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  1. #21
    Player
    The_NPC's Avatar
    Join Date
    Apr 2014
    Posts
    495
    Character
    Ritza Solair
    World
    Behemoth
    Main Class
    Machinist Lv 79
    as everyone has already mentoned the Tank went & "derped" on you hard due to lack of proper Def buffs or stuns & you're DPS were one of >.> those types, the "my combo's more important than dodging" type, I think my only grip would have been not being warned by you're DF PUG Tank what their so called "PMS" plan was, by PMS I mean "Pull Massive Shit" (thou I don't need a warning when I go with a friend I trust as my healer/tank)

    Heck 1st time I saw this "burn honeycombs to lock adds out" idea I was not warned & indentionally took the 30-min penalty right after boss battle due to me declaring that to risky with my, at the time, 190 WHM (that & they did large ass pulls all dungeon up to that point was almost out-of-MP 3 times, last 1 being at start of 2nd boss due to this "plan" they didn't share)
    (0)

  2. #22
    Player
    Atoli's Avatar
    Join Date
    Jun 2011
    Location
    Posts
    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    Actually, you can often save Final Sting'd tanks with Essential Dignity if you keep it ready for that, and you have a no-cast instant AoE stun too to stop a bee/hornet from casting Final Sting.
    By no means are you required to do that and the ones who fucked up are them, not you! But I'm just saying that there IS a bit more an AST can do to save the situation

    Also, talk back. I know people say "They are idiots on df, they are not worth your time", but if you waste 30 min of penalty time because of them, you might as well tell them who's really at fault on your way out.
    (1)

  3. #23
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    Lol it sounds stupid but I usually snap as We exit the dungeon at the end in a DF group if they were really bad and said anything about my performance...if they don't say nothing about my performance I leave quietly and even give a pity com...

    Yes I understand avoiding confrontation but sometimes you just have to tell that tank that they have these cool skills that raise their defense or even healing potency on them :O or tell that dps that those pretty yellow circles are indications of attacks and can be avoided :O
    (0)

  4. #24
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,971
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Just another Paladin that thinks they are good, but really they are not. See they should have focus target the bee and if it's not dead yet they would see the Final Sting cast and pop Hallowed Ground at that point.

    Sentinel would work too, but if you are a cool paladin that actually knows their toy buttons well, they would figure out how to use Hallowed Ground multiple times in a dungeon. You know to allow more time in cleric stance. But nah, they are saving it for that "emergency". Which means it'll never get used, or only thought of after they are dead.
    (0)

  5. #25
    Player
    Knahli's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    738
    Character
    K'nahli Yohko
    World
    Balmung
    Main Class
    Bard Lv 89
    Quote Originally Posted by Yawnie View Post
    Tank told me that it was an unnecessary death. I didn't really want to have an argument so I just said sorry etc etc.
    My heart melts...


    In any case, if you have the mind to try and remember these three icons it might help you understand in the future for whenever you get a Tank that actually realises it's a thing:

    Hallowed Ground - Paladin:

    Hallowed Ground is ten full seconds of being impervious to pretty much everything other than certain mechanics and fall damage.


    Holmgang - Warrior:

    Holmgang binds the Warrior to the target for six seconds and stops their health from dropping below 1HP for the duration, with exception to certain mechanics.


    Living Dead - Dark Knight:

    Living Dead is a ten second buff where, if the Tank's health tries to fall below 1 while active, it will activate the Walking Dead state which also lasts ten seconds and has a grey version of the same icon. During those ten seconds, the tank must have the equivalent of their maximum HP restored or they will die. That is, their health bar doesn't need to be filled completely at any one time, but if they had 16k health(for argument's sake) when full, then you must restore 16k HP points within those ten seconds to prevent death, even if they never actually exceed so much as half of a HP bar throughout the process.

    Simply put, the red icon Living Dead is of no direct concern to you, though if it is replaced by a grey one, then you'll need to heal them until it disappears if possible. It's the only one that you really need to understand as opposed to the other two where you can simply try to remember only for the sake of understand what's happening.
    (2)
    Last edited by Knahli; 01-11-2016 at 08:04 AM.

  6. #26
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    "I can cure your symptoms for a time, but not your disease."
    (2)

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