Why?
First off, how many times are you hitting level 16 for this to be an issue?
Second, those dungeons are easy as it is...why does it need to be easier? You do realize they are tuned to not need AOE right?
Why?
First off, how many times are you hitting level 16 for this to be an issue?
Second, those dungeons are easy as it is...why does it need to be easier? You do realize they are tuned to not need AOE right?


First, because LDR will throw you into sub 50 content more often than not because that is where most of the playerbase is. So I am running low level dungeons a lot because levelling roulette is the best source of experience in the game that I enjoy doing and in Endwalker I will be running it daily until I have every job to 90. And I would fucking love it if I don't spend every single sub-level 38 dungeon on ninja bored out of my mind, for instance.
Second, yeah, they are easy, so I would like to be able to clear them faster when they come up. I would also like having more buttons to push at low levels in general.
Third, once I do have every job at level 90, I will still commonly do levelling roulette because it's the most asked for thing in my free company. I also like to help sprouts with their dungeons. It would be really fucking cool if, when that happens, I could do it as whatever job I wanted to and not as a dancer. Could I go as another dps? I could, but why would I? I put out 2-3 times the dps of any other job except for mch and maybe bard, dnc has the most fun kit at that level range, and it literally cuts my run time in said dungeon by several minutes. It's s t u p i d how much better ranged physical are than every other dps jobs prior to level 50 and really, prior to level 60. Only other one that vaguely hangs is rdm
First, there are things called as Leveling Roulette and Mentor Roulette. The suggestion are made for pre-30 dungeons for players, new and old, to tackle them less annoyingly when playing melee classes.
Second, having AoE doesn't miraculously make things a lot easier. It just makes your dungeon time feel more productive. Wall-to-wall pull in ARR dungeons are highly discouraged due to synced players don't usually use their tools good enough/lack of good toolkit to survive a wall-to-wall. Safe bets are usually a group of two and pull in patrols while at it.
Third, what sounds less boring: have an AoE to see numbers pop on multi-monsters, the change to single-target rotation for boss fight vs only use the same single-target rotation for the entire of your 15 minutes of synced run.




Indeed. Enemies have low HP pools in those early dungeons, but still pose a significant threat the longer they are active. In the early levels, due to lack of tools to endure sustained damage from large packs of mobs; it is more ideal, and easier to mitigate damage by pulling fewer enemies and cutting them down one by one. They could give melee an AoE skill early on, but it would be sub optimal for duty completion.




I don't play melee DD. I play tank. And I always sigh when I get paired with 2 melee DDs in a low level dungeon because now it's single pull time. Which makes the dungeon actually easier, because I don't need to pull properly, use any mitigation and the healer has nothing to do either. But it is boring.
It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.


By getting your first AOE immediately before a dungeon it promotes good habits early on about when you should be using them.




One cure or similar spell heals like 75% of the hp of a tank. Its not very taxing for the healers which also dont get an aoe until very late. They pose a very insignificant threat especially over long term.Indeed. Enemies have low HP pools in those early dungeons, but still pose a significant threat the longer they are active. In the early levels, due to lack of tools to endure sustained damage from large packs of mobs; it is more ideal, and easier to mitigate damage by pulling fewer enemies and cutting them down one by one. They could give melee an AoE skill early on, but it would be sub optimal for duty completion.




That's cool. Your HPS still isn't enough to sustain the tank through large pulls in those early levels. You don't have regen or any oGCDs to help. The 2.5s GCD + cast time is actually more than enough time for your tank to melt while your casting your saving cure spell if he pulls too many. The attack power of enemies doesn't lessen as their HP pools drain. The damage an enemy causes doesn't cease until it is dead. That is why in those early levels, your best means of damage mitigation is by eliminating the number of targets attacking the tank; but you can lessen the need for that by pulling fewer enemies. AoE just isn't strong enough to reduce the threat level at a pace that is reasonable for the group to handle.


Rofl I wall pull low level dungeons all the time is this a joke post? Top tier pull to feel alive as a healer is to pull every single mob from the first door to that last set of mobs right before the first boss after walking on the platforms in copperbell. The first 6 or so will leash but that still leaves you tanking about 18 mobs. Or 9 if you have 1 single dancer who will kill the first half of them as you run. You don't need fancy tools to heal a wall puller when physick heals a tank from ~10% health to full health.That's cool. Your HPS still isn't enough to sustain the tank through large pulls in those early levels. You don't have regen or any oGCDs to help. The 2.5s GCD + cast time is actually more than enough time for your tank to melt while your casting your saving cure spell if he pulls too many. The attack power of enemies doesn't lessen as their HP pools drain. The damage an enemy causes doesn't cease until it is dead. That is why in those early levels, your best means of damage mitigation is by eliminating the number of targets attacking the tank; but you can lessen the need for that by pulling fewer enemies. AoE just isn't strong enough to reduce the threat level at a pace that is reasonable for the group to handle.
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