...Why would you refuse use an up to 30% external mitigation tool with a 1000p HoT?
...It's still healing GCDs saved if used on tankbusters. Why leave gauge just sitting there when OTing?
Last edited by Shurrikhan; 01-12-2022 at 03:32 AM.
Because I can't use it on myself and the other tanks don't need it in the content I run (I don't run Extremes/Savages).
This doesn't matter in normal content. Plus I want the other tank to die so that I can be a hero :>
Last edited by Sacred-Oblivion; 01-12-2022 at 04:00 AM.
The pacify would also be a godsend for repositioning caster enemies. It's never a big deal but I always get annoyed when I manage to interrupt their cast and they just immediately start casting again, forcing me to line of sight them to get all the trashmobs bunched up.That's about what I was thinking with the mini-pacify (in the same sense that interrupt has no duration but also has no DR). I'd prefer it to come at cost of interrupting a cast, but if I could convenience my melee DPS by stopping a mob self-radial AoE or the like even after the WHM has made them immune to stuns... that seems a fun tool to have.
Always saddens me a bit when players fall back on this argument. Who and/or what exactly sets this standard? Is it so long as the content gets cleared? Is it the meta? Or is it just some arbitrary bar set by the illusion of a serendipitous community? Beats the hell out of me, but I can't help but smirk a bit when I graze my finger over the button for Succor instead of Broil, just to spite the min/max pushers.
Support abilities are there to assist. If I can totally handle carrying four boxes from point A to B, and someone is willing to carry two of those boxes to at the very least conserve/split the energy expenditure, then this is what's called a "courtesy". If you start to argue about optimization and efficiency because one person can do job X, while a second person does job Y; then you're just missing the point, and there likely won't be much use elaborating on the matter.
All I want from role actions at this point is for Shirk to have a lower CD as a QoL improvement for more reliable tank swaps. It's not a common or terribly important issue, but there have been a few instances in savage progression where the other tank (mostly PLD's, sorry guys ;-; ) takes threat for a mechanic, but can't hold aggro 20-30s later unless I drop grit.
I feel like the entire gimmick around Interject is remembering it exists in the first place, as a "GOTCHA" in random raids.
Playing through the game casually. You'll probably click this button less than 5 times total.
Put it on your hotbar, and start using it. It is useable in every single dungeon, most fates, and certainly all the time in deep dungeons. It doesn't have to be mandatory mechanics to be worth interrupting as a simple, off-gcd damage saving.Since there's enough DRK threads already, I won't complain about that for now... As much as I wish DRK was more than it is.
Let's talk about interject instead. I don't even have it on my hotbar. Any chance we can have back something at least remotely useful like convalescence in its place? I understand interject is still used on some things but I'm not keeping it on my hotbar for its .01% of content. Either get rid of role skills that aren't used enough and give us actual job skills in their place or give us role skills that get used. Hell even low blow has enough use to keep on a hot bar in comparison to interject.
Anyone else have thoughts on interject? Maybe combine interject with convalescence so it has a reason to still use it outside of its current .01% of content?
Problem solved.
I wish raids had more crowd control in them tbh
Interject was only required in 3 fights
e7s,e8s and WoL ex
There's no need to do a LOT of things during certain scenarios.There's no need in that fight to Interject any of them save certain AoEs and Stoneskin, though.
Interject may not be a commonly used button, but it absolutely does serve a purpose in various content, even if you can simply not press it and get away with it perfectly fine. That type of thinking can be stretched over so much of the game, given everything lower than high-end content is devised so that practically everyone can complete it even if they spent their time eating their own arm rather than actively trying to win.
You don't NEED to interrupt the Stoneskin in Haukke Manor, but it bloody helps. You can just ignore it and whittle down her obnoxious shield the normal way if you prefer, but it's not optimal. You don't NEED to interrupt Seductive Scream, but there's nothing more annoying than being hard-controlled for 5-6 seconds and manually walked into an AoE because a ranged DPS or tank doesn't know they could just press a single button and save everyone the hassle, especially when you have stun-happy players and can't use that as an alternative, such as spamming Holy during the final double-pull. You don't NEED to interrupt True Bravery, but given it provides a sizeable damage buff to the boss, letting that through is just laziness if you're aware you can stop it with a simple oGCD.
The issue is less about how useful it is and more about how its usage is so limited. For all we know, they may very well play more on the idea in further dungeons and raids, but even if that happens, it means we still only have niche scenarios where it's truly useful outside of it. It may very well get removed, or reworked, but until then, there's no reason to just take it off your bar.
Last edited by RopeDrink; 01-18-2022 at 05:48 AM.
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