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  1. #9
    Player
    Mykll's Avatar
    Join Date
    Aug 2013
    Posts
    651
    Character
    Mykll Valiant
    World
    Balmung
    Main Class
    Gladiator Lv 93
    Come on patch, you done yet? .... By the way, you can start downloading now.....


    Well I do appreciate Sousoulsu replying to me without resorting to any name calling or anything derogatory.

    Tanks SHOULD be making an attempt to use their defensive cooldowns. Especially PLD, they have so dang many of them. Use the most optimum rotation of them regardless of size of pull, no, but even on small pulls, at least make an attempt. Show especially your healer you know they exist.

    I sort of keep track of abilities that have been used, but I don't necessarily go as far as changing how I pull, depending on what cooldowns I noticed the group use. That is what I took as what you wrote initially, that you pay attention to what has been used and change your pulls accordingly. Maybe I did not understand that. I know I am wired differently, as an example on Eye for an Eye, if I am someone that can use that, and someone else in the group can use it, if they use theirs first I won't use mine on the tank as soon as theirs wears off. I check the debuff on the mob, if it still has it, and only when that debuff wears off, do I then give mine to the tank. Little things like that. To me it is like re-casting regen when regen still has half it's time left.

    That makes sense about managing agro, making sure everything is hit and on the tank so the healer can start to do something. As a tank, it annoys me when the healer casts regen right before a pull, and as a healer it annoys me when the tank smacks one thing and then runs off to the next pack, proximity only agro mobs in tow. Then he needs a heal, and I still see a bunch of orange names that haven't turned red yet.

    Yes if you have your WHM stunning, you have some extra seconds. More often than not, you have no idea what your group is going to do once you pull. They can say they are ready for large pulls, but you have no idea if that healer is ready to dps, ready to purely heal the large spikes, or what. Most of the time I can't count on that extra stun time (either WHM won't, or the stunnable DPS jobs fire their off right away, greatly shortening the overall stunned time on a few mobs) and if that NIN gets some lucky opening crits he can tear something off me. It seems at times DPS popping their cooldowns can overpower what Flash is able to hold.

    I read your comments as saying without the PLD Shield Swipe, and without getting that Halone 10% STR debuff on exactly the right mob, then large pulls are impossible. So that is why I brought up WAR. They don't have either and can still do it. Not talking about the overall time inside the dungeon, just talking about surviving those hits from a mob that is not Pacified or STR debuffed. I probably took your comments wrong on that.

    I LOVE dungeons. I live inside them. I leveled everything up inside dungeons. My favorite time in any game is running a dungeon with a group of people. I love co-op, don't care much for PVP. There is a point down the road. Someone, and I'm too lazy to go back to find it, was asking exactly why someone doesn't care for speed runs. I can do speed runs as any role I am just not comfortable with them. Maybe more of a bad taste in my mouth, thanks to WoW. WoW began nerfing the crap out of their dungeons. Sunken Temple was it that I think 3 complete floors were removed from it? Blackrock Depths, where the "finish line" was put almost right inside the entrance, so groups would speed run to that and leave. Many more dungeons were dumbed down to an AOE zerg fest tunnel run. People with bad attitudes would talk crap about my gear, whether normal or heroics. Why? I can use that dungeon for gear upgrades, but because I was not so over geared for the place I would constantly be railed against. Thank you Gear Score. The many great tactics of yester-year, Warlock or Hunter pet off-tanking, Hunter CC traps, Rogue sap, Mage polymorph, Priest undead root, you would be laughed at, talked down to if you used any of those. Why? Nothing but an AOE zerg fest.

    Which is what my great fear was all the time leveling up in FFXIV. Ok, there are no "plows" in this game, great, but will those attitudes come back at level 50 when we start over gearing places? See Speed Runs and Hunts for your answer. Or all the times like CM, where groups will almost demand that a new player be present for the bonus, but not let that player really experience the cut scenes and the fights.

    When I used to play D&D Online, I loved how they did dungeons. Extra EXP for smashing things, extra EXP for killing over a certain number or percentage of mobs, extra EXP for rogue stuff like traps, etc.

    So, why do I have a bad taste in my mouth for Speed Runs and Hunts, other than some of the attitudes some may encounter during those times in this game? Goes right back to WoW. There is my valid reason, for me.
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    Last edited by Mykll; 02-24-2015 at 06:29 PM. 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