Not sure if you read my posts or not, but I definitely went into a lot more depth than "DPS numbers".
- If you took ARR PLD and made it do SB PLD damage it still wouldn't be fun. The thing that generates fun for me (and likely others) is having choices to make.
- Stances aren't a choice. They're a mere on/off switch, and honestly a pretty clunky one for WAR/PLD.
- Then combine that with stale dungeon mechanics (aka no mechanics) and stale tanking swap mechanics (tank swaps are almost universally based on x stacks, never anything more exciting or organic).
- The other main issue is that tanks generally lack a "you did awesome moment" that other roles get. Oh you pressed a cooldown to take less damage is not the same as lining up all your cooldowns and hitting a big dh crit. It's not the same as having 3-4 people on the brink of death and you saved them, kept the tank up, and still pushed big damage. Oh you did a tank swap at 2 stacks cool. Sure Passage of Arms is a cool ability and fun to use, but because outgoing damage is so minuscule in current content I can reduce a raid buster that does 5k damage to 4,250. Oh how riveting. Cover is cool, but handcuffed by a long CD, stupid range limits, and the fact that for it to have any REAL value it needs to be a mo macro, which limits its queued ability which means the timing is super precise for it to actually go off due to ani locks. That's not even counting the fact that for it to have any real value I need to precast it because almost all outgoing damage is based off cast bars and not constant fluid damage I can react too when it gets to be too much on a risky target.
- Let a tank decide how much durability they need at a given time, and let them trade it for offense if they want. Let it be a range and organic, not a full on or full off switch.
You talking about regular raiding or clearing savage content? My old static's OT was pretty filthy at doing OT dps, but no matter how hard he tried he was super slow to get the A3S hand into position. His strengths don't account for the weakness that literally handcuffed our group for weeks. How would you deal with that?
I will say that I teach sub par players all the time. We were all sub-par players once, and someone once taught me too.
Agreed. I've been active in discussion about it. If it were up to me I'd have gone on to suggest passive buff that is range based. Closer is more powerful, eventually ranges out. This could create some neat awareness of being close, but not "too close" as well as identifying good places to be to benefit both mDPS and rDPS.
Yep. seen this a lot too. They want us to just sit there spamming flash (no other abilities) and pressing cooldowns. Yeah there would be a grand total of 0 tanks if that's the case.
I thought cata dungeons were fine :-\. I don't remember anything hard about them. They were just long I thought.
LOL. see!
Dunno what to meld as BLM, im guessing crit is tasty but i read get spell speed. But i have mainly SS and Crit and it feels like im in a strange place where i cant quite cast 4 xFireIV but comfortable with x3,
Regular raiding in WoW, Wrath/Cata primarily.
In FFXIV, I don't "lead" a raid per se as the FC is more focused on fun than progression "accomplishments."
Regular raiding, old raids, treasure maps/Aquapolis, roulette night, or getting people through things they need to catch up or raid group dissolves into crafting/running things to gear one person up. Someone started in Heavensward? Well, hell, they never got ponies, let's faceroll those a bit. Or we'd do the old Bahamut Coils to get items specifically to craft one item for one person in the FC. Or we'll do some FC crafting for airships, then break into groups for whatever. Sometimes we have 8, sometimes we have less/more and adjust for the evening.
We'll probably do some bird farming of EX Primals this time round and undersize as it's looking questionable to even have 8.
Savage isn't really an option with the wonky schedules I'm looking at (2 back to school, 1 works nights and has only 2 available evenings, add in 2 moving to another time zone and we try to weave in something for a memeber in the Netherlands). Plus we're long past the point where hardcore raiding for the sake of chest thumping that we did it has any appeal. Much more focused on just kicking back and having fun with friends these days and helping people get some goal they were hoping for. We've become filthy casuals in our "old" age, I suppose.
I mean, this is still mostly the group that was learning normal ICC and after a rough work week had a "take a shot for every wipe" night going among a few members. That raid night was.... interesting. Funny! ...but interesting.
Regarding your A3S example, I'd have to know far more about the fight, the group composition, and the situation to even pretend I could form an opinion to address it. But my approach comes from training in real world team leadership/team building/management practices we were using at work and applied it to raiding. There's a point where, yeah, you have someone that has to be let go as they're not going to work out with the team, but that's not the first option and "git gud" isn't the only solution to a lot of problems game designers put before you.
Last edited by Faroth; 2017-07-12 at 02:55 PM.
