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Fix Gaurd!Follow

#1 Sep 09 2010 at 5:44 PM Rating: Good
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I come from a Tanking background, I LOVE TO TANK! Nothing feels better then taking threat/enmity from multiple mobs and looking good while doing it...

So I tried tanking for the first time last night. I dislike it. Its not the fact that the Beta UI is slow. I can get over that, its the fact the only way I can generate any significant amount of threat is by using Phalanx after a block. This requires you to have guard up. I don't know about any of you. I find it difficult to use normal attacks, watch provoke timer for mobs your not focusing on, watch chat log for when you block so you can use Phalanx when it works, keep using your TP weapon skills going (circle blade for AoE tanking), and focusing on keeping guard up. I don't know if this gets easier and I started at level 10 GLA and leveled MAR for Defender which helps.

Simply put. Square-Enix, I ask if you could please! please! make Guard a button that you push once.... and not 5 billion times during a fight. I want a defensive stance, not a defensive ability that randomly falls every 3-8 seconds.
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#2 Sep 09 2010 at 7:18 PM Rating: Decent
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i can kind of understand your viewpoint here... but at the same time i can understand SE's current mechanic.

When i first got to play with a shield it was a bit awkward timing in gaurds and watching to make sure my gaurd didnt drop, etc. But you do start to get used to it. You get a feel for how long your gaurd stays up and anticipating when you need to regard.

And I am not sure but I seem to get the feeling that as your sentinel rank increases the amount of time your gaurd stays up increases.
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#3 Sep 09 2010 at 9:04 PM Rating: Good
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Yea, I think I understand why I didn't like it so much.. lol I am level 10 without any access to abilities. I am sure this is way to early to start tanking. I am in no rush. I agree with you on getting used to it. :D I also noticed we get abilities at level 30+ that will increase our guard length by 50% etc. So I am sure The class is fine. Now I cant wait to get back in game and try it out more.
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#4 Sep 10 2010 at 1:43 AM Rating: Decent
Last I heard (and from what I've experienced) Guard has a set duration (10 seconds or so). It's not random.

Also, having your guard fall off for a couple of seconds here and there isn't going to make or break you. The focus is noticing when it's down and getting it back up ASAP. Most of the time, you're going to find that your guard falls off when you're in the middle of something else. No biggie. If you're in a fight where keeping guard up is actually a "must have" for survivability, then you'd adjust your rotation so that you're never in the middle of something when you expect it to fall off (hint: get in the habit of counting how many actions you can typically take between refreshing guard...it's a more fluid indicator than trying to count down in your head, watching your combat log all the time, or trying to notice it on-screen what with party animations so borked right now).

Also, I think for the time being we might want to suspend judgement on how best to make use of Provoke. In the context of XI, Provoke was a generic threat tool that you would tend to use whenever it was off cooldown to maintain enmity on your primary target. In other MMOs, the concept of an ability like "Provoke" is to draw mobs off of other players. It's not intended to be used every time it comes off cooldown...it's more of an "oh-sh*t" button that you use only if and when needed. Gladiators are not very mobile tanks. The last thing you want is to be taking a beating from behind and if you need to chase down a mob that just bolted after your healer while Provoke was on cooldown because you're using it as part of your standard threat rotation, you could be in serious trouble. To be fair and clear, more testing needs to be done with regards to how SE has tuned enmity this time around, so what I'm trying to say is to keep a flexible mentality with regards to the use of Provoke until it's sorted out.

My gladiator is rank 12 and tanking is not horrible. What's horrible is getting your group to cooperate with you and not start unloading nukes before you've even had a chance to land an attack of any kind. Once you get a rhythm going and get used to working a suitable rotation, it's a decent start. I'm not happy with the group combat dynamics in general, but I am trying to keep an open mind.
#5 Sep 10 2010 at 3:37 PM Rating: Default
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Quote:
Also, having your guard fall off for a couple of seconds here and there isn't going to make or break you.


Yes it will. Truthfully why can't it just be a random block here and there and we don't have to deal with having to watch 10 different timers. I've play just about every job to level 10 now and Gladiator is hands down the most intensive one that you have to keep watch on everything you're doing. (Provoke timer, Shield is up, Taunt, Defender, Phalanx, Rampart, and a few swings here and there to get TP for Phalanx)

Also I noticed that if I used Light Slash after a block then Phalanx would work. That could be the >insane< lag. I pressed it 5 mins ago and it's just now executing. Another thing I found was stupid was Rampart is a 5 min timer that lasts for maybe 20seconds(?) and you don't really see any significant. Also I put a TON of my points into VIT. Doesn't seem to help any with defense. Just gives you a lot more HP.
#6 Sep 11 2010 at 2:53 AM Rating: Default
Slapaho wrote:
Quote:
Also, having your guard fall off for a couple of seconds here and there isn't going to make or break you.


