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  1. #1
    Player VictoriaLuv's Avatar
    Join Date
    Sep 2021
    Posts
    189
    Character
    Seraphine Rosa
    World
    Spriggan
    Main Class
    Arcanist Lv 90

    Tank Spanking Mechanics added To Bosses/Trash

    Monsters I'm gonna explain come 3 different groups, purely based on the side of the monsters/bosses

    Low Blow. Interact, shield slam now have reason for you to use them. does not share same dimishing returns as holy sense these are critical stuns sense bosses are immune to stuns most of the time wel

    Large Monsters - in dungeons will preform tank busters. or may have unavoidable attacks or aoe attacks can be stunned or interjected. these things have lot hp its like fightening mini boss. its advance to kill the big ones.. before you deside to pull big, cause these thing show you no mercy these things deal same about damage as if you pulled 4 small groups of monsters. plus not wise to pull big with these if they can take 50-75% with single attack or summon about 10 bees that all have ability to fatal sting. or 10 bombs that all self-destruct. or gaze at you with eye. turn you to stone if you dont look the other way

    Medium set monsters - now target a random dps or tank place a debuff known as enfeeble you take 25% more damage from attacks and you deal 25% less damage. healers need to esuna this status effect right away, they also may unavoidable slam placing heavy status on all nearby melee if you pull large monster with 2 many medium if manage get this debuff and healer doesn't esuna it off you. 100% hp gone

    Small Monsters - some may have massive damage attacks. can be avoided. or do unavoidable line aoes. or attacks deal decent amount of damage without laying red stuff on the ground. long list nasty abilities that all tanks should keep good eye out for

    bosses will have one ability can be stunned. in there rotation. some may have more then 1. allowing these abilities to have function in player vs monster all bosses even savage bosses and primal will have 1 or 2 abilities melee or tank dps can stun these attacks do have cast time but unavoidable unless stunned

    some bosses may preform faints or fakes. using one abilitiy but it second one you really should use stun on or interject. only times bosses are not immune to stuns is when they preforming these abilities

    this is to add some over all challange to tanking and healing . not ruin the fun for people
    (1)
    Last edited by VictoriaLuv; 10-26-2021 at 08:18 AM.

  2. #2
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    I wish they implanted the stun up and mechanic more....
    (0)

  3. #3
    Player
    Atreides's Avatar
    Join Date
    Apr 2011
    Posts
    1,066
    Character
    Ikohyu Kaito
    World
    Balmung
    Main Class
    Marauder Lv 100
    This sounds like a fun concept and would surely make dungeons more interesting. I'd be all for it.
    Sadly I don't see SE changing their dungeon formula it's always 2 trash packs > wall > 2 trash packs > boss and repeat.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    More mechanics in general would be great, but I don't see the appeal of consistent categories of monsters (each with their consistent mechanics).

    I'd start by emphasizing what we already have and can at least be faintly noticed at min ilvl:
    • Self-healing mobs,
    • Enemy healers who you'd want to interrupt or break LoS of,
    • Mobs that do instant smallish AoEs around themselves with no indicator but with a consistent rest interval (melee switch sides of the pack as they go off),
    • Mobs that do pre-animated AoEs without casts or indicators and must be dodged,
    • Mobs that can truck the tank; tankbusters may or may not be stunnable, and
    • Vuln, DoTs, Infirmity, etc., often stacking,
    • Etc., etc.
    (0)

  5. #5
    Player
    Insertusernamehere's Avatar
    Join Date
    Jul 2019
    Posts
    189
    Character
    Misha Fiertze
    World
    Zodiark
    Main Class
    Gunbreaker Lv 90
    This is tall request. It will require "remake" of trust system.
    (1)
    Last edited by Insertusernamehere; 12-31-2021 at 03:00 PM.

  6. #6
    Player
    Abomination713's Avatar
    Join Date
    Sep 2014
    Posts
    81
    Character
    Wyznberk Zwynbrodasyn
    World
    Cactuar
    Main Class
    Paladin Lv 90
    The big problem with the bosses doing it and having fake abilities to stun just means that everyone would have a PLD as OT since they can stun every 2.5 seconds with Shield Bash making the mechanic useless. Fake or real the PLD would stop them all.
    (0)

  7. #7
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    The problem with requiring multiple stuns or interrupts is that they're not spread evenly across all jobs. If I queue for a roulette and my DPS are a BLM and a DNC, is the group doomed because there are no non-tank stuns?
    (0)

  8. #8
    Player
    Xiaoki's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Balar Avagnar
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Abomination713 View Post
    The big problem with the bosses doing it and having fake abilities to stun just means that everyone would have a PLD as OT since they can stun every 2.5 seconds with Shield Bash making the mechanic useless. Fake or real the PLD would stop them all.
    Yes, because if this system was implemented Paladin would most definitely keep their no cool down stun.

    Yep, not a single change.

    Uh huh
    (0)

  9. #9
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    One thing that I've always wanted to see is a gravity themed council fight where one group fights on the floor and one on the ceiling, and the mechanics of one affect the mechanics of the other. Every so often, the bosses would uppercut your tanks as tank busters, to punch swap you to the opposite side of the arena Feugen and Stalagg style.

    It would be interesting to see a soft-enrage themed fight where the boss gains permanent stack-ups every time you make a mitigation mistake. Tankbusters might start out very soft but then quickly turn lethal as you run out of cooldowns to use, forcing you to pick and choose what you can afford to eat raw. Boss fakeouts and tells might work well here. You can still have a hard enrage at the end, but good cooldown use would effectively ease the mitigation check. The other way to do this is to have a vampiric tankbuster that heals the boss based on the damage received, encouraging you to mitigate more damage to speed up the fight.

    I'd love to have another fight like T7/T7S, where your healer or ranged has to kite a mob to dodge mechanics and kill them off when required.

    I'd be really interested in seeing more fights with a disintegrating or shrinking arena (I'm hoping that P1S turns out this way) forcing you to reposition your team safely while maintaining good uptime. Or perhaps moving traps like A7S' cat phases.
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'm curious as to everyone's opinion on additional punishment mechanics for tanks in general. In some MMOs, for instance, on certain attacks you'd see damage thresholds beyond which an additional effect would be inflicted. For instance, if one didn't manage to mitigate... <Generic T-Rex Bite> to under X damage, it'd also inflict, say, an Armor Break / Defense Down / Vulnerability (Physical) Up debuff.

    Would such mechanics add anything, or should any such attack have just been lethal without mitigation anyways, making them effectively just flavor text outside of lower-difficulty version (where they might be a less punishing [more recovererable] but still seemingly threatening form of more generic, deadlier tank-busters)?
    (0)