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  1. #11
    Player
    Sousoulsu's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    139
    Character
    Kuus Hime
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Zedd702 View Post
    Amusing that you still take it as though I said SR = a more skill group from my latest response... Let me clarify in saying that this is far from the truth. And I will explain why.

    1. Speed running requires alot less from a tank other than spamming the their AoE/Cone high enmity attacks/skills, excessive movement (mostly due to not being able to see telegraphs with all the graphics from BLM Fire spam among other attacks) and the occasional popping of CD's to make the team think you know what you are doing with holding hate and mitigating damage.
    2. It also demands a lot from the healer, more than they should really have to do and it also requires the healer to play the most on point than Tanks and DPS in SR's. Let me take a moment to touch on #2. Anyone notice that healers are more in demand now than tanks are in queues? I'd say SR teams have a HUGE impact on that because healers want to do more than spam cure every recharge...

    3. SR does not teach a player anything, but how to piss off a healer... You cant tell me SR teaches you anything that would be remotely useful for coils. It's a reckless attempt to shave a few minutes off completing the dungeon for people who only care about themselves in farming the most tomes possible, which boils down to preference, not player skill. Nice try though...



    I never said I dislike SR to begin with, this shows just how much you paid attention to what I've wrote in this thread. I don't mind SR at the request of my team, but there are days I want to enjoy my game, but I still pull two packs by habit, unless I notice something about team make-up or I feel there might be an issue with combining certain types of enemies in mass pulls.
    1)Speed running requires the tank to know when to pop which CDs, when to save bigger ones for certain pulls, and shield swiping properly makes some huge pulls possible. Probably not much so anymore with gear, but it's still a skill-dependent trait.

    2)I agree that speedrunning is harder to heal than to tank, but that does not diminish that it requires more skill as a player to tank a speedrun than single pulls. "Healers should not have to work so hard" is, frankly, irrelevant to if it requires more skill or not.

    3)Dungeon content is different than coil. speedrunning requires a different set of skill than coil. Being good in coil does not mean you are good at speedrunning. Being good at speedrunning does not mean you are good in coil. Different content is different. I've never made any argument that might suggest otherwise.

    In dungeon content, it requires more skill to speedrun than to do single pulls. It is not reckless if you do it right. It is not the intended way to tackle the content, but it is definetly not reckless unless the tank overpulls (another tank skill dependent trait).

    Everything in this game is gear dependent. Speedruns require both gear and skill. Both help with making a speedrun faster and more successful. You cannot attempt a speedrun unless you have gear. However, I've healed an ilvl 90 tank through the new dungeons and they speedpulled as much as possible. A less skilled tank who doesn't know when to use which cooldowns could not pull that off.


    It just seems like you're grasping at straws in order to sidestep admitting that speedruns take more individual skill than single pulls. Which is silly, because if I ask any random person not involved in this discussion, they would agree.

    I apologize for mixing you up as someone who does not like speedrunning. It seems we disagree on which is more skill-intensive; not on if speedrunning should be done or not. ^^
    (3)
    Last edited by Sousoulsu; 02-26-2015 at 10:01 AM.
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