Man, the gear feels so wierd in crafting/gathering. If you had BiS at 60 you are pretty much BiS till 70. But otherwise a 10 point difference on one piece of gear is the difference between getting 58% and an easy 100% HQ rating using the same macro and mats.
Its like the stats on the items barely change, but as you level the way the stats work does instead.
Last edited by dope_danny; 2017-07-12 at 02:56 PM.
Even a non-pentamelded set of ilvl 290 gatherer/crafter gear is a significant step up over pentamelded Ironworks. Don't have access to Garland and such currently, but it's around 200 more craftsmanship and control on crafting gear. Pentamelded, it's even less of a contest than it already is (I think I had a setup that featured just shy of 1400 craftsmanship, just over 1200 control, 462ish CP pre-food). No grade 5 overmelds; stuck to my old formula of Grade 5s in guaranteed slots only and grade 4 (and lower) for overmelds.
Figure that this gear will be worth melding based on HW's timeline; Ironworks and Carbonweave didn't show up until 3.3, so if the new BiS omnicrafter set doesn't show up until 4.3...that's basically a year from now.
I kinda suspected that was the case. I'll say this - I have no issues with any of your raid leading statements or strategies in the context you've provided. They're fine enough for me.
That said, the reason I asked about what content specifically was because at the very high end there isn't much opportunity (honestly if any) to slide pieces around to fit better. You simply have to do x or wipe. Be at y or wipe. There's no catering to strengths and weaknesses to pass checks. There's no switching roles because you can only really gear up one class at a savage level at a time due to gated currencies.
I'll give you a real world example of when it did work though. Back in H25 ICC we were having a hard time with Putricide last phase. We kept losing healers early on, which meant we were losing DPS before we could burn him down. I came up with the idea to put the healers as far in front of us (instead of behind) to shift the responsibility off the healers who were struggling with something they shouldn't have but oh well. I catered to their weakness (and our ridiculously well tuned DPS/tank team) and it got us the clear in 2 more pulls. Mind you this was top US raiding and I wasn't a raid leader. I personally think WoW raiding design better supports this than FF14, but that's an entirely other subject.
They were fine for people like you and me that still findly remember Shattered halls HC and SLabs HC runs.
They weren't fine for generation Wrath-faceroll though.
Wrath was cool, but with the freelootiness all around Blizzard really opened pandoras Box.
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Secondary stats are pretty weak in this game. I doubt meld/no meld would truly matter in the grand scheme of things. 2-3 seconds of unnecessary movement or 2 miscasts will probably have a larger effect.
For me it's like people without enchants in WoW. "Oh it's just 1% dps increase"
Do those people forget that on a raid there's a lot other players? And that's forgetting about the mentality side of the coin.
I can understand if you don't care about optimizing your character. That's ok. Just don't go out of your way to tell me it doesn't matter. Because it does
Yeah, i still think that leveling those takes entirely way too much effort compared to gatherers.
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It does not unless you raid truly cutting edge progression.
Most of us don't. Hell most of the raiding community goes into the content when they are already overgeared. Esp true for midcore Mythic/savage raidguilds.
While there certainly are close calls and sub 1% wipes, you are usually not wiping to a boss while doing everything to perfection because your raid misses 1% raw DPS/HPS.
Most raids have much bigger fish to fry in terms of practicing mechanics or optimizing general class gameplay than fretting over a few stats in intermediary gear that is quickly replaced or chomping on the most expensive consumables.
If you DON'T raid savage/Mythic, that mindset gets even more hilarious.
Source: 8.5 years of HC/M raiding experience
Considering that I gained nearly 200 spell speed and about 100 on both direct and critical hit just going from grade 5 to grade 6 materia...I would not dismiss it entirely. Not by a long shot. All that extra SS has helped to make my rotation much smoother. Not to the level of smoothness I had at the end of HW (kinda hard to beat a 2.6 second Fire 4 cast time), but it's much better than what I had as a fresh level 70.
Considering Normal is meant to be cleared by everyone then yeah not having melds isn't the end of the world. For Savage/EX however you better be bringing the melds. Hell Normal raids have been shown to be doable by classes. Basically without their job stones. Even Savage raids have been done with classes.
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I'm too poor to afford Grade 6 . Just spamming Experts for now to try and get Crit and Direct Hit stuff and grade 5's to throw into transmute. Although still haven't gotten a useful grade 6 from it. Mostly elemental materia and main stat stuff like Dex.