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  1. #141
    Player
    Brill_'s Avatar
    Join Date
    Jun 2014
    Posts
    531
    Character
    Squires Ailith
    World
    Siren
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Sousoulsu View Post

    Maybe it would be better if people were to describe why they are uncomfortable with speedfasting. I am very interested in their reasoning; since none has been purrovided as far as I can see.
    It's not that I am uncomfortable, it's just that 50% of the time there is a wipe. When you wipe, you lose the time savings you would've gained by doing big pulls. Slow and steady wins the race.

    Even if we don't wipe, you typically just shaving 5-7 minutes off the run. If being in a dungeon for additional 5 is that painful, I'd have to ask why you are even playing the game if you hate that much?

    If the time difference between a speed run and normal run was say a 20 minute run vs a 60 minute run, I'd completely agree, but it's not. The difference is negligible.
    (6)

  2. #142
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Rasylia View Post
    Lets see.
    Mass pulls:

    Tank Spamming Flash/Overpower
    Heal Spamming Cure/CureII
    Dps spamming 1-2 kind of AOE

    Medium/Small Pulls

    Tank being able to use proper Rotations and Aoe
    Heal being able to use SS/Adlo as dmg prevention while DPS-ing
    Dps using proper Rotations and/or Aoe

    EXPLAIN TO ME, how the heck Mass pulls are THE way to go if you do not want a boring playstyle?
    Except that DPS "proper rotation" is the same whether it's 3 mobs or 17; aoe moves are more damage. Their only problem is other than BLM they're more resource-intensive.

    And the healer should be doing at least a couple holy casts each pull; it's as defensive a maneuver as an offensive one.

    So the only difference is either you're doing it like I just said and it's more repetitive; or you're doing it the way you say which just means you have DPS that are bad. And still take longer to do the run either way.

    So is that a simple enough explanation for you?
    (0)

  3. #143
    Player
    Amelia_Pond_Behemoth's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,112
    Character
    Violet Baudelaire
    World
    Goblin
    Main Class
    Dark Knight Lv 83
    As a tank, I don't feel comfortable with large pulls. Yet, I enjoy quicker dungeons. My solution has been to take a break and go as BLM and contribute to faster pulls. When I get sick of that I'll go back to tanking dungeons.
    (1)

  4. #144
    Player
    Mykll's Avatar
    Join Date
    Aug 2013
    Posts
    651
    Character
    Mykll Valiant
    World
    Balmung
    Main Class
    Gladiator Lv 93
    I am not one that is comfy with speed pulling as a tank. Or being the very talented Healer that does a lot of DPS. I am just not. But I will try to do some on both sides. But, I do see both sides of this argument.

    Slow pullers say (yes, exceptions):
    I play the way that is comfy to me so that I enjoy it.
    Speed runners can use PF.

    Speed runners say (yes, exceptions):
    I play the way that is comfy to me so that I enjoy it.
    Non-Speed runners can use PF.

    Umm, yeah...


    Quote Originally Posted by Sousoulsu View Post
    As a tank, it is boring to hit my area-aggro tool a couple times and 1-2-3 things until they die in single pulls.
    What some of the speed runners are saying is that it is boring to pull single groups. Just like you say here. What some of the non-speed runners are saying, and I will use mostly your words, my words included in BOLD:

    As a tank, it is boring to hit my area-aggro tool a couple more times and 1-2-3 things until they die in single multi- pulls.

    Seems like as the tank, you are doing the exact same thing.
    (1)
    Last edited by Mykll; 02-23-2015 at 09:17 AM. Reason: 1,000 character limit still sucks.
    MANTASTIC: I got 1017 problems, but playing FFXIV ain't one.

    Llyren: Lala Tanks hit point density levels attract small planets

  5. #145
    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 Brill_ View Post
    It's not that I am uncomfortable, it's just that 50% of the time there is a wipe. When you wipe, you lose the time savings you would've gained by doing big pulls. Slow and steady wins the race.

    Even if we don't wipe, you typically just shaving 5-7 minutes off the run. If being in a dungeon for additional 5 is that painful, I'd have to ask why you are even playing the game if you hate that much?

