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  1. #21
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Nurvus View Post
    But reverse Enrage (boss getting easier the more time passes) is a terrible idea.
    That'd be the most anticlimatic fight ever...
    Singularity Reactor. >_>
    (0)

  2. #22
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Itseotle View Post
    Tanks LB, Traited Virus, and Pre-Shielding :P was doing it this way before HW. It is dicey but so satisfying.
    Quote Originally Posted by ColdestHeaven View Post
    Haukke HM unsynched is pain. So, so much pain. You may survive a full-powered Blood rain, but not two in a row, so you basically need to burst the boss before the second cast.
    Didn't think it was possible before unsynched, and was quite sure it was possible afterwards. xD Good to know there are ways, which I will have to try. Cause just like Mog EX, people HATE to have to hold back ^^
    (0)

  3. #23
    Player
    HoodRat's Avatar
    Join Date
    Nov 2014
    Posts
    487
    Character
    Hood Rat
    World
    Brynhildr
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Sanguisio View Post
    The old primals have this, wiped on levi and ifrit a few times due to too much dps.
    I don't think having so much dps that you push phases and essentially break the fight is a mechanic.
    (0)

  4. #24
    Player
    Nyghtmarerobu's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    521
    Character
    Liaysa Sineos
    World
    Exodus
    Main Class
    Samurai Lv 90
    I think this thread should turn into a disscussion about meanigful and challenging mechanics for fights rather than more and more DPS checks. Let the roles do what they were meant to do, tanks tank, and healers heal. While I find it nice to watch people play at the pinnacle of these roles and god bless you people for being amazing, every fight in savage should not revolve around having tank and healer dps to clear it. SE devs, put your heads together, and make more complex mechanics please.
    (0)

  5. #25
    Player
    HoodRat's Avatar
    Join Date
    Nov 2014
    Posts
    487
    Character
    Hood Rat
    World
    Brynhildr
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Nyghtmarerobu View Post
    I think this thread should turn into a disscussion about meanigful and challenging mechanics for fights rather than more and more DPS checks. Let the roles do what they were meant to do, tanks tank, and healers heal. While I find it nice to watch people play at the pinnacle of these roles and god bless you people for being amazing, every fight in savage should not revolve around having tank and healer dps to clear it. SE devs, put your heads together, and make more complex mechanics please.
    Are you implying that dps classes should be able to perform well enough, undergeared, to clear savage content without tanks and healers trying to maximise dps which they're going to do anyway as long as they have abilities that do damage?
    (0)

  6. #26
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by HoodRat View Post
    Are you implying that dps classes should be able to perform well enough, undergeared, to clear savage content without tanks and healers trying to maximise dps which they're going to do anyway as long as they have abilities that do damage?
    It could work if the content is tuned where tanks absolutely must have Vit gear on at all times to survive and the healers are forced to constantly heal and dare not use any of their MP for even a single damage spell for fear of running out of mp. So rather than nerfing tanks and healers to the point where they can't dps and soloing becomes even more painful, the content is tuned so that they have to focus on their specific role if the group is to succeed.
    (0)

  7. #27
    Player
    HoodRat's Avatar
    Join Date
    Nov 2014
    Posts
    487
    Character
    Hood Rat
    World
    Brynhildr
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Khalithar View Post
    It could work if the content is tuned where tanks absolutely must have Vit gear on at all times to survive and the healers are forced to constantly heal and dare not use any of their MP for even a single damage spell for fear of running out of mp. So rather than nerfing tanks and healers to the point where they can't dps and soloing becomes even more painful, the content is tuned so that they have to focus on their specific role if the group is to succeed.
    I don't understand how wearing vit gear instantly stops tanks from trying to dps. And healers, as long as they don't have to spend a gcd healing, they're going to be dpsing.

    Assuming we're not talking about bads, anyway.
    (0)

  8. #28
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by HoodRat View Post
    I don't understand how wearing vit gear instantly stops tanks from trying to dps. And healers, as long as they don't have to spend a gcd healing, they're going to be dpsing.

    Assuming we're not talking about bads, anyway.
    The point is, when vit gear/tank stance becomes necessary to survive, tanks cannot afford to use str gear and their dps becomes negligible and isn't factored in to beating enrages anymore. The same can be said for the healers, imagine a fight designed where in the time it takes the healer to cast that dps spell someone dies, forcing them to not use them and to only cast healing spells or they have to be ready to cast a healing spell at a moment's notice and spending even one GCD on a dps spell means someone dies.

    The best example I can think of in this situation, is what the raid damage was like in Wrath of the Lich King, a WoW xpac. The boss damage was tuned to be super high, a single hit from a boss reduced a tank to less than half of their hp and would one shot any tank without enough HP or a dps that pulled aggro. Taking unavoidable AoE in to consideration, it meant that healers didn't have time to cast any of their dps spells as they basically had to keep every one topped off at all times and wasting a GCD dpsing usually meant someone was going to die.

    Is that bad encounter design? I don't think so. But it forced tanks to focus on surviving, healers had to keep the whole raid topped off while doing mechanics, and the pressure was on the dps to finish the fight as quickly as possible because the damage was high enough that if it dragged on the healers would run dry and everyone died. It made for some very tense encounters.
    (0)
    Last edited by Khalithar; 10-09-2015 at 08:42 AM.

  9. #29
    Player
    Nyghtmarerobu's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    521
    Character
    Liaysa Sineos
    World
    Exodus
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Khalithar View Post
    Stuff and things
    You pretty much summed up everything I was thinking. I feel like its not that difficult to make, but then again, maybe it is. Were just not seeing any of these kinds of mechanics, and I feel like that is what is missing that would make raiding more intresting. I'm all for people playing at the peak of preformance, but there are other ways to get to that peak. DPS checks are healthy to the game, and for the dps, but just think about As3 for a second, there is at least 2 points where there are dps checks, not to mention the actual hard timer enrage. I feel like this is just to much.
    (0)

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