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Common Myths of FFXIFollow

#27 Jan 18 2004 at 6:47 PM Rating: Decent
Thief's Knife
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Quote:
I like the myth that warriors should save provoke until the monster goes for someone else. Warriors should use provoke every 30 seconds so that it never comes to that.

Don't believe me? Have a warrior cast provoke every 30 seconds, then after a minute and a half or so, have your WHM use Benediction.


You think it's bad for a WHM? Try being a THF in a group like that. They won't play in a manner that lets you get your specials off, then they yell at you for missing them. If you're a THF and get in a group like that I reccomend just disbanding from the party because even if they listen to you, within 3 or 4 fights they'll be right back to their original retarded antics. There is a reason why you don't see many thieves above lvl 30 and that is because trick attack makes things 100 time worse for us and 90% of the groups you're in will be completely incapable of assisting you in getting your specials off. So you go up a few more levels and finally just give up in disgust and switch to RNG or NIN with THF subbed because being THF just isn't fun anymore thanks to all the tards.


I'm getting close to giving up THF myself, I'll give it two more levels and if it the level of retardedness doesn't change (it's somthing like 90% right now) I'm switchig to RNG.

Edited, Sun Jan 18 18:54:13 2004 by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#28 Jan 18 2004 at 7:57 PM Rating: Default
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303 posts
scriptkeeper wrote:
I like the myth that warriors should save provoke until the monster goes for someone else. Warriors should use provoke every 30 seconds so that it never comes to that.

Don't believe me? Have a warrior cast provoke every 30 seconds, then after a minute and a half or so, have your WHM use Benediction.


I don't like the idea of provoking every 30 seconds. If you have more than one tank in the party, you should split the damage, I may be a warrior, but I can die just like everyone else especially when I'm taking ALL the damage from a level 20 mob. I think it's good to cast provoke as soon as the monster takes it's attention off of you, because it generally goes running, if you Provoke after it starts running towards the mage, it will start running back to the warrior, giving the party a few extra seconds.
#29 Jan 18 2004 at 9:01 PM Rating: Decent
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Few notes on boost.

I have heard that boost adds to your attack the equivalent of half your monk's level every time you boost.
So for example, level 20 monk boosting would add 10 to his attack power each boost.
Yes it stacks.
The increased attack only counts for the first attack you make after your last boost.


Quote:
2) Bombs are radius based. Meaning if you are out of the circle, it won't damage you. That's why you see those japanese tank runs sofar so fast XD


Im really starting to believe that the radius of the bomb is calculated as soon as bomb toss is readied, not when thrown. Last night I fought goblins from 26-29 (yeah, 3 levels in one day, woot) and I was the main tank (ninja).

I had a japanese guy with me too, he was a ranger, and he has a few 60 lvl jobs, I know because when there would be a goblin train in Kazham he would change to 65 thief and go kill them all.

So I asked him about this, and he said that yes I should run away when they toss a bomb. Well I can't tell you how many times I would take off running far away every time he'd be tossing a bomb at me, and it wouldnt matter how far I ran, it would hit me and all the people engaged in melee around it. The white mages were a good 15 feet away (for just such purposes as avoiding sleep and bombs)
This is even when he's tossing it at me, most of the times he was tossing at me anyway because I would usually have agro with provoke.
Sometimes the ranger would get agro right before a bomb toss, I'd see him run away also, and I didnt notice anything different. No lessened damage, nothing out of the ordinary. So I really dont think it helps unless you are able to run away before it starts readying it. I havent tested that.

I also tried moving in closer to him when he would bomb toss, and this seems to do nothing in the way of making it drop the bomb more often, as some people have said. The only things that seem to make him drop bombs and suicide are
1) Pure dice roll. (Ex. 1-20, goblin drops bomb, 21-100, bomb toss succeeds.)
2) Stun or Paralyze, I have seen these interrupt bomb toss. The goblin will start shaking like it always does, then it gets stunned or paralyzed and stops, and continues swinging normally. There is no bomb toss.
3) Seems like 'alot of damage' weapon skills do, but it may just be that these times the goblin is getting the "1-20" roll and dropping it anyway.