    If the time difference between a speed run and normal run was say a 20 minute run vs a 60 minute run, I'd completely agree, but it's not. The difference is negligible.
    When you have to do 10 average dungeons for a zodiac weapon drop, it shaves off a lot of time.

    Honestly, the "50% of the time it's a wipe" thing makes me think you're not capable or comfortable with the pulls. Even half of a speedpull is fine. I just hate it when poetics geared tanks do single or double pulls. It's extremely boring.
    I actually can't remember the last time I failed a speedpull with a PUG while I was healing or tanking.

    Quote Originally Posted by Mykll View Post
    What some of the speed runners are saying is that it is boring to pull single groups. Just like you say here. What some of the non-speed runners are saying, and I will use mostly your words, my words included in BOLD:
    As a tank, it is boring to hit my area-aggro tool a couple more times and 1-2-3 things until they die in single multi- pulls.
    Seems like as the tank, you are doing the exact same thing.
    Your lack of experience with speedfasts is showing.
    Tanking a speedpull and tanking a single pull is different in the following ways:
    1)Managing cooldowns is important
    2)Knowing what cooldowns your healer has is important
    3)Shield swiping certain mobs makes some otherwise impossible pulls possible
    4)managing aggro during the pull is important to make sure your re-stoneskinning healer doesnt get hit
    5)picking which targets to get rage of halone debuff up on is important

    It is far more engaging to tank a speedpull.
    There's more difference in speedrunning and single-pulling than "just do more of the same".
    (0)
    Last edited by Sousoulsu; 02-23-2015 at 03:40 PM.

  6. #146
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Some dungeons are designed to prevent long pulls.. Yet people ask me to "pull to first boss" in snowcloak (lol?)

    I long pull depending on the party setup and how well DPS perform AOE large groups of mobs.

    If I see the DRG use that fkn Ring of Thorns, then nope - no more long pulls cuz it's not going to go any faster XD
    (0)

  7. #147
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Xenosan View Post
    If I see the DRG use that fkn Ring of Thorns, then nope - no more long pulls cuz it's not going to go any faster XD
    Uh, I main Drg thank you. And Heavy Thrust + Ring of Thorns is more effective AoE than Doom Spike regardless of numbers. I can guarantee that when I use Ring of Thorns to hit 20 mobs hording the tank that I'll hit all 20 of them in one move with RoT. Doom Spike on the other hand is a streight LoS AoE that usually MISSES no less than half the horde because it only fires in a small, narrow line. RoTs actually hits a larger radius of targets and even allows motion to keep moving like should, say, an AoE circle spawn right as we launch the attack. The only attack that has numbers and AoE radius at the same time is Dragonfire Dive and it's cool down makes it more of a one trick pony. Tank Pulls Horde -> Dragonfire Dive the pack from rear line, start HT+RoT combo till the horde is dead.

    It amazes me how "Numbers" seem to take place over strategy. If this was an FPS it wouldn't matter how many .50 caliber rounds I use if I don't hit any thing. Like wise that extra... What is it now 40 points, of DPS that DS does vs RoT isn't worth it If I miss half the targets, or worse all of them because "Oh Gods!! I'm wounded and the Healer just got agro!! PANIK!!!" and the tank starts running around the place (Usually chasing the healer who dies 10s later after the mobs Gank him). RoTs was our AoE rotation WAY before the DS buff in 2.4. They actually buffed DS because WE DIDN'T USE IT.
    (0)

  8. #148
    Player
    Rasylia's Avatar
    Join Date
    Mar 2014
    Location
    Ul'Dah
    Posts
    553
    Character
    Rasylia S'ial
    World
    Cerberus
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Alistaire View Post
    Except that DPS "proper rotation" is the same whether it's 3 mobs or 17; aoe moves are more damage. Their only problem is other than BLM they're more resource-intensive.

    And the healer should be doing at least a couple holy casts each pull; it's as defensive a maneuver as an offensive one.

    So the only difference is either you're doing it like I just said and it's more repetitive; or you're doing it the way you say which just means you have DPS that are bad. And still take longer to do the run either way.

