I dont hate the trusts at all but the one thing I dont like is how they're weaker than the squadrons are and have been intentionally tuned down a bit, would be nice if they aoe'd more for some pulls or hit harder when you level them.
I dont hate the trusts at all but the one thing I dont like is how they're weaker than the squadrons are and have been intentionally tuned down a bit, would be nice if they aoe'd more for some pulls or hit harder when you level them.




As a tank on trash pulls I'm doing 50% more damage than they (the DPS) are. As a tank. . .
On single target boss pulls I'm doing more damage than the DPS are, generally around 20-25%.
That doesn't seem right at all.
This is right. Optimal Setup is:You need around 5 dungeon runs per trust group (i. e. one group with you as DPS with Thancred, a healer and one DPS - last group with you as Tank, two dps and a healer) in order to gain the two levels for the next dungeon. If farming dungeons over and over and over does not count to your "fun" (but common) MMO activities, this will surely feel tiresome with one Trust run of about 33 minutes. At least, that's how much it takes me so far.
Tank (You), Alphinaud (Healer), Alisae (DPS), Y'shtola (DPS) for group 1
Thancred (Tank), Urianger (Healer), Ryne (DPS), YOU (DPS - best if RDM or SMN for raise when Urianger eventually eats an AOE) for Group 2
Last edited by Deceptus; 03-04-2020 at 03:26 AM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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