Quote:
I don't like the idea of provoking every 30 seconds. If you have more than one tank in the party, you should split the damage, I may be a warrior, but I can die just like everyone else especially when I'm taking ALL the damage from a level 20 mob.


If you have two tanks, both should provoke every 30 seconds. Have one provoke first, then the second one provoke 15 seconds later. That way provokes are 15 seconds apart and damage is split up between both tanks equally. The monster will never run around either.But if you have a thief in the party, be sure to stand next to the other tank and not on the opposite side of it. This makes it much easier on the thief.
#30 Jan 18 2004 at 10:22 PM Rating: Decent
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Quote:
I also tried moving in closer to him when he would bomb toss, and this seems to do nothing in the way of making it drop the bomb more often, as some people have said. The only things that seem to make him drop bombs and suicide are
1) Pure dice roll. (Ex. 1-20, goblin drops bomb, 21-100, bomb toss succeeds.)
2) Stun or Paralyze, I have seen these interrupt bomb toss. The goblin will start shaking like it always does, then it gets stunned or paralyzed and stops, and continues swinging normally. There is no bomb toss.
3) Seems like 'alot of damage' weapon skills do, but it may just be that these times the goblin is getting the "1-20" roll and dropping it anyway.


From what I understand (as seen in practice with parties I've been in) you can sucessfully make the goblin drop the bomb on himself. You do have to get close to him, but you have to be the person the bomb toss is targeted at. The best way to get around this is by having all the melees move in when it readies bomb toss. Every time we've done this, the gob blew itself up, and we've taken at most 10 hp damage from the toss.

I do know that certain weapon skills, if timed correctly, will prevent the bomb toss entirely. Shoulder Tackle will do this, as will Shield Bash. If you set off your skill right when it says the gob is readying the toss, it should prevent it. Of course, it won't work all the time, but I've gotten it to work a few times. ^^

But every time someone's run away from a bomb toss, we've all gotten nailed. So...I don't believe that it works. ^^
#31 Jan 19 2004 at 2:01 AM Rating: Decent
Thief's Knife
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Quote:
I don't like the idea of provoking every 30 seconds. If you have more than one tank in the party, you should split the damage, I may be a warrior, but I can die just like everyone else especially when I'm taking ALL the damage from a level 20 mob. I think it's good to cast provoke as soon as the monster takes it's attention off of you, because it generally goes running, if you Provoke after it starts running towards the mage, it will start running back to the warrior, giving the party a few extra seconds.


No, hate doesn't work like that. For every attack, provoke, and buff/cure that player gets a certain amount of hate from the mob. Think of it as "hate points". It's not like everquest where provoking automaticly puts you at the top of the mob's hate list, the only thing that matters is how much hate you have generated. Therefore if you "save" a provoke you are in reality wasting it because you just threw away all the hate you could have generated by provoking now and then again in 30 seconds, etc.

When the tank is provoking constantly the mob will never run for the mage in the first place because the tank has built up enough hate that the WHM's cures will never exceed it.

Also, holding back on provoke will you booted from parties once you get past level 30, particularly in parties with thieves. Once I got to around lvl 32 I finally got out of the ****** zone, tanks that don't jam down the provoke get told to either get with the program or leave the party.

Edited, Mon Jan 19 02:06:11 2004 by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#32 Jan 19 2004 at 9:01 AM Rating: Decent
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90 posts
Mistress Kipsy wrote:

I don't like the idea of provoking every 30 seconds. If you have more than one tank in the party, you should split the damage, I may be a warrior, but I can die just like everyone else especially when I'm taking ALL the damage from a level 20 mob. I think it's good to cast provoke as soon as the monster takes it's attention off of you, because it generally goes running, if you Provoke after it starts running towards the mage, it will start running back to the warrior, giving the party a few extra seconds.


