Well, to be honest, the raid shouldn't be dying. If you are focused on keeping it just incase a member dies, then it is a raid issue lol
Well, to be honest, the raid shouldn't be dying. If you are focused on keeping it just incase a member dies, then it is a raid issue lol
yeah and you should one shot every fight cause everyone plays perfectly and no one ever dies
back in reality people do die, and they need reses and sometimes the healers can't do it. a smn usually gives up less to cast a res than a healer since there are 4 dps and only 2 healers
yeah and you should one shot every fight cause everyone plays perfectly and no one ever dies
back in reality people do die, and they need reses and sometimes the healers can't do it. a smn usually gives up less to cast a res than a healer since there are 4 dps and only 2 healers
Don't speak condescendingly to me like you've no idea what I was talking about. Must I repeat myself? No, don't answer.
"the RAID shouldn't be dying"
If he has to keep it just in case a member dies, then yes, there is a problem.
On a side note: Skeith is right in that department. No one should be dying at all normally.yeah and you should one shot every fight cause everyone plays perfectly and no one ever dies
back in reality people do die, and they need reses and sometimes the healers can't do it. a smn usually gives up less to cast a res than a healer since there are 4 dps and only 2 healers
BCOB and SCOB got nerfed to the ground so bad and the player base is getting so much gear now, dying in there is acceptable. Prior to the nerf and gear increase dying, or mistakes in general, would snowball into a wipe. Dying is unacceptable in FCOB with how the mechanics handle deaths:
FCOB Turn 1, phase 5: One death would mean one player less to handle mechanics. Bumbling on mechanics would result in a party-wide lightning resistance debuff and is prone to snowballing into a wipe. Additionally: Not having sufficient amount of players for specific mechanics will lead to even more deaths.
FCOB Turn 2, phase 4: Dying while being tethered would result into two deaths. Tanks dying would give the boss stacks if certain conditions are met.
FCOB Turn 3, phase 4: Any deaths here will give the boss stacks.
I have no idea yet about turn 4, I only entered it this week and got Godzilla'd on.
I left out the DPS check phases now, considering those will resolve itself later when people get geared more.
Add in the following: Each encounter puts so much strain on the summoner's MP they'll run out of MP 3-5 minutes into the encounter. Any raises they do here will cripple their DPS for later or put a dent in a bard's dps because they need ballad.
Last edited by Lyrica_Ashtine; 11-21-2014 at 12:30 AM. Reason: Wrong phase mentioned for FCOB Turn 1
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