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  1. #1
    Player
    Cooperal's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Pearl Lion
    World
    Odin
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Nektulos-Tuor View Post
    "Then went to pull another room after he was dying and said: "Sorry, I usually live through that.""

    "He was a ilvl 180+ novice then..."
    Woah woah woah. Hold on. This explains a ton.

    You're not enabling your tanks to live through full pulls and you're still telling them to lower their health pool for increased damage. I've figured it out. You're talking as if the standard etiquette is to only pull one group of trash at a time!

    You see, pulling 4 mobs is a lot different from pulling 8 mobs. If you have 8 mobs and you kill one faster, you have only cut their strength down by 1/8th. Diminishing enemy damage becomes less important compared to being able to sustain high damage.

    If you have 4 mobs and kill one faster, you've cut their damage down by 1/4. Which sounds like more. BUT AoEs are only hitting half their potential per tick and cast. Which is bad for most DPS and devastating for the likes of BLM. YOU were the one demanding slow runs all along! Not the VIT-enablers!

    Nobody gets to 180 without knowing just two dungeons by then. And a tank at that ilvl, if not a little sooner can quite capably withstand every full-pull available in both dungeons. I think I was like i176 as DRK when I survived my first pull from wasp-totem pull in Neverreap. You want tanks to strength-up because you're only able to tackle areas if they're already doing it the non-threatening way.

    You're just asking your party to find ways to speed up only after they're playing super conservatively to account for your shortcomings.
    (4)
    Last edited by Cooperal; 09-03-2015 at 05:28 AM.

  2. #2
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Cooperal View Post
    Woah woah woah. Hold on. This explains a ton.

    You're not enabling your tanks to live through full pulls and you're still telling them to lower their health pool for increased damage. I've figured it out. You're talking as if the standard etiquette is to only pull one group of trash at a time!

    You see, pulling 4 mobs is a lot different from pulling 8 mobs. If you have 8 mobs and you kill one faster, you have only cut their strength down by 1/8th. Diminishing enemy damage becomes less important compared to being able to sustain high damage.

    If you have 4 mobs and kill one faster, you've cut their damage down by 1/4. Which sounds like more. BUT AoEs are only hitting half their potential per tick and cast. Which is bad for most DPS and devastating for the likes of BLM. YOU were the one demanding slow runs all along! Not the VIT-enablers!

    Nobody gets to 180 without knowing just two dungeons by then. And a tank at that ilvl, if not a little sooner can quite capably withstand every full-pull available in both dungeons. I think I was like i176 as DRK when I survived my first pull from wasp-totem pull in Neverreap. You want tanks to strength-up because you're only able to tackle areas if they're already doing it the non-threatening way.

    You're just asking your party to find ways to speed up after your own shortcomings have been taken into account.
    Yes, to increase overall sustain of the group. When you full pull with a new healer your healing them just fine by going b*lls to the walls. However, you run out of stamina quickly, you don't have the gear to sustain that pull for very long. Especially with bloated HP tank.
    (0)
    Last edited by Nektulos-Tuor; 09-03-2015 at 06:08 AM.

  3. #3
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    What usually happens is the fight takes too long.
    If the fight's taking too long that is not the tank's fault. Put the blame where it belongs - with the DPS.
    (4)

  4. #4
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Ashkendor View Post
    If the fight's taking too long that is not the tank's fault. Put the blame where it belongs - with the DPS.
    They are intentionally making it harder on the healer of the party. Which is "bad".
    (0)
    Last edited by Nektulos-Tuor; 09-03-2015 at 06:09 AM.

  5. #5
    Player
    Senliten's Avatar
    Join Date
    Nov 2013
    Posts
    203
    Character
    Senliten Solstice
    World
    Coeurl
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    Tanks *besides paladin since i've never played one* are one of the highest AOE damage jobs in the game. So them doing 50% less damage is their fault.

    o lawld, i hope no one takes you serious after this.
    (3)

  6. #6
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Senliten View Post
    o lawld, i hope no one takes you serious after this.
    When you apply damage bonuses to having that extra 200-250 strength and the fact that for example Warriors can use all their damage buffs and then overpower for ridiculous amounts of damage in AOE then you really should see it. Especially with Vengeance up the mobs literally melt.

    Strength improves the tanks self-healing and sustain through damage and killing things faster.
    (0)
    Last edited by Nektulos-Tuor; 09-03-2015 at 06:10 AM.

  7. #7
    Player
    RiisWolf's Avatar
    Join Date
    Jun 2015
    Posts
    280
    Character
    Triptolemus Zaels
    World
    Balmung
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Nektulos-Tuor View Post


    I'm saving this. lol
    (0)
    Last edited by RiisWolf; 09-04-2015 at 02:50 AM. Reason: lol

  8. #8
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    Tanks *besides paladin since i've never played one* are one of the highest AOE damage jobs in the game. So them doing 50% less damage is their fault.



    They are intentionally making it harder on the healer of the party. Which is "bad".
    (6)

  9. #9
    Player
    bounddreamer's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    1,598
    Character
    Talya Stormbreaker
    World
    Lamia
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Ashkendor View Post
    /thread

    EVERYONE GO HOME, DISCUSSION IS DONE
    (2)

  10. #10
    Player
    Cooperal's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Pearl Lion
    World
    Odin
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Nektulos-Tuor View Post
    Yes, to increase overall sustain of the group. When you full pull with a new healer your healing them just fine by going b*lls to the walls. However, you run out of stamina quickly, you don't have the gear to sustain that pull for very long. Especially with bloated HP tank.

    However, with a DPS Tank (still using tank stance) they kill the monsters faster, each monster killed is that much more damage you don't have to worry about. The fight goes faster.

    What usually happens is the fight takes too long.

    Yes, I am asking them to make up for "my shortcomings" because that is the style in which they like to do the zone. If every single tank in Duty Finder is going to do room pulls and that will be the norm, then please make it easier for your healers and take off the training wheels.
    But this begs the question. Why are you trying to tell others how to squeeze out speed-runs when you aren't even considering speed-run-sized pulls as an option?
    This thread would have ended so much sooner if we realised you were promoting for early-gear playstyles from the start.

    When a large portion of people are already handling these bigger pulls, why are these halved ones even worth complaining about?
    (8)
    Last edited by Cooperal; 09-03-2015 at 06:12 AM.