just play a dragoon! their job is to tank the floor![]()
just play a dragoon! their job is to tank the floor![]()
I always run dungeons for the first time as tank (I main MNK) not for the faster ques, but because being tank is easiest for new dungeons. Due to greater survivability. Less focus on rotation so able to observe easier. Also tanks only real conern is holding enmity. Most mechanics are handled by the rest of the party.
So in my experience, tanks have it easiest.
Nothing is story mode is hard after they nerfed Steps of Faith - that was the only one with some difficulty but not anymore.
Each boss now can be explained in a few lines of instructions.
The Chrysalis:
Boss go in middle - run into balls around room - alternate if possible
Meteor phase - tanks catch meteors - dps kill vortex
You can choose to explain more if you want but it is not really necessary and lol@healing chrysalis is hard. The boss gives you huge ass cast time warning that double/triple is coming and THEN casts sparks, we don't get that luxury in coil much.
I am giggling because all the heavnsward dungeons were super super easy compared to earlier dungeons.
IE: Brayflox as a scholar, that is fun
>Get a FC
>Make Friends
>Ask for help and build a group
>avoid DF
> PROFIT!!
As respectfully as I can, I disagree with you completely.
I used to prefer optional dungeons. I have bad social/performance anxiety, especially when I'm with people I know. In the last MMO I played, it took me over a year of playing to even get the courage up to try a dungeon.
This game pushed me into dungeons and out of my comfort zone by making them mandatory for the story. Since then, I've gained a lot of confidence in my skills as a player, I've become comfortable, and now look forward to learning and conquering new dungeons and their challenges. Mandatory story dungeons have improved my healthy confidence in my skills and improved my play.
You know what else helped me become more brave? The fact that you're with random people you don't know almost every time. One of the benefits of cross server DF.
If you mess up or get confused and they can't handle it, the worst they can do is fuss and kick you. You won't ever see them or hear from them again most likely, so just try again. You can keep trying and trying until you get it right, with a fresh group each try. Even if all of the groups you're with while you are learning are jerks, you'll have a fresh start and won't see them ever again most likely each time, so no harm done.
And as a healer, you should really learn to enjoy running frequent dungeons if you enjoy healing. Where else are you going to get to play healer? When you're doing solo content you aren't exactly getting to do much of the healing you say you enjoy.
So really, mandatory story dungeons are just a strong encouragement for you to improve yourself and experience new things, and grow out of your comfort zone. Being able to hide from them is a great option to have, but doing so isn't helping you grow any.
I guess my question is: what would you do to replace dungeons if you took them out of the MSQ? Doesn't really make a whole lot of sense to journey through the story of a combat-oriented game and not tackle the monster-infested areas the game has to offer.
You don't have to look up mechanics just like you don't have to use a strategy guide for other games. But those guides are there to make the experience easier. Finishing 2.55 (from Snowcloak onward) usually my entire DF party never did the dungeon/trial before and I was the only one who watched a video. We got through just fine. You might wipe once or twice from a silly mistake, but as long as you don't rage quit the game has a lot of indicators to let you know what's going on.
none of those fights are difficult lol
Not really. Only real mechanic that might be confusing is the meteor dropping.
See my point 3, which you conveniently deleted.I've helped a follow do it a few days ago, and I can safely say the only reason we did it first try (instead of several tries) was because I single handedly healed, as well as did a full explaination of all the abilities beforehand.
You completely missed the point. If he's dying as a healer, he will die as a DPS. "Easy/hard" never even comes into the equation.Dps is always easier then healer, because you wont have to watch healthbars on top of doing your thing.
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