Yes it will. Truthfully why can't it just be a random block here and there and we don't have to deal with having to watch 10 different timers. I've play just about every job to level 10 now and Gladiator is hands down the most intensive one that you have to keep watch on everything you're doing. (Provoke timer, Shield is up, Taunt, Defender, Phalanx, Rampart, and a few swings here and there to get TP for Phalanx)


You failed to explain how guard falling off from time to time is going to create such enormous consequences that the mechanics should be changed. For starters, I'm still holding onto the notion that Provoke and Taunt may or may not be suited to use in a standard threat rotation, but for the sake of argument, let's suppose that they are. Let's assume that you're not being an effective tank unless you're using both as soon as each comes off cooldown. Rampart, I can assure you, is not intended for common use. That's indicated by the fact that it has a short duration relative to its cooldown. It is what is referred to in other MMOs as an "oh sh*t button", meaning you use it in an emergency situation. That leaves basic attacks, Phalanx, Defender (if you have it), Provoke, Taunt, and TP moves. That's not a lot to keep track of. With guard up vs. DC mobs, the block rate is pretty obscene.

For the record, Pugilist tanks have more to watch for. Light Punch buff for defense and evasion, Concussive Blow (stacked) debuff for mob accuracy, and it's harder to see when you successfully evade for Haymaker than it is to see a block for Phalanx.

So let's say you're doing some endgame stuff or a particularly challenging mission encounter and the one hit the mob landed while Guard had fallen of ends up making the difference between success and failure. You know what that means? You have room to improve in the skill department. That's it. Trust me, I played another MMO where one of the tanking classes had an almost identical ability to guard and in some endgame encounters, letting it fall off and taking a hit with it down could literally lead to a tank going from full HP to dead. Nobody complained that they had too much to keep track of (they actually had a lot more than we have to deal with now). It was just a mechanic in the game that added to the depth and skill requirement.

The game hasn't even hit official service yet and you guys are already complaining that it's too hard. You haven't had time to get used to the mechanics and develop a fluid rotation. For the last year and a half all we've been hearing about on these forums is that people didn't want a mindless button mashing game and now we've got a system in place that requires some attention to details and strategic execution and you're complaining. Maybe tanking isn't for you if you just want to attack attack attack and not have to time abilities or worry about balancing defense with offense/enmity.

Quote:
Also I noticed that if I used Light Slash after a block then Phalanx would work. That could be the >insane< lag. I pressed it 5 mins ago and it's just now executing. Another thing I found was stupid was Rampart is a 5 min timer that lasts for maybe 20seconds(?) and you don't really see any significant. Also I put a TON of my points into VIT. Doesn't seem to help any with defense. Just gives you a lot more HP.


Lag right now is irrelevant. It's expected. It's a pre-release server stress test, not a demo. Again, just because you're not familiar with the concept of emergency defensive abilities doesn't make them stupid. It just makes you inexperienced. My experience with Rampart is that it accounts for about a 10% reduction in incoming damage. The duration is plenty to smooth out a rough patch or buy a little breathing room for your healer(s) at a crucial moment. It's not intended as a buff you put up at the beginning of every fight and try to keep up for the duration. The theory that vitality increased defense so far is proving to be just that...a theory. The only thing we know for sure about vitality is that it increases your HP.

Please, let's not allow ignorance and a lack of familiarity with the game's combat mechanics to become justification to call for changes at this point. Tanking with a gladiator is a reasonably involved process...as it should be. If I just wanted to wail away on a mob, I'd have focused on a damage role and not concerned myself with the tanking aspects.
#7 Sep 11 2010 at 7:18 AM Rating: Decent
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"The game hasn't even hit official service yet and you guys are already complaining that it's too hard. You haven't had time to get used to the mechanics and develop a fluid rotation."

