

excuse me, what? Provoke puts you above all other players in the aggro list, and tank stance generates about 20x aggro. Does your tank not have tank stance on?
I will make you a video of the dungeon later when i am home, i hope that gives you some insight.
No need, I know how provoke works and the issue with tanks vs enmity has already been brought up by SE.
https://na.finalfantasyxiv.com/lodes...6321a515d36909


Tank enmity issu right now involve dps high starting burst such as pictomancer in dungeon.
But the very moment you're using Provoke on a single target, this is no longer a problem because provoke not only put you 1rst on the aggro list but adds another value so that no one takes it back (especially an other tank).
Your tank has no tank stance at this point.
At this point, just do it with trust and it'll be a forgotten story in no time.
That's specifically regarding AoE situations. That has nothing to do with maintaining boss aggro.No need, I know how provoke works and the issue with tanks vs enmity has already been brought up by SE.
https://na.finalfantasyxiv.com/lodes...6321a515d36909
I literally play expert roulette one handed most of the time while eating or watching a video on 2nd screen... I'd have never expected people actually manage to struggle there, how much more do you need than literal arrows pointing you where to go?
This is my own personal feedback as someone who has been healing since 1.0 as a white mage. I've noticed the big ramp up in dungeon difficulty and mechanics, some of them have been enjoyable, others not so much( lvl 95 final boss I'm looking at you). But I've been able to work with my FC and learn the mechanics and progress the story and dungeon. However on the final dungeon, Alexandria, making to the first boss. We died, continuously, over and over and over again. After about 20 different tries and dying each time, we threw in the towel. I don't mind learning mechanics and trying to get better but this is beyond my abilities as a healer. We understand the mechanics of it however there is not enough time to get between locations. Not everyone's reaction time is as quick others nor can you expect them to be. There is not enough pause for a healer to even mitigate the errors in the party. Upon dying, I lose all my lily stacks which gives me only tetragrammaton and benediction for instant heals in case of emergencies during these constant runs to the circles and avoiding the crosses and the bosses big conal attack. I can't try to save people with heals unless my lily's are up during these runs. I can't even use swift case because I have to save it in case someone falls which was happening to our tank because even having a couple stacks, fully healed and a tank mitigation popped, it was one shotting him. This was our tank, geared up to what he could get at the level and stacked with materia. There is not enough down time between all that happening to even heal the party to survive a hit with stack markers coming right afterwards. As a casual player, I don't do much raiding, I have done some in the past but not something I've personally enjoyed doing but this gets to the point its alienating the casual audience, people with disabilities, slow reaction times, etc from even progressing. Maybe they need to bring back Hard mode dungeons and stick this in there and readjust the MSQ's dungeons so this isn't so bad. Something is off with this dungeon and it needs reworked. Eventually we did make it through the dungeon after trying it another day and a few tries but still, it needs adjusting.
Primarily an issue with dungeons as this is in regards to DPS Burst AoEs, which is why they're aiming to add enmity to AoE abilities from tanks, provoke itself however, claims it with stance.
Now in regards to that first boss, I'm no elitist, I've died to that boss, ran it plenty farming for accessories. I can admit that the x and o bit is rather tight, if you're not there, you're dead, I don't believe it needs a rework, perhaps just an extra 0.5s delay between x and o, at a push.
It's content that becomes muscle memory however, x and o first, frontal/side cleaves second.
The x/o mechanic is best when you've positioned yourself safe from the one that's yet to resolve, then foresight where you want to be for the next one, repeat until all have resolved.
Also, remember when we were all complaining that this game was all "Stand and let thing resolve", yeah, this expansion has listened to that, catered that in mind and has been well received.
From your first statement, as a person with a disability, I absolutely love the ramped up difficulty, it's more of a challenge at first because I didnt know the mechanic, after experiencing it, now I do flawlessly.
Perhaps, what the dev's could do, to assist with dungeon content is remember when games shown you a video of how things worked when you acquired a new skill? Do that for the mechanics that the boss does, or have a ghost npc, when your party wipes to it two times.
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Last edited by Tenebrosi; 07-19-2024 at 04:07 PM.

I know what you mean, it also took me a bunch of wipes to learn the movement pattern correctly.
I assume it's the section with the Circle and Cross patterns that light up, combined with the boss doing sideways or frontal aoe.
1.) Look which side the patterns start at, and go towards the first symbol. If it's a circle, always stand in it (even if boss does sideway aoe - the circle comes first). If it's a cross, stand close to the cross to be in position to avoid if the boss does the frontal-aoe.
2.) The side or frontal aoe always happens after the 1st symbol aoe. If you stay close to the boss while doing the first cross/circle, you can move to avoid the side/frontal aoe as soon as the first symbol finished.
3.) Do the rest of the symbols (standing inside circles and diagonally away from crosses) while moving towards the last symbol. The boss does another side/frontal aoe after the last symbol, so even if it's a cross you want to be close to it and close to the boss to be able to reach frontal/side safety after the symbol.
Focus on avoiding the damage and surviving, you can still revive and heal others after the section finished. And if others are dying to it, its not your fault - just pick up the pieces afterwards. Especially if there's no res-caster dps, you dying usually means a wipe. (..unless you have a tank that solos the rest of the fight while party is dead on floor)

I mentioned this in a different post but, as someone who engages in high-end content frequently, the new Dawntrail Dungeon Difficulty has been very very enjoyable. I do not want them to change the difficulty in any way but I think there is room for them to make the duty support/trusts able to support players like yourself because as it is right now it is not doing its intended job.This is my own personal feedback as someone who has been healing since 1.0 as a white mage. I've noticed the big ramp up in dungeon difficulty and mechanics, some of them have been enjoyable, others not so much( lvl 95 final boss I'm looking at you). But I've been able to work with my FC and learn the mechanics and progress the story and dungeon. However on the final dungeon, Alexandria, making to the first boss. We died, continuously, over and over and over again. After about 20 different tries and dying each time, we threw in the towel. I don't mind learning mechanics and trying to get better but this is beyond my abilities as a healer. We understand the mechanics of it however there is not enough time to get between locations. Not everyone's reaction time is as quick others nor can you expect them to be. There is not enough pause for a healer to even mitigate the errors in the party. Upon dying, I lose all my lily stacks which gives me only tetragrammaton and benediction for instant heals in case of emergencies during these constant runs to the circles and avoiding the crosses and the bosses big conal attack. I can't try to save people with heals unless my lily's are up during these runs. I can't even use swift case because I have to save it in case someone falls which was happening to our tank because even having a couple stacks, fully healed and a tank mitigation popped, it was one shotting him. This was our tank, geared up to what he could get at the level and stacked with materia. There is not enough down time between all that happening to even heal the party to survive a hit with stack markers coming right afterwards. As a casual player, I don't do much raiding, I have done some in the past but not something I've personally enjoyed doing but this gets to the point its alienating the casual audience, people with disabilities,etc from even progressing. Maybe they need to bring back Hard mode dungeons and stick this in there and readjust the MSQ's dungeons so this isn't so bad. Something is off with this dungeon and it needs reworked. Until then, my journey with Dawntrail ends here until this gets addressed, which is unfortunate because I wanted to see how the story ends and experience it myself.
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