No.. No.. No! Yes you're the warrior, the tank, the wall the last best hope for peace. Yes you have HP and yest that HP runs out. But if you have the enemy concentrating on you 100% the only person the WHM needs to keep alive is YOU. If you provoke EVERY 30 seconds, then the WHM can chain cast/benediction/whatever. The THF can use Sneak and Trick attacks and the Black mages can nuke all day. It's MUCH easier to hold hate then it is to yank hate off of someone else. As a warrior if you provoke at every 30 second interval you'll keep the party alive and allow them to really open up their damaging stuff, which in turn means shorter battles and HP lost for you.
#33 Jan 19 2004 at 9:43 AM Rating: Decent
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313 posts
Not to mention when the monster starts running after the mages, it interrupts any renkei your party was starting to pull off. I've tanked in 90% of my groups as a Drk because warriors don't do their jobs correctly, I'd certainly take a weakened class that knows how to tank than a Paladin that let's it's enemies run around like a chicken with his head cut off.
#34 Jan 19 2004 at 10:40 AM Rating: Decent
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171 posts
This may be a mental placebo, but I thought you could block the bomb toss by standing directly in front of the Gobs throwing arm.

When soloing I block the bomb all the time, or I'm just lucky.

What happens this:

The Goblin reaches back with his left hand if I remember properly, tosses the bomb. If you line up properly, you see it bounce OFF you and back at him. He generally looks down at the bomb at his feet and then it goes off.

I take 2 dmg for blocking it, he most often dies.

Can anyone else try this? I've been coaching others to do this too and it seems to work.

Am I actually spreading a myth? lol.
#35 Jan 19 2004 at 11:02 AM Rating: Decent
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Exactly! I'm playing a DRK as well, and have allready had to deal with "Unable to see <t>" because the goblin or whatever decided to run past me at the mages before my swing timer was up ;_;

I'm going to try partying with 'newbies' a few times, and see if through leadership I can train a few warriors how to do their job ^^;
#36 Jan 19 2004 at 12:08 PM Rating: Decent
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364 posts
Mistress Kipsy wrote:


No.. No.. No! Yes you're the warrior, the tank, the wall the last best hope for peace. Yes you have HP and yest that HP runs out. But if you have the enemy concentrating on you 100% the only person the WHM needs to keep alive is YOU. If you provoke EVERY 30 seconds, then the WHM can chain cast/benediction/whatever. The THF can use Sneak and Trick attacks and the Black mages can nuke all day. It's MUCH easier to hold hate then it is to yank hate off of someone else. As a warrior if you provoke at every 30 second interval you'll keep the party alive and allow them to really open up their damaging stuff, which in turn means shorter battles and HP lost for you.


Hopefully the WHM/healers are keeping you up and going. I have been in groups that seem not to like to heal the melee/tank/pullers upto full while they have full MP and resting. Personally, I mash that Provoke every 30 to make sure to keep as much as attention on me if I am the tank of the group. But, by the same token it is nice from my perspective to have that secondary Provoker just in case of problems (tank taking too much of a beating, damage dealer outpacing the hate with the nukes/damaging). As long as people can adapt to different scenarios at any given time and avoid deaths, then it is good in my view while I hopelessly mash Provoke even when dead...:)
#37 Jan 19 2004 at 12:42 PM Rating: Default
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281 posts
I have to disagree with the whole provoking every thirty seconds
1. If you keep aggro all on you and it uses its special move then no one can provoke of of you to save your life.
2. Using one tank method cause white mage to spend whole battle using cure 2 instead of being able to use any cure 1's.
3. Cure 2 casts close to the same amount of hate as a provoke will so it kind of nullifys the whole provoke aspect.
4. With using chains of cure 2 and then using Benediction the white mage will always get more hate cause the mob lost all the damage it did to whatever character and will decide to get rid of the mage to make it's work easier.
5. GM's have the ability to control mobs if they want to for some added fun and if they are in control they won't use the hate system no matter how bad you want them to.

That whole chain provoke is just another of the myth's that this post is talking about.
And you call us noobs?
edit for spelling

Edited, Mon Jan 19 12:44:03 2004 by Hellspawnd
#38 Jan 19 2004 at 1:18 PM Rating: Decent
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408 posts
your obviously the noob, not even past cure 2 yet? lol i'm a lvl 30 whm i get the full heal out of cure II, i MUST spam it to keep a tank alive at this lvl and if he provokes every time he has it i never even have the mob divert its attention from the tank

FACT: As a whm i would rather have a tank with 50 defense and 300 hps over a tank with 10 defense and 1000 Hps
WHY: Mp efficency. I can cast considerably fewer heals to keep the high defense tank alive and thus we can chain more mobs

