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  1. #1
    Player
    Azukii's Avatar
    Join Date
    Aug 2013
    Posts
    25
    Character
    Vita Yagami
    World
    Excalibur
    Main Class
    Marauder Lv 60

    Hero on the Halfshell

    I'm sick and tired of DPS and healers telling me to move the turtle to the herb patch before the fire sprite spawns and then refusing to heal me saying tanks don't know what they're doing. The sprite can spawn in 1 of 2 places and both are nowhere near the herb patch. Melee DPS running all the way to the patch and then back to the add is pointless and wastes time. Tank dps on the turtle after the add spawns in pointless. Unless the DPS can kill the sprite before the turtle can walk to the patch you're not saving any time moving it to the patch early.
    (2)
    Last edited by Azukii; 07-12-2015 at 04:13 PM.

  2. #2
    Player
    Anubis_Nephthys's Avatar
    Join Date
    Aug 2013
    Posts
    343
    Character
    Anubis Nephthys
    World
    Goblin
    Main Class
    Gladiator Lv 60
    They want you there because there is no need for you to tank the sprite.
    (1)

  3. #3
    Player
    OliviaBadger's Avatar
    Join Date
    Jul 2015
    Posts
    98
    Character
    Olivia Badger
    World
    Cerberus
    Main Class
    Monk Lv 80
    It's just a guildhest :/
    (2)

  4. #4
    Player
    Timat's Avatar
    Join Date
    Jan 2015
    Posts
    148
    Character
    Kane Shadowbane
    World
    Jenova
    Main Class
    Samurai Lv 70
    Umm...huh?

    Cant you just take the turtle to the patch and have a DPS go kill the sprite? Doesnt matter who kills it as anyone can light the patch afterwards.
    (2)

  5. #5
    Player
    Dante_V's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    872
    Character
    Dante Venarra
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    You're gonna have a long hard road ahead of you. The turtle should be in place and by the time the sprite is killed you should be lighting it. The guildheist is about team cohesion and efficiency.
    (2)

  6. #6
    Player
    Myric's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Myra Runewaker
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    It's already been said a couple times, but you're the one in the wrong. Don't worry about the sprite and get the turtle to the patch.
    (1)

  7. #7
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    ... turtle power!
    (2)

  8. #8
    Player
    Cooperal's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Pearl Lion
    World
    Odin
    Main Class
    Dark Knight Lv 60
    Didn't think I'd feel the need to say this to a 60 WAR, but not every enemy needs to be tanked by the tank. Especially at a level as low as that where the gap in defensive potential isn't all that big and healers have generous time to react.

    That fire-sprite is just one example of an enemy that dies so quickly that it's pointless for the tank to take notice of it. The heads on the final boss in The Sunken Temple of Qarn is another. Their damage is openly balanced with DPS-tanks in mind. You'll look silly for using proper structure against an enemy that extremely insignificant. The gameplay as whole is rigid, but not THAT rigid.
    (1)
    Last edited by Cooperal; 07-12-2015 at 10:36 PM.

  9. #9
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Read OP's post, not talking about tanking the add, talking about reducing the amount of legwork involved for DPS.
    Quote Originally Posted by Azukii View Post
    The sprite can spawn in 1 of 2 places and both are nowhere near the herb patch. Melee DPS running all the way to the patch and then back to the add is pointless and wastes time
    DPS have a longer distance to run to reach the Sprite. That time is a factor.

    Also, moving the boss slows down damage dealt by melee, The sprite doesn't spawn til 60/50% Tortoise HP - which means it'll take longer to force pop the Sprite if you move early - and also you're adding more legwork for DPS to reach that sprite in order to kill it.

    Also if you move the boss early, more likely that AoEs aren't going to hit the caster adds and tortoise together.

    Move the thing once you're close to enough damage to pop the sprite. You'll have the tortoise in position by the time the sprite is dead, and immeadiately pop the Herb bag. Fastest. Moving the tortoise early just slows down the dpsing of the tortoise & adds - increasing the time it takes before Sprite spawns, and increases the amount legwork for DPS to kill that sprite.

    It's just a Guildhest, but I'm surprised by the amount of wrongs in here. OP is correct - if you want to clear it as quickly as possible - go ham on the boss from the get-go. Move it once the Sprite is about to spawn, as that's when DPSing boss no longer matters.
    (1)

  10. #10
    Player
    Myric's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Myra Runewaker
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    I know he wasn't talking about tanking the add, but the dps running "all the way" to the is a non issue as it's a small area and you have ranged dps alot of times and healer dps. Get the turtle to the patch so when it dies, click and guildhest over. It's his job to have the add in place for the action needed. The add dies in a second or two. Now I will say healers refusing to heal him is petty and uncalled for. With all that said...it's just a guildhest.
    (1)

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