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  1. #1
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by gamesmart View Post
    I don't remember them patching anything about it - this is something in the fundamental mechanics of the game as a whole, not just a certain fight. You have to hit them fast before they fully register a healer as having aggro - Rage of Halone or Butcher's Block is too slow to do this, and you need Provoke for the tank swap, so use a combo'd Savage Blade or Skull Sunder for that quick hit.
    I guess you never played Turn 7 before they patched it then. But yes they did, and its the same concept. The bird or add does not move, BB goes off, then it goes halfway across the map and comes back. Don't worry, I understand how this all works. But once hate is established the monster should be on you and not going anywhere. In T7 now you can do the same thing with a preloaded halone or BB and the add never moves. They just somehow overlooked it for 12 and 13.
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  2. #2
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Makado View Post
    I guess you never played Turn 7 before they patched it then. But yes they did, and its the same concept. The bird or add does not move, BB goes off, then it goes halfway across the map and comes back. Don't worry, I understand how this all works. But once hate is established the monster should be on you and not going anywhere. In T7 now you can do the same thing with a preloaded halone or BB and the add never moves. They just somehow overlooked it for 12 and 13.
    I'm aware of that problem in t7 but I don't remember reading that they patched it (I do still see tanks having trouble on the pick-up, but that's tank problem not a bug)

    It's the same thing on say, death sentence from t5, twin starts casting DS on the MT, if you provoke off while it's casting it still hits the MT. The add spawns, readies an auto-attack or whatever on it's initial target, and performs it before the next action is q'd on you. Pretty sure there's no bug in that.
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  3. #3
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by whiskeybravo View Post
    I'm aware of that problem in t7 but I don't remember reading that they patched it (I do still see tanks having trouble on the pick-up, but that's tank problem not a bug)

    It's the same thing on say, death sentence from t5, twin starts casting DS on the MT, if you provoke off while it's casting it still hits the MT. The add spawns, readies an auto-attack or whatever on it's initial target, and performs it before the next action is q'd on you. Pretty sure there's no bug in that.
    If that was the case your healers would be getting wrecked because they would be first on hate list every time. I'm trying to get an answer on this compared to turn 7 because it used to be the same way. Our PLD said the same thing, it is exactly how 7 used to be until it was patched. Once you have hate established on you a mob may travel a very small distance if you were late. These take it to extremes.
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  4. #4
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Makado View Post
    If that was the case your healers would be getting wrecked because they would be first on hate list every time. I'm trying to get an answer on this compared to turn 7 because it used to be the same way. Our PLD said the same thing, it is exactly how 7 used to be until it was patched. Once you have hate established on you a mob may travel a very small distance if you were late. These take it to extremes.
    I read through the hotfixes twice, no mention of adjusting t7 in this regard. Don't really feel like combing through all the patch notes at this time though. Would be nice to know if there was or wasn't an adjustment at least.

    It's probably just lag, been seeing a lot of that lately especially the last few days. I never really had problems picking up adds in t7, though I've seen plenty of other tanks have the problem. It was really an issue all the way back in t4, had to flash the adds before they even spawned or else heals were dead. I don't think it's a bug.
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  5. #5
    Player
    gamesmart's Avatar
    Join Date
    Aug 2013
    Posts
    525
    Character
    Marcus Deston
    World
    Behemoth
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Makado View Post
    snip
    Unless it was patched early on in 2.2, I've seen no mention of anything regarding enemy behaviors specifically in that turn. The same issue is apparent (not to the same degree as T7 or T12, but it's still there) in more or less every turn past 5 - snakes, slugs, dreadnaught, add in Heavensfall phase, sons and daughters, nodes - that fixing it in only one turn is not only illogical, but doesn't really do anything about the problem unless they completely change how the core mechanic works.

    Everyone else here has said what I've said, and I've personally had no issues picking up adds in most instances when I decide that me tanking is a good idea. Know when it spawns, where it spawns, and be ready to pick it up as soon as you can target it.
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