And that’s what’s I’m sayingAnd as I stated, I am going to wait for more phantoms. As if they implement all the FF5 jobs as shards, that is 26 stacks of phantom mastery or 52%. If we exclude Blue Mage and Beastmaster for whatever reason, that is 48%. And since damage buffs are multiplicative, that is going to add up very fast.
Extra damage from phantom mastery won’t help forked because you don’t wipe in forked to enrage and bosses don’t die till they have done all their mechanics
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Okay, so why are you arguing with me? My point is more phantom mastery means bosses die quicker. Its the same rhetoric is as if I told you I will do content later when I am overgeared.
As if they implement the remaining 13 phantoms, that is 52%. A dragoon will have 111% damage buff from mastery and their own self-buffs. Meanwhile their current total is 39% with phantom mastery. Or black mage for example, with 26 mastery, that equates to them having a 93% damage buff, where as their current amount is 57%.
That math does not factor in buffs from other party members or debuffs applied onto the boss such as silver cannon or ninja's trick attack.
Which if the bosses die quicker, they will do less of their mechanics.
Do you think they're going to give us a raidewide Reraise action or something? I don't understand what could possibly make instadeath mechanics easier.And as I stated, I am going to wait for more phantoms. As if they implement all the FF5 jobs as shards, that is 26 stacks of phantom mastery or 52%. If we exclude Blue Mage and Beastmaster for whatever reason, that is 48%. And since damage buffs are multiplicative, that is going to add up very fast.
Because if you read the last sentence of my post you’ll see “the bosses don’t die till they have done their mechanics”
As in they lock on 0.1% hp till their mechanics are done, well at least dead stars and magitaur do
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
WIth dead stars, ya you have to do all three of them unfortunately. In my runs so far, we got them to 0.1 percent during the last delta attack or the tb/stack combo and you still have to do the fire phase. That being said, most saved their 2 min for fire ball and thus they die before they do their second set. With magitaur, you will still have to do rune axe but with enough dps, you can skip holy lance when I would consider the most dangerous mech of the fight. Of course, this assumes that everyone knows what they are doing and having as many of the dps pham jobs while still having the essential time mage, oracle, ranger and berserker.
So 2 bosses and the inbetween fights go down quicker, well that is good. Also good you can skip that mechanic.WIth dead stars, ya you have to do all three of them unfortunately. In my runs so far, we got them to 0.1 percent during the last delta attack or the tb/stack combo and you still have to do the fire phase. That being said, most saved their 2 min for fire ball and thus they die before they do their second set. With magitaur, you will still have to do rune axe but with enough dps, you can skip holy lance when I would consider the most dangerous mech of the fight. Of course, this assumes that everyone knows what they are doing and having as many of the dps pham jobs while still having the essential time mage, oracle, ranger and berserker.
Ah I see, so one more thing that makes forked tower a weird experience. As SE is going to need to fix that on their end as player damage ramps up in later patches. Might as well be equivalent to an unsynched player waiting for an old trial boss to do its mechanics because it can't go below 0.1%, like Zurvan, except its current expansion content. And depending on fast it reaches 0.1% in a later patch, that is going to be one of those awkward things about doing the towers, as people just have to wait and can't really dps the boss as it might as well become invulnerable at that point.
I would be so mad if the group I was in got it down to 0.1% and then got hit with something and ended up dying… lol At any rate, it’s still going to leave room for error, even if you are slightly stronger.
But along with that, do we really think we’re getting 26 phantom jobs out of this? The current UI only looks like it has space for 2 more unless they’re going to add another tab to it… they’re adding 2 more before the next zone, but I don’t remember hearing them give an official number for how many they’re going to use.
And still would rather a Normal mode to use them in!
Yoshi p said “they will more than double” by the end and there is 26 jobs in FFV meaning we have exactly half of themI would be so mad if the group I was in got it down to 0.1% and then got hit with something and ended up dying… lol At any rate, it’s still going to leave room for error, even if you are slightly stronger.
But along with that, do we really think we’re getting 26 phantom jobs out of this? The current UI only looks like it has space for 2 more unless they’re going to add another tab to it… they’re adding 2 more before the next zone, but I don’t remember hearing them give an official number for how many they’re going to use.
And still would rather a Normal mode to use them in!
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
So, I was thinking about this: If it's first come, first served, then you can't require that anyone in the party have a certain phantom job leveled up to a certain point. In which case, how do you leave in the "interesting parts" to use phantom job skills without making those skills required?What they should do is take the current Forked Tower, dub it Savage Mode, add their PF fixes, and let it be queued for directly outside the zone. Then make a Normal mode which will continue to use the in-game cipher entry, 1 per person, first come, first served. Dial down the difficulty by removing rez restrictions and any mechs where one player can wipe the entire group, but leave in some of the interesting parts to use phantom job skills. It would be about the equivalent of CLL/Dalriada/DR Normal.
We've seen this exact problem in South Horn because phantom job skills are tightly designed around addressing various pass-fail mechanics. How do you make a geomancer's Suspend interesting but not required for success? Time Mage's Dispel? Ranger's Falcon? Bard's stun? Thief's lock picking? Chemist (all of it)?
The thing about CLL, Delubrum Normal, and Dalriada is that they don't actually require any Lost Actions or essences. The reason for engaging with Lost Actions isn't those raids; it's to play one role (tank/healer/DPS) while taking on the characteristics of another role, which is "interesting" independent of any specific piece of battle content.
Good point, which I think someone also brought up in one of the other Tower threads (and maybe this one? It’s getting long lol). Probably the only way to accommodate that would be to allow the changing of phantom jobs, outside of combat. Or alternatively, at the entrance, similar to how DRN did. Without wipe mechs you would just go back to the beginning instead of it being game over, so you could just regroup and make sure you have a good mix of jobs.So, I was thinking about this: If it's first come, first served, then you can't require that anyone in the party have a certain phantom job leveled up to a certain point. In which case, how do you leave in the "interesting parts" to use phantom job skills without making those skills required?
We've seen this exact problem in South Horn because phantom job skills are tightly designed around addressing various pass-fail mechanics. How do you make a geomancer's Suspend interesting but not required for success? Time Mage's Dispel? Ranger's Falcon? Bard's stun? Thief's lock picking? Chemist (all of it)?
The thing about CLL, Delubrum Normal, and Dalriada is that they don't actually require any Lost Actions or essences. The reason for engaging with Lost Actions isn't those raids; it's to play one role (tank/healer/DPS) while taking on the characteristics of another role, which is "interesting" independent of any specific piece of battle content.
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