FACT: If you keep agro on one person it is 100 times easier to heal them, especially starting at level 21 when you get regen, which is one of the best healing spells in the game but has a very long cast and even longer recast, thus only one maybe two people can get it. also the person doing provoke over and over is Very Very likely to be the highest defense person in the PT

As for the goblin bomb thing, this was discussed in another thread, personally the rushing in thing has proven hugely false in my experiments. out of 100 bombs its was about 20 drops doing the rush in trick, not very promising numbers there

But i was also constantly noting the damage the bombs did and guess what, on Suicide bombs as i call them they always had one thing in common, the more HPs the goblin had the more damage they did. so I state as Fact the suicide bomb's damage is derived in some way from the goblins current HPs, it might even be a 1 for 1 tradeoff
#39 Jan 19 2004 at 1:26 PM Rating: Decent
Wow, this post has made me laugh some. Well I guess I will adress bombs first. Gob bombs "work" like a spell, as in you can interupt it. Several abilities, and magic can accomplish this. Shield Bash, Weapon Bash, Leg Sweep(spear ws), Tachi Hobaku (GKatana ws) Stun(magic). The common thread here is ALL of these cause the moster to be stunned. Regular ws like fast blade, or guillotine for that matter wont interupt unless it kills.

Next, the provoke every 30 seconds, ok whoever said that is bad IS a noob, or they are seriously confused. The mob runs off of hate, and hate is cumulative. So by provoking every 30 seconds you continually build hate, and if it turns on the mage that means the mage has more hate than the tank and another provoke should beable to restore the balance. I know this for a fact. At hgiher levels you only have one tank, and noone else will provoke regardless for the most part. So my groups tank was provoking away every 30 sec, spamming cures(he was palading) and using flash, out comes cure IV from the WHM(twas desperate) little do we know that the pal got dc, so mob turns to mage, pal isnt provoking, so I use provoke(DRK/WAR) mob doesnt even look at me, even tho i have been racking up hate thru heavy damage all fight. Another char uses provoke (sam/war) and still nothing, whm dies, we cry, kill it and whm uses that o so important re raise. Bottom line is constant provokes keep the mob on the tank longer, rather than turning to the mages every 10 seconds. Also never in my expeirence of game play have i ever heard of a GM controlling a mob, much less experienced it. What prob happened was your whm got too much aggro and provoke werent enough to regain enough hate, like posted above.


I admit that this game is riddled with myths and paradox's but to assume only makes an *** out of u and me. Learn what are myth and what are fact. (cant wait to get flammed by the noobs haha)

43DRK/29WAR/15SAM/13THF/6WHM/10MNK
#40 Jan 19 2004 at 2:22 PM Rating: Decent
Warriors should not always provoke, I'm sorry.

Warriors aren't the tanks when you get to mid-game. That job belongs almost exclusively to Paladins.

Paladins should be using provoke every chance they get, along with Sentinel and Shield Bash to hold Hate.

Every other Melee (Including the Warrior) should be saving provoke IN CASE the monster breaks for a mage and the paladin doesn't yet have provoke cycled.

Warriors, Samurai, Dragoons, Dark Knights and Monks are all just damage later on. I'm sorry you're not tanks...

The idea of splitting hate and damage amongst the melees is silly, you're making the white mages job harder and probably annoying the **** out of anyone who knows what they're doing. (read: Thief)

White Mage
Paladin
Thief
2 Damage Dealers (DRK, WAR, SAM, MNK, NIN, RNG)
1 Support (BLM, RDM, BRD, SMN)

That's more or less the only functional party when you get over 30th. I'm sorry that warriors, samurai, monks, ninja and rangers are all simply physical damage... but blame Square-Enix.

-Xerx
-Ifrit
#41 Jan 19 2004 at 3:06 PM Rating: Decent
Quote:
There is a reason why you don't see many thieves above lvl 30 and that is because trick attack makes things 100 time worse for us and 90% of the groups you're in will be completely incapable of assisting you in getting your specials off. So you go up a few more levels and finally just give up in disgust and switch to RNG or NIN with THF subbed because being THF just isn't fun anymore thanks to all the tards.
Hear hear!
#42 Jan 19 2004 at 3:53 PM Rating: Decent
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201 posts
Quote:
Every other Melee (Including the Warrior) should be saving provoke IN CASE the monster breaks for a mage and the paladin doesn't yet have provoke cycled.


