It would definitely be welcomed, I hate looking at battle voice on CD for the start of T9. Its not needed but this is a quality of life thing that shouldn't be shunned away.
Also, a raging strikes could be the difference between 3/4/5 meteors
It would definitely be welcomed, I hate looking at battle voice on CD for the start of T9. Its not needed but this is a quality of life thing that shouldn't be shunned away.
Also, a raging strikes could be the difference between 3/4/5 meteors
It's odd how you're trying to analyse our strategies, while I'm trying to make a general point. You could easily apply it to early 2.4 groups wanting to pull through final coil. It's also related to stuff like Aetherflow or Warrior CD's. Not only Quelling or Raging Strikes are the point.The DPS can also simply be less trigger happy and wait for the boss to be positioned. As most often snatching would occur as a boss is still being moved towards e.g. the back of the room on T9.
The moments during fights where it's needed, it's going to be off cooldown anyway. Otherwise you wouldn't be able to use it at the start of the fight to begin with. And on the primary target it's really not a necesarry skill to be used at all if the DPS doesn't pull early. If quelling strikes is required on the boss during the course of the fight then either there's a very large discrepancy in gear between the tank and DPS or the tank needs to improve rotation (by a lot).
In case of T9, we never waited except for aetherflow, because it doesn't matter how fast you push through phase 1, as long as the cooldowns are ready for golems. If there are 4 or 5 meteors doesn't matter at all. Yes, a forth beak is not nice, but then you have some really slacky dps. The most annoying part is progressing through the Divebomb phase, it takes almost 9-10 minutes per try to reach it, so you don't have that much tries on a 2,5h evening.
The reason I mentioned multiple points of the fight was just for clarifying why it wouldn't be ready for every new try (which I should have clarified in my last post derp.) We could wait a few seconds with DPS, we could wait for quelling strikes to be ready, or we could get a QoL patch that makes us waste less time in general. Besides, it's not only about raging and quelling, it's about every cooldown. I don't see any reason as to why we shouldn't have cooldowns ready for the beginning of the fight, even if there's always a way to work around not having them.The DPS can also simply be less trigger happy and wait for the boss to be positioned. As most often snatching would occur as a boss is still being moved towards e.g. the back of the room on T9.
As for the rest of the topic. Raging strikes also really isn't needed at the start of the fight during practise scenario's. It's not as if you're going to have an enrage timer to worry about anyway. You'll be dead long before that.
Last edited by ErinWebb; 10-09-2014 at 05:00 AM.

Really? Well, in our group no one uses it at the start and we open with all Cooldowns and Foe Requiem, sometimes pots. If the boss turns to cleave, then sorry, but your tank is definately doing something wrong (especially when a SMN should have to use it, lol). Or maybe he's got the right idea, but not executing it right.
Anyway, I agree with the Cooldowns needing to be "reset" when you're in between pulls. It's just alot better for progression, especially when you're getting used to a fight and sometimes you push the phases and sometimes you don't. This way you can always reach full potential.
Last edited by Sensu; 10-14-2014 at 08:10 PM.
~Crazy cat lady of Zero Tolerance.


This would be very beneficial to healers as well. As WHM, because Benediction has like a 2 second animation (I could grumble about that, but I've already made threads in the past...) often times I'll have used it toward the end of a wipe whether on a dead person or no and it ends up on cooldown at the start of the next attempt...which is gives me less resources.
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