This one's a bit more personal, but lost both our healers from coil static. 1 unsubbed, the other bailed because we didn't kill t7 yet, as in the second week of coil 2 it wasn't dead and that's when he started getting pissy. Gotta find and train 2 new healers now, setting our progression back even further than it already was.
God dammit.
that sucks, i know the feeling. good healer is hard to find
I take it your bailed healer was not trained in the masochistic ways of FFXI?
WHM Applicant #4
Trial run: Twintania
"So when we split into fireball groups I just heal the people on my side, right?"
The shit part is that T7 is the worst of it. I only gets easier for T8, and T9 is T9. Nobody should be getting pissed about not beating it "today".
Worst part of it is, we were so close to clearing t7 too. We adjusted a bit, switched some stuff around and stopped fucking up for the most part. We were at petrifaction phase when we ended Wednesday. If we had another hour it would have been dead. We were supposed to go again tonight, but this shit happened. Like, dammit.
I agree with this wholeheartedly. Tanking is honesty boring. There is nothing flashy about it and it's a thankless class.
I think the whole tanking system needs to be revamped. Why has every game turned tanks into the poorest damage dealer? Why not make tanks do a great deal of damage while being the party's first line of defense? There should be something glamorous about being a tank, not just a punching bag. A tanks should be up there able to pull off numbers with the best of the damage dealers.
Additionally, tanking needs to be easier to do. Right now tanking is the most difficult thing to do. There should be skills for tanks that make a tank a master of holding threat with little to no difficulty. There needs to be skills that focus on tanking multiple mobs over a wide area, not just single targets. The amount of time multiple mobs are tanked far exceeds that of single targets.
Again, there should be something thrilling about being a tank. Give tanks the ability to feel as epic as the damage dealers feel and the lack of tanks will be a problem solved overnight.
The enmity modifiers on skills are already ridiculously high. I'm holding hate off i110 dps with an i95 weapon easily. If you can't hold hate you're bad.
Niiro's suggestions are nice QOL improvements. Though, the #1 change I want for PLD is to take oath/swipe off the GCD and not have oath break combo.
I enjoy tanking very much; I do agree damage should be increased somewhat, or at least give off the impression that I'm a wrecking ball.I think the whole tanking system needs to be revamped. Why has every game turned tanks into the poorest damage dealer? Why not make tanks do a great deal of damage while being the party's first line of defense? There should be something glamorous about being a tank, not just a punching bag. A tanks should be up there able to pull off numbers with the best of the damage dealers.
To fix the damage aspect, I had the following "improvements" in mind:
PLD
- Shield Swipe (but not Bash, WARs would probably cry somewhere lol) taken off GCD as everyone has mentioned - triggered when blocking
- (combo'd) Riot Blade - off GCD - triggered when parrying (giving PLDs some form of resource to use MP more; perhaps later they'll add some PLD specific spells or give them some sort of light based ranged magical spell)
Benefits: A couple of new buttons over-time, MP restoring option without sacrificing GCDs
WAR
- (combo'd) Storm's Eye when parrying - off gcd
- (combo'd) Storm's Path when dodging - off gcd
- Make Haymaker off gcd, but keep the same properties of it triggering post-dodging
- +1 Wrath when taking a critical hit
Can apply debuffs without swapping combos, increase damage output
In any of the scenarios above, the combo'd attack is 10s or so buff when triggered, like freecure, and will take priority over the default combo triggers.
TP might become an issue on long fights but you can to somewhat micro-manage TP; and also add value to some stats when gearing. Just a thought. Tanking is pretty boring at times and it'd be nice to smash more buttons.
If tanks dealt as much damage as a DD... Why not bring 6 tanks and 2 healers? What would be the necessity of DD if they were just squishier versions of a tank?
Also, random complaint of my own: Failing Leviathan EX because of excess of DPS. The game is penalizing us for doing too good? I'm not used to this stuff, I've always been a mediocre-adequate DPS >_<
This sounds retarded. There would be no reason to play a dd then.I think the whole tanking system needs to be revamped. Why has every game turned tanks into the poorest damage dealer? Why not make tanks do a great deal of damage while being the party's first line of defense? There should be something glamorous about being a tank, not just a punching bag. A tanks should be up there able to pull off numbers with the best of the damage dealers.
Overpower, Flash, Circle of Scorn, Steel Cyclone.There needs to be skills that focus on tanking multiple mobs over a wide area, not just single targets.
The only thing I normally lose hate to on my gladiator is other tanks. It's really not hard at all to hold hate.Additionally, tanking needs to be easier to do. Right now tanking is the most difficult thing to do.
complaining about tanks in 2014
Putting a higher range on tomahawk/shield lob would just make them spawn mobs further away, I'm sure the limitation is there for a reason. Same thing goes for overpower/flash range. Personally have never had a problem with the range on either.
Tying high tank damage to having aggro (like the previous example of procs on parry and dodge) would eliminate the incentive to bring extra tanks and give tanks some damage to preen about/give them some desire for weapons. I like that idea.
Edit: But yea, holding aggro is by far the easiest thing to do in the game
Holding hate is extremely easy with the absurd enmity mods on Halone/BB/Oath/Defiance.
Getting hate, however, can be annoying, which is pretty much what all of my complaints were concerned with.
Unrelated: not really a complaint but there's no RQT and it's not worth making a thread over really, but what the hell causes my choco to gain bonus exp seemingly at random:
Lvl 50, so no chains (mobs weren't even level 50 anyway), I can't seem to find any common cause for when it happens.
Also, is there anyplace else in the game with lvl 50 mobs besides Urth's Gift?