Results 1 to 10 of 114

Hybrid View

  1. #1
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    It depends on what your definition of "playing it safe" is - you should 100% start by playing as turtley as possible, and then from there look for holes where you don't need to turtle. It is always better to account for death to be around every corner when your party doesn't know the fight yet. You aren't the only one responsible for you, your healers have to watch your back and the party's back as well - being as sturdy as possible at the right times is key to allowing them to get comfortable with how damage flows in the fight. As the fight goes on, you both make adjustments for eachother to find the happy medium - back in Gordias this was to such a degree that both tanks and healers could go practically full time DPS because SE forgot that bosses needed to do damage. In Midas however, while there are plenty of times for tanks and healers to push DPS, it's not nearly as lenient as it was before.

    Anyway, for the sake of your entire group making progress, it's better for you to play ultra safe and work in recklessness than to play ultra reckless and work in safety.

    That said, there is an extent to playing safe. After you know that you don't need, say, tank stance for a section of the fight where you're only taking auto attacks, you shouldn't stick to staying in tank stance 5 pulls later. You should always be learning, always be adapting, always trying to work in new ways to keep your survivability high as well as your DPS output.

    RE: We killed A7S right at enrage - this sounds like a case of a group that's inexperienced with raiding. Usually when you hear "let's focus on mechanics" and you're still having trouble with mechanics 10 pulls in then you're dealing with people who haven't raided before. The static I was in before it disbanded due to conflicting goals was realistically 5/8 people who were excellent players but had very little experience raiding. They pulled high tier DPS, but their inexperience with handling coordinated mechanics made it look really sloppy. As we kept pulling, though, they got better and better - had we not disbanded, I feel like my team could've been really good for the next tier, but you live and you learn.

    I think that does play into optimization as well, though. Generally any group who's raided before will actually look into maximizing everyone's performance - while I didn't organize my raid team myself, I was the one calling out mechanics for them, and I would generally try to solve problems for other people when they weren't really aware of how to fix them. I would call out Mantra timing, LB timing, where certain mechanics would be happening, when we needed more DPS/healing, etc. Having that awareness was good for me to guide that team, but then you have to consider what it's like to have that knowledge on multiple members of your team - those members then working in tandem rather than just having one guy calling all the shots.

    So. Yeah. Experience is key. More experienced groups will be more optimized. JP linkshell groups are a good source of this as they don't raid to compete in the world first footrace, but rather build off existing strategies and fine tune them as they don't feel rushed. If you look back at Lucrezia's style, they played like bulls - they forced their selves through mechanics in whatever way seemed possible, correct or not (you can look at their T11 prog for this). This is the style of a team focused on competing, more "what will get us through this" rather than "what would be the best way to handle this". The latter is what you'll get out of the slower JP groups, and that's why they usually come up with the best strategy (easy example is NA's Garuda EX strat vs JP's Garuda EX strat).
    (2)

  2. #2
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SpookyGhost View Post
    So. Yeah. Experience is key. More experienced groups will be more optimized. JP linkshell groups are a good source of this as they don't raid to compete in the world first footrace, but rather build off existing strategies and fine tune them as they don't feel rushed. If you look back at Lucrezia's style, they played like bulls - they forced their selves through mechanics in whatever way seemed possible, correct or not (you can look at their T11 prog for this). This is the style of a team focused on competing, more "what will get us through this" rather than "what would be the best way to handle this". The latter is what you'll get out of the slower JP groups, and that's why they usually come up with the best strategy (easy example is NA's Garuda EX strat vs JP's Garuda EX strat).
    You are comparing apples to oranges at this point. The JPs don't have to worry about DPS because they know themselves that they aren't pulling small numbers. Compare that to most NA/EU servers that have a much lower pool of players capable of doing same/better DPS.

