MP in your raids) how many mages do you bring? Because if it's the growing standard of 3-4 then no shit, sherlock, that's 6 Raises - and if it's just 1 mage, then I apologize and envy your awesome majesty of mage playing.
    today's runs had 1 thm and 1 con.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

Page 4 of 33 FirstFirst ... 2 3 4 5 6 14 ... LastLast