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  1. #1
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    Join Date
    Mar 2011
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    Gridania
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    1,987
    Well other games have a rotation + timing as well. On XIV you have nothing to focus on but timing, which again makes it easy (bare the latency/responsiveness of the game).

    Timing part should be something that is managed raid wide. That doesn't exist in XIV either.

    Typical example of a raid DPS burst:

    - Casting a debuff that does "Target take +10% damage for 12 seconds".
    - Another member cast a spell "Increase Attack/Spell Power of all raid members by 15% for 20 seconds"
    - One member use a raid-wide consumable that raises everyone Attack/Spell power.
    - All raid members dealing damage then use raid consumable (potions that increase % crit rate for 15 seconds)
    - All raid members use their charge/whatever CD they have

    All of the above while : maintaining your rotation steady, continuously focusing on boss mechanics and so on.

    So yes I may look like I "spam" my abilities/macros, yet it requires a high coordination from everyone to maximize the damage output. And you don't do that for the beauty of it, you do it to pass DPS checks or you wipe.

    As for XIV being skill > gear, regarding the dummy example. I don't see how skill would produce a 30% efficiency gap in XIV, if we had a dummy. The only part where skill intervene is in a real situation (when you know a fight, you time your WS/Spells right, for a higher efficiency) but that's about it.

    Bad players can keep doing A > B > C > A > B > C rotation without doing anything else, like some people are suggesting in this thread. That's why you have a gap between top tier raiding guilds and the rest. If it was as easy as "spam 1 to do DPS", all guilds would progress more or less at the same pace. It's far from being the case.

    And no, playtime is not an excuse for being late on progression. Sure some guilds are always hardcore and raid 6 nights a week; 4 hours per raid. But even among average guilds that raid ~10 hours a week, you can see disparities in the progression pace. What makes the difference? What I just explained above.

    Maintaining rotations (individual performance). Raid coordination.
    (4)
    Last edited by Antipika; 09-10-2012 at 07:54 PM.
    Antipika.
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