    Like I have been saying to a lot of people, people who have good DPS will have less problems to worry. Again, compare to groups that are not good at mechanics and also not on the clearing track for DPS wise. They are so snowbally and either the community or perhaps SE needs to step up to improve the players as a whole. We aren't going to be like the Chocobo server level at this rate, whether soon or later.
    (0)

  3. #3
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Sarcatica View Post
    You are comparing apples to oranges at this point.
    Gonna be honest, not 100% sure what you said has to do w/ what I said, but:

    DPS comes from learning mechanics. The absolute maximum you can do going into an encounter for the first time is your opener (even this can be sketch, Hummelfaust alone has you save your offensive CDs for when he actually drops rather than unnecessarily burning them on the 2 Fausts) and then your standard rotation. There are many, many, many changes that have to be made to your rotation throughout the encounter based on what mechanic is happening. An easy example is that if a boss jumps at a certain time as DRG, you want to make sure you can keep up BotD by planning out your GCD usage before and after the jump. This applies to basically everyone, to one degree or another.

    So I'm not really sure what you mean. Being not good at mechanics defacto means that your DPS isn't going to be very good. Improving on said mechanics will improve said DPS. JP groups get better DPS because they take their time and consider how to best handle every mechanic, rather than rush headlong into it. Lucrezia was largely successful DPS-wise because a lot of their strategies involved just healing through things and ignoring certain mechanics entirely, thus allowing them more up time than groups that played safer. Generally speaking, though, if you see someone doing good DPS it's highly likely they're also handling their mechanics well. If you see someone doing bad DPS, they're highly likely to be messing up mechanics or not handling them properly.

    I do, however, agree that SE is largely to blame for the current state of the players' skill level. Let's be honest, every encounter in this game is really simple and easy to execute as long as you can memorize the script that the boss follows. This hasn't changed since the start of the game, every boss is like this, the only difference is realistically the length of the script. Sometimes you have to have quicker reactions but if you know that the thing is coming, you aren't really even "reacting". But despite this, people fail at end game raiding. Surely it's just that every player is bad and they just need to git gud, yeah? Nah. Game design problem. You can't make the whole game not punish you at all for being a complete troglodyte and then suddenly you either execute correctly or you either instantly die or you instantly kill everyone in your party.

    What we really need, and I know it's been said 50,000 times, is more mid-core content. More stuff like the EX Primals to teach players that their actions have consequences and they need to learn the boss' script instead of just hoping and praying. This isn't a hard game by any stretch of the imagination, but because there's this one big wall that suddenly appears for the one piece of relevant content at end game when you've been skipping through the meadows this whole time... it's just... I dunno, it baffles me.

    Anyway. I might've completely misinterpreted your point and made this lengthy post that kinda turned into a tangent for nothing. So if that's the case I apologize, but I stand by experience equating to better players - even if raiding is an unnecessarily steep wall, its one that can be climbed and with perseverance you'll inevitably get there.
    (0)

  4. #4
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SpookyGhost View Post
    Gonna be honest, not 100% sure what you said has to do w/ what I said, but:

    DPS comes from learning mechanics. The absolute maximum you can do going into an encounter for the first time is your opener (even this can be sketch, Hummelfaust alone has you save your offensive CDs for when he actually drops rather than unnecessarily burning them on the 2 Fausts) and then your standard rotation. There are many, many, many changes that have to be made to your rotation throughout the encounter based on what mechanic is happening. An easy example is that if a boss jumps at a certain time as DRG, you want to make sure you can keep up BotD by planning out your GCD usage before and after the jump. This applies to basically everyone, to one degree or another.

    So I'm not really sure what you mean. Being not good at mechanics defacto means that your DPS isn't going to be very good. Improving on said mechanics will improve said DPS. JP groups get better DPS because they take their time and consider how to best handle every mechanic, rather than rush headlong into it. Lucrezia was largely successful DPS-wise because a lot of their strategies involved just healing through things and ignoring certain mechanics entirely, thus allowing them more up time than groups that played safer. Generally speaking, though, if you see someone doing good DPS it's highly likely they're also handling their mechanics well. If you see someone doing bad DPS, they're highly likely to be messing up mechanics or not handling them properly.