@The One And Only Aurelius

Now this i have a problem with Aurelius! I can clearly see that you care a lot about this game and i respect that, i even admire you for it. I remember a time when i too had this burning need to defend the game i love so much(yet i did not know enough about it), and now later i realized how naive i was. Even if you have some valid points, you just appears as (and i'm sorry) a fanboy. I get the feeling if SE laid a big poop in your face as some one said "You have poop on your face" you would just hug the warm soft poop and reply "No it's just the best teddy-bear in the world!" Now you said that what Slapaho said is not valid because the game is in beta, yet you defend the game with statements with very littet truth to it. Slapaho is making a statement out of what he is experiencing in the game, you on the other hand are making statements of what you hope/belive what the game will be like at release.

This game has A LOT of problems with it and i belive most of them (if not all) will be present at release. Yet i kinda stand by Aurelius here, the guard system does ad an extra layer to the depth to the class altough the lag does make it unreliable.


Edited, Sep 11th 2010 9:40am by Zalkin
#8 Sep 11 2010 at 11:23 AM Rating: Default
Zalkin wrote:
"The game hasn't even hit official service yet and you guys are already complaining that it's too hard. You haven't had time to get used to the mechanics and develop a fluid rotation."

@The One And Only Aurelius

Now this i have a problem with Aurelius! I can clearly see that you care a lot about this game and i respect that, i even admire you for it. I remember a time when i too had this burning need to defend the game i love so much(yet i did not know enough about it), and now later i realized how naive i was. Even if you have some valid points, you just appears as (and i'm sorry) a fanboy. I get the feeling if SE laid a big poop in your face as some one said "You have poop on your face" you would just hug the warm soft poop and reply "No it's just the best teddy-bear in the world!" Now you said that what Slapaho said is not valid because the game is in beta, yet you defend the game with statements with very littet truth to it. Slapaho is making a statement out of what he is experiencing in the game, you on the other hand are making statements of what you hope/belive what the game will be like at release.

This game has A LOT of problems with it and i belive most of them (if not all) will be present at release. Yet i kinda stand by Aurelius here, the guard system does ad an extra layer to the depth to the class altough the lag does make it unreliable.


There are plenty of areas where I think SE dropped the ball.

Instead of addressing the issue, you come back and accuse me of nuzzling SE's nuts.

Let's be clear about something. Lag during this phase of testing is fully expected. If you think otherwise, you're uninformed. There's no reason to be looking at what we're seeing now and saying, "Ya, but the lag makes it terrible so change the mechanics." If the lag is your primary issue, wait until the game has gone live and SE has addressed it. Lag is a part of every MMO at some point or another and it's usually one of the first things a developer seeks to address when they're tuning and refining the game. Even after a game goes live, patches and tweaks to the game can cause the lag monster to rear its ugly head.

I'm not talking about what I hope the game will be like at release. I'm talking about my experience in the game right now. My primary combat class is gladiator. I'm one of those unfortunate schlubs who had to pay 43k gil for a shield because I got shafted with the levequest rewards, and I didn't end up getting my shield until rank 10. There was a brief period following the acquisition of my shield where I had to adjust how I had grown accustomed to playing in order to accommodate the use of Guard into my rotation.

The complaint I'm reading is that it's too hard to keep track of everything. There's really not that much to keep track of. Yes, lag and/or bugs right now means that not all combat animations are being displayed properly. (Quite often I'll trigger a TP attack and my character doesn't move but the cooldown timer on the ability starts, my TP bar drops, and I get a message in my chatlog telling me that it hit for <x> damage (or missed). So yes, you're not always going to be able to see the visual cues that you just blocked an attack but do you know what else you can do? Judge by the damage you see your character take. You can judge by the sound the game plays when the mob hits you. When the game is working properly (lag dramatically reduced and animation glitches worked out) there will be a total of three indicators that you have blocked an attack that don't require looking at your combat log at all.

My character is a Hyur Highlander. Fairly large model. If you're playing as a Lalafel, maybe your character's model isn't large enough for you to be able to easily distinguish between their stance with guard up and their stance with shield down. Maybe it's just part of the learning curve but again, there's a visual cue that precludes the necessity for checking your combat log to see if Guard has fallen off.

So what does that leave us to watch for? Cooldowns on a few abilities. Glancing at TP and health from time to time. Really, not a lot.

So thus far, nobody has explained why it's so horrible to have Guard fall off from time to time at the level of content most of us are participating in (rank 10-20 range). Like I said, we've all got time to grow accustomed to the basic mechanics before we're likely to find ourselves in the situation where having Guard fall off for a couple of seconds here and there is going to routinely spell the difference between success and failure.