Wow, totally wrong here. Mages always do more damage than melees, that's a given. So if these damage dealing melees save provoke until it runs after the mage, its not going to change the hate of the creature a single bit. The tank that will be able to is the one that has been provoking the whole time, in your case, the paladin.

Sorry no, warriors, ninjas, paladins, all should provoke as often as possible, but they should have an order about it. After all, if the paladin is doing a good enough job with heals, shield bash and provoke, none of the other provokers will be able to steal hate from him. And in the case that the mob does run to a mage, you have at least one provoke from someone every 10 seconds.

Quote:
That's more or less the only functional party when you get over 30th. I'm sorry that warriors, samurai, monks, ninja and rangers are all simply physical damage... but blame Square-Enix.


This really shows how much you know. Ninja/Warrior is the best tank in the game, much better than a Paladin/Warrior. Ninja Warrior can be close to invulnerable between the recast timer of Utsusemi Ichi and Utsusemi Ni, and then later on Utsusemi San (if it exists) all it takes is money.
#43 Jan 19 2004 at 4:18 PM Rating: Default
Quote:
White Mage
Paladin
Thief
2 Damage Dealers (DRK, WAR, SAM, MNK, NIN, RNG)
1 Support (BLM, RDM, BRD, SMN)

That's more or less the only functional party when you get over 30th. I'm sorry that warriors, samurai, monks, ninja and rangers are all simply physical damage... but blame Square-Enix.



I laugh at this.... so very hard....

In all my groups. since 30 we have had no thief. Thief is great if you are looking for items, other than that nothing special. I like how you put BLM under support. lol. ya thats what a blm is for..... support... lololololol

here's my static pt since mid 30's.

1 PLD
1 DMG Melee (DRK / DRG)
2 BLM
1 WHM
1 BRD

We rock things, hard. There are a number of many good combos. but beleive me, a thief is not a necessity like the poster seems to think. (Although for parchment camps and things of that nature they are irreplacable if you want to spend minimal time camping it.)
#44 Jan 19 2004 at 4:57 PM Rating: Decent
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Quote:
That's more or less the only functional party when you get over 30th. I'm sorry that warriors, samurai, monks, ninja and rangers are all simply physical damage... but blame Square-Enix.



This is my personal fav! Call up a lvl 60+ and ask which is a better tank, NIN or PLD. Ask several just to make sure ;). Remember that if a mob doesn't hit the person with the most hate it never loses it. Utsusemi is the bomb!
#45 Jan 19 2004 at 5:12 PM Rating: Decent
Thief's Knife
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15,054 posts
Quote:
laugh at this.... so very hard....

In all my groups. since 30 we have had no thief. Thief is great if you are looking for items, other than that nothing special. I like how you put BLM under support. lol. ya thats what a blm is for..... support... lololololol



If you haven't seen a THF in action since lvl 30 then you haven't seen sneak + trick + Viper Bite. And once he gets Dancing Edge and stacks it with trick and sneak he has the highest damage from a single attack of any class. In addition, while ranger can dish out more damage than any other class, only THF can do a mega damage attack and have the tank take all the hate for it. If you have a THF in the party the mob will stay latched onto the tanks even after a benediction.

And yes, a BLM is support, RNG and SAM both do more damage, and what's more they don't die after two hits.
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#46 Jan 19 2004 at 5:21 PM Rating: Decent
Thief's Knife
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15,054 posts
Quote:
Warriors should not always provoke, I'm sorry.

Warriors aren't the tanks when you get to mid-game. That job belongs almost exclusively to Paladins.

Paladins should be using provoke every chance they get, along with Sentinel and Shield Bash to hold Hate.

Every other Melee (Including the Warrior) should be saving provoke IN CASE the monster breaks for a mage and the paladin doesn't yet have provoke cycled.


But if they don't provoke, and the WHM develops enough hate to pull the mob off the PAL what's going to happen is that if they haven't been provoking they won't have enough to pull it off the WHM from one provoke. Simple mathmatics here.


