community. add something like world chat. still feels empty.
Dance like you mean it !
The dungeon isn't broken. It was a breath of fresh air, as is the MP costs to cure and the revamped enmity system.
I'm ready and eager now for the next one. I hope it's even harder.
Here's a little story for you. Months ago when my linkshell mates and I cared about the original 5 Notorious Monsters, I once went to my kitchen for a glass of milk WHILE tanking Uraeus. I returned about a minute and a half later and still had hate... as I expected.
AFK tanking... THAT is a broken system.
The new system simply requires players to think. It also should encourage you to take a long and fresh look at your list of abilities. Many that were completely pointless before 1.18 you'll now find to be invaluable. Rethink your action bar.
Yoshi P has spoken, as has the Final Fantasy community. This MMO is no longer going to be one that can be played on auto pilot, AFK or while watching youtube videos on 3/4th your screen.
The AoE of Deepvoid Slave is both manageable and avoidable. If something is not working for you greet your next run with a fresh mindset and try something different. Keep at it and you'll eventually come to see how silly this thread looks.
Last edited by DarthTaru; 07-27-2011 at 06:06 PM.
I was having some fun with it. On my THM LOL. Single target curing, and mp management, getting used to it. but...when i was playing on both conj and thm, to me i'd lower mp cost by 10-20 mp on some, and lower raise/resurrect cost by 40 or so mp since its given at such a low level when most people don't have a phys level thats high. This may be in prep of the 1.19 abolisment of phys level where stats are more potent then, so it will only be broken for months haha.
I, too, would like for this sort of thing to change. No two things should share the same timer. There are better ways which I thought are obvious enough to delay spamming of something. This goes for all the gatherer related things, too.
I don't think 30k is that big a deal, personally. People are genuinely having money thrown at them. Realistically, 10k is perhaps overpriced considering the low cost of dark matter from an NPC, but when gilsinks are brought into the game in 1.19 and beyond, perhaps the cost will go down a little.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...
If it's difficult to beat it, it's what the people have been craving for over the past months. I've been seeing endless streams of "everything is easy" so if there is something out there that people are struggling with (but can still beat!) then it's definitely a good thing. Perhaps when more raids are supplied then they can be of a slightly easier difficulty, but for now, keep the super-hard "endgame" (well, at the moment it is) bit in there. Perhaps have your mages move further back when the AOE spams come in if you can predict them? I'm not sure - I've not played a raid yet. :S5) 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..)
Haven't played that high, but I will say that at rank 20-odd, the emnity balancing hasn't been a real problem for me as a tank. If only I was a little better at targetting I'd probably be even better at tanking. =x Ha.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.
doop doop
I just have to say that I don't care if the dungeon is uber hard or whatever, so I will disagree with the OP on that point.
Well I went through again last night and as I feared it was mostly about shifting and positioning correctly. In all fairness though it is not ALL about that. We failed again with the 45 raid but we had a decent run of it and were far more consistant with it this time around. We were getting to the first boss fairly easily but we could not keep things going because we just did not have the uber power shooting of Archers (only 1 Archer) or the huge healing of Conj (1 Conj 1 Thaum). Sacrifice is just a "don't" in that fight (unless you happen to be the tank). So I, as the Thaum, was forced to use less effective healing Cures. It was all good though we still did nicely but given the amount of close range people we had in party we will probably have to go with Disabling pots and hope we can bang away on him till he drops from a distance. I only have 8 levels for my Conj to be 48 and a factor as a healer with more MP to boot. So I think we will have this thing licked soon enough.
My overall impressions though are that this initial boss fight in the 45 raid is too heavily favored toward ranged attackers. Sure it can be done with front line DD but requires far more healers to do it due to AoE spamming of close range heavy damage abilities. I am not looking for a change to the fight as it would negate the work we have done so far in figuring out how we are going to do it. I am however a little disappointed that given the huge anti-Archer sentiment that was floating around before the patch along with the anti-Thaumaturge sentiment that they would have made the front line DD more effective...not introduce a raid that makes them a liability. I think they did a good job "fleshing out" the mage classes more but they really still need to work with the front line classes a bit to make them a better fit so an "optimum" party situation is less frequent and the DD classes are far more interchangable. Sure all of the DD classes should bring something different to the table but you should not dread having one and cheer about having another.
Something else I want to touch on is the inflexible nature of the people playing mages. I do not want to blast mages but the ones worried about MP and hate are sticking too firmly to the idea that only the mage classes have what they are looking for. Look around in the DoW stuff too. You might find something worthwhile. I am still play testing it (so far with pretty good success) but "Out of Sight" (reduce enmity by 10 for actions) as an Archer passive ability was a nice fit last night and it crosses over to any class. My point being, stop thinking that only YOUR class has what you need. The tanks are looking around for more ways to hold hate so you should be looking around for ways to alleviate hate.
Last edited by Mortikhan; 07-27-2011 at 11:00 PM.
Dubont..
me and my LS beat darkhold a few times yesterday.... i was main healer on conj... after ogre died i had 800+ mp left.. Tranquility not used...
killed gargoyle.... i had 600+ mp left.. tranquility still not used...
oh and i pulled no hate throughout the whole raid..
what is ur malfunction?
My XIVPad: http://xivpads.com?2031148
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