    So is that a simple enough explanation for you?
    Nope its not, because its completely untrue.
    With "proper Rotation" i was talking about a single target rotation which is faster burning down one mob out of 3 than it would be using Aoe skills on those 3.
    The healer can go nearly full dpsmode when the tank is not masspulling.
    (f.e. if im whm i do not use a single heal in hardmode dungeons. I dps the full dungeon and only use Stoneskin to keep tank alive. -> he not loosing hp -> i can stick to Doing dps and dont have to switch to turn off cleric stance)

    Also, its funny that you start doing the same thing every elitist scumbag does....
    "Oh you dont want to do it as i say? Either your tank, your heal, or your dps suck"

    Last but not least, "longer" ? Bullshit. Depending on your team its faster if the heal is doing Dps with the grp, instead of needing to spam cure, and if its not, its only 1-2-3 minutes you are longer inside the dungeon.
    (1)
    Last edited by Rasylia; 02-23-2015 at 04:45 PM.

  9. #149
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Kaiser-Ace View Post
    ... Heavy Thrust + Ring of Thorns is more effective AoE than Doom Spike regardless of numbers...
    My approach would be Bfb + life surge > Dragonfire, internal release > doom spike till bfb wears off or maybe 9 sec to land a thrust combo, continue rotation single target rotation on targets

    Long animation.

    If no one's said anything to you then rock n roll. At least consider RoT has a ridiculously long animation time, and does absolutely dismal damage without Bfb + crit.

    And 20 mobs? How many dungeons go up to 20? Brayflops hm? most you ever get is maybe 12 in the new dungeons. Regardless your AOE output is still a fraction of what brd or blm is dishing out, single target the highest threat mob to your tank after your CDs are burned to free up your whm to AOE. Throw some stuns, it'll take 4 or 5 RoTs to equal one Holy. In the amount of time you pull of 5 RoTs whm would be at 3 holy spells, I'm just don't see it.
    (0)
    Last edited by Xenosan; 02-23-2015 at 04:59 PM.

  10. #150
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Largely, what I continue to hear here is "speed pull because it's boring if you don't" and "we have to run it so much for our relic so it gets old and we just want to be done with it quickly".

    First off, if you're sick of spamming a dungeon for your relic, that's YOUR fault, not the dungeon. There's plenty else to do in the game, and if you don't get your relic today, it's not the end of the world. I don't have a single relic, don't want one, and I hold absolutely no interest in ever changing that. . . But I do enjoy dungeons. You know, in moderation. Along with everything else.

    That aside, alright SE, sounds like you've been challenged - How do you make these "boring" dungeons more interesting?

    Strength in numbers - buff enemies if allowed to gather in larger numbers. Rancor-style buffs.
    Potent abilities that pose a threat - Think Morbols, Harriers that try to turn into Aevis, permanent buffs that truly change strategy if not stunned/silenced, Final Stings.
    Enrages - Would promote a sense of urgency without necessarily encouraging speedrun tactics. Not just for bosses either.
    EvE - Enemy feeding/prey mechanics. Not quite "Super Slug" levels, but enough to encourage isolation/mitigation tactics. See Halicarnassus in Haukke HM.
    Native DoTs - Persistent, slow-tick Bleeding/Frostbite/Windburn style debuffs throughout the dungeon. Obviously allow some safe areas for the inevitable afks.
    Platforming - At least break the monotony a bit. Allagan teleporters/bounce pads are fun. Multiple paths (a la last area of Hulbreaker) would at least make for slightly different experience each time.
    Heal to damage/heal to mitigate - remember healing Zombified enemies in older FF titles? Also, see final boss of Wanderer's Palace HM.
    DPS/No DPS to mitigate Skills - See Thornmarch's BLMmog, Sabotender Emperatriz, Agrippa the Mighty.

    Lastly, Hard/Expert modifiers. Choose Hard, difficulty would be a decent enough challenge, rewards/tomes would be par. Expert would be tougher, rewards would be greater. Let's make these Expert dungeons require some expertise.
    (2)
    Last edited by ThirdChild_ZKI; 02-23-2015 at 06:14 PM.

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