____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#47 Jan 19 2004 at 5:25 PM Rating: Decent
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180 posts
Having lower-level characters in your party does not decrease EXP for the person highest in level. Square-ENIX even said so in public, to stop the rumour mill. You can check the guide section here on Allakhazam for the exact formula and numbers : based on the experiments of some japanese group, I think, and they've proven to be accurate for me.

Quote:
Here's an other myth some have believed: job/sbj 'passive abilities'(or 'job traits') stack. They don't

[...]

I would immagine that a Summoner's Auto Refresh(all the time +mp regain) does stack with Clear Mind(sitting +mp regain) wich is great, and probably was considered into the balancing issue. But does Auto Refresh stack with regular Rdm Refresh? My guess is yes, but not sure.

Correct on all accounts. To put it simply - job traits that have the same name don't stack, but job traits with different names do, even if they do roughly the same thing. Spells always have different name than job traits, and thus spell effects always stack with job effects.

(As a second analogy, it's kinda like when you're a WHM/RDM : you get Cure from both jobs, but you don't get a double Cure : you do, however, get both Barpoison and Barpoisonra.)

Quote:
The Goblin reaches back with his left hand if I remember properly, tosses the bomb. If you line up properly, you see it bounce OFF you and back at him. He generally looks down at the bomb at his feet and then it goes off.

That's just the animation. Also, keep in mind that the movement isn't 100% accurate, so the server doesn't even know you're standing exactly in front of the bomb arm : when you move, your client only generally tells the server how you're moving, which is why people may appear in slightly different places to different players, and why you see people on your screen jump from place to place when you lag.

The Goblin Bomb toss is, for all purposes, a spell : and like any spell, it CAN be interrupted, simply by attacking it before it's done casting (like, within the first 70~80% of time it's standing still before tossing it). Note that attacking it DOES NOT MEAN YOU AUTOMATICALLY INTERRUPT : like any spell, it has an interruption CHANCE. Stun, like Agenorjj noted, does, as do other disabling spells like Sleep, or Paralyze, if you're lucky enough to have it kick in at just that moment.


Quote:
I don't like the idea of provoking every 30 seconds. If you have more than one tank in the party, you should split the damage, I may be a warrior, but I can die just like everyone else especially when I'm taking ALL the damage from a level 20 mob. I think it's good to cast provoke as soon as the monster takes it's attention off of you, because it generally goes running, if you Provoke after it starts running towards the mage, it will start running back to the warrior, giving the party a few extra seconds.

First off, like has been said, you should -always- provoke. Provoking "when it switches" is inefficient : if you provoke all the time, it never switches in the first place. Every time you provoke, your Hate/Enmity counter goes up a bunch : there is no limit to this, you gather Hate even if you already hold the most. White Mages, Black Mages and so on should never go over the Hate the tank holds : they have to hold back if this happens, basically making 'em work below optimal conditions. Not a good thing.

Second, about the splitting-damage thing : if you have significantly more DEF than the other tank (say, PAL/WAR versus a DRK/WAR : the Paladin will have a slur more DEF), you should ALWAYS hold hate. This will save your Healer from having to cast a slur of extra Cures because the weaker tank takes extra damage, and thus keeps down his hate, saves his MP, and altogether decreases downtime. Also, having only one tank means that only one tank has to be buffed : having to cast spells like Regen several times does drain a lot of MP. Don't worry about your health bar : it's your healer's task to keep you alive, and it's easier for him to spam-cure you than it is to switch between the two tanks all the time. A final thing : when monsters use skills, especially the high-damage skills from Sheep, Goblins, Quadavs, Pugils and Bats and such, the tank HAS to be very high in health : and healing two tanks enough to keep 'em very high in HP is more costly than doing that for one. If the healer is sure that the main tank holds more Hate than the secondary tank, he can slack off with the secondary tank a little bit.

However, that doesn't mean the other tank can just sit back idly. For one, a good idea is to have the second tank pull monsters, so the healer doesn't have to jump right to curing the puller (and thus gather hate even before the battle really starts) because it's "just" the secondary tank, and he won't get hit once the actual Tank provokes it off him. Also, the secondary tank can Provoke enough to stay close behind the actual Tank during the course of the combat : this way, if the Healer has problems keeping the Tank's HP up, the secondary tank can take over for a moment. Tricky, but useful.

