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  1. #1
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Any Melee class can do this fight. Don't even really need a 2nd tank, but it helps. One mistake could spell disaster. It just so happened that we had 2 PUGs, that's all.

    Edit: Only people with hate the entire fight were our tanks too, everyone else watches their hate meters and don't pull aggro.
    (0)

  2. #2
    Player

    Join Date
    Jul 2011
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    74
    Quote Originally Posted by MeowyWowie View Post
    Any Melee class can do this fight. Don't even really need a 2nd tank, but it helps. One mistake could spell disaster. It just so happened that we had 2 PUGs, that's all.

    Edit: Only people with hate the entire fight were our tanks too, everyone else watches their hate meters and don't pull aggro.
    I think the bolded part is the problem people have issue with, there's much smaller margin for error and exponential increase in chances for that one disastrous mistake to occur as you continue to add more melee around the Ogre. If you use Archers and mages only, there is virtually no chance for anyone other than the tank(s) to incur the wrath of any such mistakes. Basically the risk vs. reward trade-off heavily favors a ranged party composition to the point it eliminates any actual choice or alternative strategy, especially for groups that are struggling with it and trying to beat it for the first time.

    We beat the Ogre with a melee or two but there's little doubt in my mind an all ranged group would've done it faster and cleaner with less risk, far greater margin of error. For those having trouble and want a tip in the right direction:
    Just have your melee follow the same path as the mages on transition, then set up directly to the side of the Ogre once its settled in. That will prevent triggering Elbow Smash and avoid the front conal range of Fire Spit. Still need to avoid or stun Inferno Drop though.
    (0)

  3. #3
    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 Chiz View Post
    I think the bolded part is the problem people have issue with, there's much smaller margin for error and exponential increase in chances for that one disastrous mistake to occur as you continue to add more melee around the Ogre. If you use Archers and mages only, there is virtually no chance for anyone other than the tank(s) to incur the wrath of any such mistakes. Basically the risk vs. reward trade-off heavily favors a ranged party composition to the point it eliminates any actual choice or alternative strategy, especially for groups that are struggling with it and trying to beat it for the first time.

    We beat the Ogre with a melee or two but there's little doubt in my mind an all ranged group would've done it faster and cleaner with less risk, far greater margin of error. For those having trouble and want a tip in the right direction:
    Just have your melee follow the same path as the mages on transition, then set up directly to the side of the Ogre once its settled in. That will prevent triggering Elbow Smash and avoid the front conal range of Fire Spit. Still need to avoid or stun Inferno Drop though.
    I was implying that 2 tanks are safer than one. There's really not a big difference between melee and archer parties. A "disaster" scenario would be if the (only) tank died. You're screwed no matter what your setup is in that case.
    (4)

  4. #4
    Player

    Join Date
    Jul 2011
    Posts
    74
    Quote Originally Posted by MeowyWowie View Post
    I was implying that 2 tanks are safer than one. There's really not a big difference between melee and archer parties. A "disaster" scenario would be if the (only) tank died. You're screwed no matter what your setup is in that case.
    Ah I see. I'd say having multiple melee sponging damage or dying would ultimately lead to the same disastrous result, which I think is the biggest problem people are facing with the Ogre currently.

    I completely disagree though about there not being a big difference between melee and archer parties though, one group composition has minimal risk, the other increases risk exponentially with each member in harms way. Sure its possible for experienced melee players to avoid triggering and taking AoE damage but that doesn't negate the fact ranged attackers can avoid taking the risk completely.
    (0)