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  1. #11
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    The burn's final boss was the first one since SB started that legitimately wiped the floor with me. I've done it 3 times so far. The first time on my i354 tank, the marker attack felt like a tankbuster even with one defense buff activated. The following debuff did me in and I think it woke our healer up cuz the second go around, he knew what to do and so did I.

    Ironically on my 2nd burn run but this time as i350ish SAM, we wiped 4 times. That was something I tell ya.

    3rd burn run, again as tank was same thing as the first time except I knew exactly what to do and even though our healer died, I managed to keep myself alive long enough for the smn to throw a rez at the healer. We had brd so his refresh helped the mana regen speed up and we got back on our feet.

    Unfortunately, my disappointment with the dgn is once again in just mass pull, stop, mass pull, boss time. The step in the right direction imo is a page from Aurum Vale's topography to actually make the party work.
    (0)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  2. #12
    Player

    Join Date
    Aug 2017
    Location
    Ul'dah
    Posts
    2,057
    I'm not saying these are legitimate hard dungeons. For most skilled players, they probably aren't that tough at all. But I was just highlighting that The Burn and Saint Mocianne's HM definitely have a bit more bite in them than Kugane, Temple, Skalla, Hells' Lid, and Swallow's Compass. Not a whole lot, but there's definitely a bite there. Again, it's just a step in the right direction - not a leap, and certainly not a seismic jump. Devs need to keep taking steps like this. Keep in mind, I'm only speaking in the context of all level 70 dungeons. I'm not taking any 50 or 60 dungeons into consideration for this.
    (2)

  3. #13
    Player
    Kazgrel's Avatar
    Join Date
    Jul 2015
    Posts
    364
    Character
    Kazela Arniman
    World
    Zalera
    Main Class
    Warrior Lv 80
    Bosses having some bite to them is a welcome change. I’m a fan of the Burn’s final boss (fueled by FF4 nostalgia).

    Trash still needs something to it. Lately I’ve wandered back to BLM over MNK simply due to how much I’m aoe’ing. I ran the new dungeons as tank (370 w/ pentamelded 350 accessories) and never came close to death just due to rotating cooldowns.
    (2)

  4. #14
    Player
    Tsukino's Avatar
    Join Date
    Mar 2011
    Posts
    1,136
    Character
    Tsukino Mahou
    World
    Adamantoise
    Main Class
    Pictomancer Lv 100
    Every patch someone posts this about either the new raids or the new dungeons, then plays them for several months and starts feeling they're "faceroll easy mode content for babies" by the time the next patch comes out. Rinse and repeat.
    (5)

  5. #15
    Player
    Nariel's Avatar
    Join Date
    Sep 2013
    Location
    Limsa-lominsa
    Posts
    1,145
    Character
    Nariel Cendrenuit
    World
    Ragnarok
    Main Class
    Archer Lv 80
    Quote Originally Posted by Campi View Post
    ??

    The 2 new Dungeons are same as always
    Pull Trash to Wall - 1st Boss
    Pull Trash to Wall - 2nd Boss
    Pull Trash to Wall - Final Boss

    Bosses have easy Mechanics, so nothing special at all^^
    Yeah didn't notice anything, the usual face-roll bosses.
    (1)

  6. #16
    Player Seddrinth's Avatar
    Join Date
    Jan 2018
    Posts
    293
    Character
    Absdihfskv Dijsijsdsl
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    First 2 bosses of both new dungeons were too easy and the trash was pointless, boring, and needlessly too many. I like both final bosses though. Clearly the devs put in a lot of work and effort on the final bosses.
    (0)

  7. #17
    Player
    Anarnee's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    1,344
    Character
    Thyn'a Sindyrl
    World
    Siren
    Main Class
    Dragoon Lv 100
    OMG THIS! These are no where near as hard as some of the earlier hard mode dungeons (Like Tam tara HM at release omg.)

    But It was nice to have stuff that you can't just SLEEP on. I'm sure we'll out gear them soon, but I love how exciting the dungeons are.
    (2)

  8. #18
    Player
    Ameela's Avatar
    Join Date
    May 2017
    Location
    Limsa Lominsa
    Posts
    605
    Character
    Ameela Trussa
    World
    Phoenix
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Kazgrel View Post
    Bosses having some bite to them is a welcome change. I’m a fan of the Burn’s final boss (fueled by FF4 nostalgia).

    Trash still needs something to it. Lately I’ve wandered back to BLM over MNK simply due to how much I’m aoe’ing. I ran the new dungeons as tank (370 w/ pentamelded 350 accessories) and never came close to death just due to rotating cooldowns.
    Every pull should be like the one after Hell's Lid 2nd boss.

    As a friend of mine once said, healing that is almost as bad as O8S.
    (0)

  9. #19
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    I now want an Aurum Vale HM... just for funsies... =w=
    (2)

  10. #20
    Player
    Kirsten_Rev's Avatar
    Join Date
    Aug 2018
    Posts
    171
    Character
    Kirsten Revenant
    World
    Mateus
    Main Class
    Bard Lv 80
    I liked the Burn a lot as a dungeon, but I didn't consider it at all difficult. Haven't done Arboretum yet (I plan on it tonight), but I expect it to be similar. None of the dungeons in the Expert Roulette since early in ARR's lifespan have felt like they deserved the name. I expect that'll sadly remain the case, unless SE begins adding optional objectives or imposes severe iLevel caps.

    I think the best we can hope for is, in my mind, exactly what The Burn offered: a beautiful map, a refreshing sort of feel, and mechanics that walked the line of requiring attention to be paid, but not feeling overly stressful.
    (2)

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