Quote:
1. If you keep aggro all on you and it uses its special move then no one can provoke of of you to save your life.

Wrong. Monsters don't generate hate by dealing damage, monsters generate hate by how much damage players do, and the skills/spells they use.

Quote:
2. Using one tank method cause white mage to spend whole battle using cure 2 instead of being able to use any cure 1's.

Wrong. The total damage/second a monster does doesn't decrease when you have it switch between different tanks, so a WHM will still have to heal the same amount of damage/second to keep the tank - probably more, because the secondary tank takes more damage than the first one. So since the heals/second remains the same, the cure-to-cureII ration stays the same, too.

And, like I said - when monsters use high-damage skills, the tank HAS to be very high in health, so if it's not sure which tank 'll be the one to receive the damage, the healer can't have one tank "slack off", forcing him to keep them both cured to the maximum.


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3. Cure 2 casts close to the same amount of hate as a provoke will so it kind of nullifys the whole provoke aspect.

If CureII generated as much hate as Provoke, White Mages would die quite a lot more than they do now (and PAL/WHM would become by far the ultimate tank, for that matter). CureII generates a lot of hate, but if you were to fire off a CureII and Provoke side-by-side, the Warrior will be the one the monster goes for.

Either way, I don't see how what you said would be a point IN FAVOUR of not spam-Provoking - if CureII generated so freaking much hate, why would you want the Warrior to provoke less and thus generate less Hate? Unless the Warrior provokes all the time, the WHM can't get off his CureIIs without drawing the most hate.

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4. With using chains of cure 2 and then using Benediction the white mage will always get more hate cause the mob lost all the damage it did to whatever character and will decide to get rid of the mage to make it's work easier.

Nonsense. Monsters don't "lose hate" for a player when you cure them - it's that Cure itself generates hate, and by Cure2'ing a lot, you'll gather more Hate than the other players did. And since Benediction is equal to casting a dozen Cure II's, it's freaking IMPOSSIBLE for the others to gather enough hate to save his life.

And again, I fail to see how this would be in favour of having the Warrior NOT draw as much hate as possible. If the Warrior was to provoke for ten minutes before the WHM used his Bene, it wouldn't switch because the WAR generated an even more insanely high amount of hate.

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5. GM's have the ability to control mobs if they want to for some added fun and if they are in control they won't use the hate system no matter how bad you want them to.

Again, total and utter nonsense. The GMs don't mess with your playing experience, and especially not in such a petty way. Yeah, sure they could warp you to Bahamut, or warp Bahamut to you, or just have you drop dead where you stand, but they have a job to do, and Square-ENIX 'd just fire 'em if they pulled stuff like that instead of doing it.

(Geez, where the hell did you get this rediculous crap from? Is your Linkshell feeding you these lies just to ******** you, or something?)


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Warriors should not always provoke, I'm sorry.

Warriors aren't the tanks when you get to mid-game. That job belongs almost exclusively to Paladins.

First off, that's like saying "Red Mages shouldn't heal, because White Mages have more MND". You need to look at the situation.

There isn't a one-to-one ratio between parties and Paladins, and parties with "merely" a WAR tank can't go without Provoke. Sure, if there's a PAL/WAR present, then they would probably be the tank, and thus should ALWAYS provoke. But there's plenty of exceptions to this - if there isn't a Paladin available but another tank job is, or it has sub-optimal equipment compared to another party member, or there's a NIN/WAR that wants to blow money on those uber-tanking Ninjutsu, then those would be the tank, and thus should ALWAYS provoke. It's not "oh, you're not a Paladin, you can't tank" - you need to distribute the tasks based on your party members.

And like I said in this post, Provoke won't instantly cause a monster to switch, so any secondary Tank should keep track of how much hate he gathered, and provoke whenever it falls too far behind the main Tank.



--

Shiit, this post is too big for it's own good. ><

[EDIT]

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And yes, a BLM is support, RNG and SAM both do more damage, and what's more they don't die after two hits.

Never seen a good BLM in action, I gather. A BLM with a good grasp of elemental strengths/weaknesses and skill at Magic Bursts can deal roughly as much damage as a RNG or SAM : but it has spells that extend the usefulness of a BLM beyond just nuking the monster. The disadvantage of a BLM, however, is that it has to sit to regen, potentially causing a bit extra downtime.

