Is there a way to tell what is immune to these and what is not without using them on them? Some marker or something?
Cause they are in the game. These skills exist. Sure would love to use them more.
Is there a way to tell what is immune to these and what is not without using them on them? Some marker or something?
Cause they are in the game. These skills exist. Sure would love to use them more.
I can say that if it's a boss or an enemy in a boss fight, it's usually immune to anything like this. The exceptions are generally in ARR content. They are immune to stun, slow or anything like that.
If it's dungeon trash, it usually works. Stun and slow work on almost all dungeon trash and this can make it easier for the healer, especially if the dungeon has a tight sync.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
They are invaluable in deep dungeon especially when doing solo runs.
Everything thats not a boss is vulnerable to it basically
However, for the sake of your tanks pulling mobs don't root or slow trash packs in dungeons unless it's requested, it disjoints mobs and can make pulling for tanks frustrating
this might change with the new savage dungeons making trash more dangerous, time will tell, but for now their main use is in deep dungeons like Heaven on high and palace
Last edited by Reimmi; 11-13-2022 at 01:19 AM.
As far as role actions go, ranged physical DPS's kit is pretty poor. Arm's Length should be readily available. Peloton is great, but has no uses in extreme/dungeon/raids. The rest of it has a few corner cases where they are useful, but mostly are forgotten about. Leg and Foot Graze are part of those "corner cases."
Tbh i wish we had to interupt stuff more often just to have more things to do in savage/extremeAs far as role actions go, ranged physical DPS's kit is pretty poor. Arm's Length should be readily available. Peloton is great, but has no uses in extreme/dungeon/raids. The rest of it has a few corner cases where they are useful, but mostly are forgotten about. Leg and Foot Graze are part of those "corner cases."
There will always be 2 tanks minimum in every duty so there'll never be a case of not having the jobs to handle the mechanic
Just would be nice for variety to have dangerous stuff to interupt
I completely forgot those existed. I've always had Head Graze on my hotbar because I don't trust tanks to Interject those Twelves-damned frogs in Dohn Meg.
This one is beyond your help. Only sleep can save her now.
I had a tank forget to interject on Hermes and I honestly couldn't tell what Hermes gains from completing that cast.
When you deal with human beings, never count on logic or consistency.
Fluid like water. Smooth like silk. Pepperoni like pizza.
His next ability hits harder when true bravery goes off. It's usually the group wide aoe iirc. Can suck when your healer is undergeared.
When you deal with human beings, never count on logic or consistency.
Fluid like water. Smooth like silk. Pepperoni like pizza.
The worst is still Puppets Bunker with those 3 paralyzing bots.![]()
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