I meant gear based on character levels. Not gear level. It bugs me to see people at level 30+ using armor that was gotten at level 19.
I meant gear based on character levels. Not gear level. It bugs me to see people at level 30+ using armor that was gotten at level 19.
rely* ^^;; sorry but...... gear levels do matter from 10+ not just about ilvl but stats/defence undergeared players are undergeared players and do make runs not go well. Try curing a tank in thousen maw who is in lvl 15-20 gear, as a level 20-25 healer it not easy, nor was it fun -_-;;
On what the gm said, Id like to see tank swaping training due to content like bismark extreme where the d-buff abd change at a moments notice and unless you tank swap ut just right you can cause a wipe.
And tank swaping a lil hard for me for some reason ^^;; (don't judge i do try)
Last edited by Azazua_azura; 10-08-2015 at 03:22 PM.
I hope this 'Beginners Hall' will be for all levels from 30 to 60!
What possible sense does it make to make new players wait until level 50+ to learn the not-so-obvious tricks of their trade and about mechanics to expect in the content they must do?
It rather ticks me off that it's always the high levels who get the new toys...
I might be a little bit late to this thread but... here goes.Hey everyone,
While we currently have no plans to add new guildhest content, we may be able to add content where players can learn and practice difficult mechanics so they are more familiarized in end-game content through the upcoming Beginner's Hall (tentative name). So we would like to hear from you what kind of mechanics you would like to practice in these areas.
Please note that the content for Beginner's Hall hasn't been finalized yet, therefore, we cannot promise if these can be implemented for this; however, we'll definitely use your feedback and suggestions when making future considerations.
Whatever else is included for tanks, I think it would be great if there was a feedback mechanism that gives better, well, feedback on how much damage the tank is taking. Sort of like a DPS meter, but for incoming. Or a "healer stress meter" or something.
Doesn't necessarily need to be a literal meter; another idea might be coloring the edge of the screen, with more intense colors when they're taking a lot of damage. Anyways, anything like that...
as well, teaching DPS to check the enmity level on the party list and the colors on the enemy list. Use of skills that would lower the threat level or stop hitting that mob if there ain't no skills available for that job, unless it's ok and safe in order to kill it with no more jobs to be done on the healer side.This reminds me of two different encounters in Ultima HM. One, the PLD just used provoke whenever possible, thinking it would add a bulk of enmity to him. The second PLD didn't even have Provoke on his hotbar at all, considering it entirely useless. He wasn't sure how to effectively tank swap without just keeping a close pace and pumping out damage when it was time. They both appreciated my tips on how it's used, but it's just that the tooltip doesn't really explain what it does on a mechanical level, nor does any fight prior require tank swapping at all. So something that could teach tank swapping I'm sure would be great for the aspiring tank. This needs to include both acquiring enmity and knowing when to dial it back, switch stances, or do whatever it takes to let the other tank take over.
I'd like to see tests that help player train for later content. For example, healing prey (hydrothermal missile) in a1s. You have a target dummy that takes damage similar to someone in a1s. A test for dealing with tank busters. The make it so people have to do these tests weekly or daily (ie roulette style).
Cool for the Beginner's Hall! ^^
Might teach them how to say Hi or Hello, to use the chat to communicate, specific sentences, no bashing, else you fail the guildheist.
Then, making a guildheist one in which you'll stay for the entire 30 mins (oh noes!), having to die 10 times, to teach that it's ok to die even if all skills and positions were perfectly attuned, so they won't ragequit after the group dies once or (god forbid!) twice o.O
It's from FFVThe Beginner's Hall is a fantastic idea, but hopefully that tentative name does not end up being the final name. Many people who would benefit from it would look at the name and think "I ain't no beginner" and ignore it. Maybe "Free Loot Hall" or something to entice people to actually do it.
This is true in some instances, but not all. The way divebombs are handled with Twintania and the LoS method used against Rafflesia nowadays aren't the methods that were supposed to be used.
However, there was a boss in either Amdapor Keep Hard or Wanderer's Palace Hard that required you to run behind statutes to avoid being killed by a specific move. (Sorry, I cannot remember which dungeon it is, specifically.)
And, from my understanding, moving together as a unit is more essential In A1S. I haven't heard that there is really any other intended method, but I could be mistaken.
WinterMaintenance is coming
Pretty much all tank swaps have a rather clear indication of when to do it. Be it you agree on x number of stacks with the other tank, or in the case of Bismarck, those adds recast their debuff after it wears off. You can see the debuff count down so you know exactly when they'll recast it.
This exact tip isn't so much something a Beginners Hall could teach, it's just experience with the fight that I can pass down.
http://king.canadane.com
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