Edited, Mon Jan 19 17:37:38 2004 by Urakh
#48 Jan 19 2004 at 11:10 PM Rating: Decent
No, warriors should not always provoke. They'll steal the hate from the paladin every single time. Why? Because paladins deal crap damage. There are very few things in the game that will pull hate from a paladin with a half-intelligent thief using TA...

One of those things is a warrior using berserk and a 2handed axe who insists on provoking.

This entire thread is moot, you wont ever believe me and I know what I've seen... threads like this never work out. Even having a civil disussion between people who know what they're talking about and simply disagree on the matter brings too many people who have never played the game above level 10 out of the woodwork to throw around their expertise.

I'll play it my way, and best of luck to you playing it yours.



Edited, Mon Jan 19 23:15:41 2004 by lazonda
#49 Jan 20 2004 at 12:15 AM Rating: Decent
21 posts
If you're the MAIN tank then you should ALWAYS provoke every 30secs, if you don't, i kick you or or petition the leader like crazy of how bad you are, the POINT of a main tank is to take damage, not to spread the dmage to other LESSER tanks unless it is NEEDED like you're HP is in the red, it' wastes more MP and downtime to spread the dmg b/c the main tank doesn't hold aggro well. I have played with only 1 lvl30+ war that refused to provoke every 30secs and he was the main tank. His name is Cloudsix on Garuda. Everyone just about hated him but being in east altepo, we kept him as long as until we find a replacement and booted his butt. He wouldn't even provoke when the puller came back.

I don't think people were arguing that if there's a PALD and a WAR in a PT that the WAR should always provoke also, in this case, yes you probably don't even need to provoke unless the pald is taking so much hits that he may need a breather for the whm and himself to cure. If u have that pald main tanking, then go ahead and use berserk, but cancel it if u take hits.

This isn't a moot thread.
#50 Jan 20 2004 at 2:45 AM Rating: Decent
Sheesh. Wow. If I hadn't been playing since this game first came out I don't know what to believe after reading this thread :)

Some things.

Just to reinforce how much hate a Provoker actually gets when he continually provokes, today I was in a group with 2 blm's, thief, myself(a monk), whm, and a japanese warrior who provoked every 30 seconds. The hate he would build up would be so strong that Even when the thief did a trick attack behind me for 200+ damage the warrior would still keep hate. I couldn't believe it. The blm's would magic burst for 300 points, and the warrior would STILL keep hate. It was pretty amazing. The thief had no problem trick attacking, almost ever, and the blm's and whm's never had to heal themselves, and could concentrate on what they were supposed to do.

About the mnk's boost.. I think it does do about half the mnk's lvl in boosting up your attack. I'm a lvl 40 mnk, and i didn't check it exactly, but its around an 18-20 attack boost every time.. I think it goes down by 1 every time I stack it.. but i'm not sure. For example boost the first does +20, second +19, third +18.. etc.. But again I didn't watch closely.

Oh and about the Goblin's Bomb Throw. You CAN outrun it. I've done it twice. If you start running backwards as soon as possible when you see that it starts you can outrun the blast. I've done it while soloing and I did it once in a party. It still hit the party though, but didn't hit me.

Dakrin
Valefor
#51 Jan 20 2004 at 6:12 AM Rating: Decent
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If you haven't seen a THF in action since lvl 30 then you haven't seen sneak + trick + Viper Bite. And once he gets Dancing Edge and stacks it with trick and sneak he has the highest damage from a single attack of any class. In addition, while ranger can dish out more damage than any other class, only THF can do a mega damage attack and have the tank take all the hate for it. If you have a THF in the party the mob will stay latched onto the tanks even after a benediction.


Wrong, a THF can not utilize its damage unless facing the back of the mob along with a trick partner(plus sneak and viper bite) for a THF to do a mega damage blast.

Therefore when u say having a THF in the party will make the mob latched onto the tank is false , the trick partner will be the one getting the hate after sneak+trick+vipe bite. And also, *NOTHING* will take away from a whm's benediction hate *UNLESS* a PLD use it's 2hr.
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