    I do, however, agree that SE is largely to blame for the current state of the players' skill level. Let's be honest, every encounter in this game is really simple and easy to execute as long as you can memorize the script that the boss follows. This hasn't changed since the start of the game, every boss is like this, the only difference is realistically the length of the script. Sometimes you have to have quicker reactions but if you know that the thing is coming, you aren't really even "reacting". But despite this, people fail at end game raiding. Surely it's just that every player is bad and they just need to git gud, yeah? Nah. Game design problem. You can't make the whole game not punish you at all for being a complete troglodyte and then suddenly you either execute correctly or you either instantly die or you instantly kill everyone in your party.

    What we really need, and I know it's been said 50,000 times, is more mid-core content. More stuff like the EX Primals to teach players that their actions have consequences and they need to learn the boss' script instead of just hoping and praying. This isn't a hard game by any stretch of the imagination, but because there's this one big wall that suddenly appears for the one piece of relevant content at end game when you've been skipping through the meadows this whole time... it's just... I dunno, it baffles me.

    Anyway. I might've completely misinterpreted your point and made this lengthy post that kinda turned into a tangent for nothing. So if that's the case I apologize, but I stand by experience equating to better players - even if raiding is an unnecessarily steep wall, its one that can be climbed and with perseverance you'll inevitably get there.
    More or less, I am comparing the <700dps vs 1.1k++dps. The sentiment and normally is right is that JP players (majority) can pull their own weights even if their DPS isn't stellar. So, in that sense, they just have to focus less on smaller DPS adjustments and focus more on the whole mechanics. Currently, this is what's lacking between the NA/EU vs JP players. The average player in NA/EU is definitely more likely to be less skilled by a considerable margin, compared to the JP players. This is also something that is bugging me to farm stuff in PF/DF, something on the line of 3 DPS doing 800dps each in Sephirot EX farm parties. Quite horrible if I must say.

    EDIT: maybe it's clearer to ask the question if a DPS is doing 1k and below in Hummelfaust alone, what would you think? This is exactly what is happening, no one is there to take these people inside hard raids because of the DPS requirement to just pass the "mini-boss" and the fight is as simple as a dummy fight even. Changes need to be made if SE wants to design better dungeons/raids/trials. At this point, the content is getting stale with all the facerolly stuff and the sudden jump in difficulty (Sephirot EX is still very hard for an average joe).
    (0)
    Last edited by Sarcatica; 05-21-2016 at 04:00 PM.

  5. #5
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by SpookyGhost View Post
    It depends on what your definition of "playing it safe" is - you should 100% start by playing as turtley as possible, and then from there look for holes where you don't need to turtle.
    From a tank perspective, I agree with this whole post and the other. I was speaking as a DPS myself. The best way to learn how to DPS a fight is to throw everything you have at a boss, popping everything the second its available and seeing where that gets you pull-to-pull. After a few runs of it, you'll see what you have to tweak (shifting Jump 1 gcd sooner so you don't Jump into an AoE for instance - holding B4B+IR to pop together when the boss is targetable again - etc). If you play it safe off the bat and don't press your offensive buttons, you're playing your Job wrong. Fullstop.

    Same for tanks, except on the defensive side. If you die at any point during progression with defensive buffs sitting unused, that's on YOU just as much as it is on the healers. Play every point where you THINK you might be in danger overly safe until you are sure you can play it less safe. I absolutely agree with this mentality - it's just the exact opposite mantra that a DPS should be maintaining/thinking about.

    As a DPS in progression, you want to absolutely consider mechanics first and otherwise you want to be shitting out maximum DPS at all times. You should be hitting cooldowns when they're ready - don't hold ANYTHING on the first few pulls. Only start holding things if you hit a scenario where it would be optimal to actually hold the thing. For instance, if you need to dodge a mechanic at a certain time and BotD drops off, you know NEXT time to hold that last gsk you used and maintain blood instead. Micro-optimizations like that can only be seen and corrected for if you're actively throwing the kitchen sink at the boss mob.


    That said, this all relates back to the topic in the fact that, pulling with Unchained and swapping into the other tank is optimal both for mitigation and dps because the WAR who's tanking through Berserk is gonna have Raw Intuition and/or Vengeance rolling the whole duration of Berserk, which equates to the same mitigation as the other tank would have by pulling in ShO or Grit while affording both tanks to start the fight with nearly optimal rotations. There's no loss for this - all positives.
    (1)

Tags for this Thread