Dungeons have been trivial ever since ARR, only actual hard dungeons were back in 1.0 era.


Dungeons have been trivial ever since ARR, only actual hard dungeons were back in 1.0 era.


Unless it's a super short fight, quick nock spam is almost never optimal, above some combination of dots and quick nock. The balance point of how many mobs you want to dot depends on how long the fight is going to go on, both because in a short fight dots won't have much effect vs quick nock, and because in longer fights you'll quickly starve yourself just using quick nock. Keeping dots on packs in longer pulls helps sustain damage while not immediately murdering your TP. It's somewhat minor, but knowing how long you can expect a pack to stay alive lets you adjust your method of aoe to maintain higher dps for longer, which is a fun bit of dungeon optimization when the mechanics themselves aren't much.Not to sound rude, but... what excatly was intresting about the "management"? Specially as bard (or paladin) I never really "managed" my TP so much as spam my AoE until I ran out (and then wait for them to fill up again) because that was the only viable way to play. TP were never really about ressource-managment, because you couldnt really manage them - you couldnt switch between MP and TP, you couldnt really refill TP in an intresting way... it was just "either you have them or you dont"
Just because you can't switch between TP and MP doesn't mean there's no management to TP (*in aoe situations), A2S back when it was current was absolutely about managing TP, holding back/going single target in certain parts so that you could aoe more in others.
OP is a troll. I know her she makes fun of people that are too sensitive playing this game and she told me she would make a mock post in discord
No dot in the world is going to keep up with aoe spamming a 120 potency move against five or more enemies, even if you end up tp starved.Unless it's a super short fight, quick nock spam is almost never optimal, above some combination of dots and quick nock. The balance point of how many mobs you want to dot depends on how long the fight is going to go on, both because in a short fight dots won't have much effect vs quick nock, and because in longer fights you'll quickly starve yourself just using quick nock. Keeping dots on packs in longer pulls helps sustain damage while not immediately murdering your TP. It's somewhat minor, but knowing how long you can expect a pack to stay alive lets you adjust your method of aoe to maintain higher dps for longer, which is a fun bit of dungeon optimization when the mechanics themselves aren't much.


prior to SHB, quick nock was 110, not 120 (and is 150 now), and with a tp cost of 120 you're only going to be casting it roughly once every 2 GCDs once you get starved, so ~55 pot/2.5s GCD. Both bard dots combined do 110 per 3s, on top of giving procs, which during mage's ballad (and 100% of the time back in HW) also means more free rain of death aoe procs, or in army's a quicker ramp-up to full haste which = more aoe. Dotting a few things as a bard before starting spam (+ IJing if things stay up too long) absolutely helps, that doesn't mean that all classes (like black mages) are going to benefit from dotting before aoes.




Now every dungeon run below 70 (with the exception of a couple of the first dungeons, where some classes might still not have their first AoE skill) go exceedingly fast. It went from an annoying chore to something actually pleasant.


You mean to tell me this individual has very few things important in their life so they troll internet forums? Color me shocked. I mean, you do you and all, but that doesn't detract from how sad it all is, really.

Firstly, dungeons were always pretty trivial. Nothing has changed in that regard.
Secondly, you frame your post like dungeons being trivial is a bad thing, yet the point of your post seems to be to make them even easier, since you're looking to have cast-time mp classes doing better (you say they're not doing well now, which I completely disagree with, but that's separate to your actual argument being non-sensical).
So, what do you actually want? Easier or harder normal dungeons? If you want easier, I'm perplexed by your post. If you want them harder, why on earth suggest to make things easier for mp based cast-time players and how did you arrive at the conclusion that MP cast-time playyers don't do well because of chaining groups + movement? I've done plenty of new dungeons with BLMs (arguably the most non-moving caster mp class) and ... err... they don't run out of MP (they never really have), and movement doesn't seem to be holding them back. The same can be said of a the other mp-based cast-time jobs.
Your post basically makes no sense, please clarify what you want and what your argument actually is.
the DG run is always trivial even back from ARR era, it just thanks to TP removal it become even more showing.
enter DG, aggro everything, AOE combo all the way. repeat until boss, then repeat step one until last boss.
at least back when TP still there, melee need to stop their constant AOE because it drain a lot of it thus going single target combo, now that TP is gone, nothing stop us from going full AOE until boss fight.
if you are melee dps and somewhat lazy, you can just literally put 2 buttons (or 3 since some class AOE combo is 3 buttons) on your hotbar and be done with it. i know because i once pug with one DRG who do nothing but sonic thrust combo until the last boss and nothing else zzzzzzzz
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