I've been tanking in MMOs for years now. It's not for everyone. And when I see complaining that what we've got to watch for is already too much, I kind of think that those are the people who aren't going to like tanking anyways. Tanking is about situational awareness. It's about knowing what's going on at all times and that includes not only what the mobs and your party members are doing, but also what abilities you have available and which ones are priority. Demanding SE start dumbing down the mechanics now is premature.
#9 Sep 11 2010 at 1:09 PM Rating: Good
Guard is a LOT like steelguard/mediguard from FFXIII
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#10 Sep 11 2010 at 5:32 PM Rating: Decent
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One thing they could do is to change the duration to be the same as the cooldown, and have any bonuses you get that extend the duration extend the cooldown by the same amount.
#11 Sep 11 2010 at 6:27 PM Rating: Default
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Fix yourself! Glad is PERFECT. If you cant hit one button every 10 seconds in order to block attacks then quit the game.

#12 Sep 12 2010 at 2:39 AM Rating: Default
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@Aurelius

Now Aurelius you deserve an apoligy from me. I have been building a kind of grudge against the people that defend this game saying "Everything will be fixed before release." and i may have but it out on you and i am sorry about that!

Now i never said you where wrong in anyway regardning the guard skill, i think it's cool, awesome even. But it is broken because the game is laggy. And i know they are stress testing the game and i know that the game will be kinda laggy But come on, do you really think all this lag will dissapear once the game is released. That the game will go through the "BUG FIX MACHIIIIINEEEEE!!" and we will live happy ever after, no i dont rhink so. Now i really do hope that i am wrong, i loved FFXI it was my frist mmo and my time playing was magical. But i've gone through so many open betas and i have defended many of them the same way you know defend this game, just to be proven wrong once released.

The thing i don't like about the way you try to defend this game is that you ignore the core elements of this game. You said: "So yes, you're not always going to be able to see the visual cues that you just blocked an attack but do you know what else you can do? Judge by the damage you see your character take" NO! That is not ok! This is a core problem you should not look past it, it is right in you face! If a cat poops a bean you don't say "If you rub it against you jacken, close you eyes and eat it you won't taste the poop." ITS STILL POOP ON THAT BEAN.

And thats what i want to get across, this is a bean covered in poop. It is a very very tasty bean, but there is too much sh*t on it for me to eat it!

Aurelius, i wish you all the luck in this game. I hope it's me that's wrong you and that is right.
#13 Sep 12 2010 at 10:55 AM Rating: Decent
Yes, as a matter of fact I do expect SE to address the lag. I'm not expecting official service to start with no lag but they're going to have to deal with it sooner or later. Every MMO company does. Lag during beta and early service is not something exclusive to XIV, so I'm only giving it a passing glance when considering its impact on the system in question, that being Guard. I'm not here to bitch about lag. Retuning the game under the assumption that the lag will always be a dominating factor in the game's mechanics would be stupid. That's almost a decade of MMO experience across a number of games speaking to you. Again, if you think the lag is going to be a permanent feature of the game, you're uninformed.

The block rate afforded by Guard is not 100%. It increases dramatically when you're fighting mobs considerably lower in rank than the gladiator holding the shield. That's why I say it's not going to make or break you if it falls off for a couple of seconds here and there. There was never a guarantee that the hits you may have taken during that time would have been blocked anyways. What I understand people to be saying is that they feel they've got too much to watch for. They don't. Other MMOs require far greater attention across a wider scope of criteria than what we're seeing in XIV right now. If the game is too hard for them now, maybe they want to consider letting someone else do the tanking.
#14 Sep 12 2010 at 7:52 PM Rating: Decent
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OP: I feel gladiator to be a challenging demanding job which test your ability to keep focus on several things at the same time

Let me comment about a couple of interesting things that I saw in this thread:

Quote:
Truthfully why can't it just be a random block here and there and we don't have to deal with having to watch 10 different timers.
Because it's part of the challenge, I prefer my skill to be in charge of my survival, eventually this sort of thing is what separates excellent tanks from the rest.

Aurelius wrote:
Please, let's not allow ignorance and a lack of familiarity with the game's combat mechanics to become justification to call for changes at this point. Tanking with a gladiator is a reasonably involved process...as it should be.
I think this very important, it's way to early to request job changes, we are far from a clear understanding of the combat mechanics at this point, besides there is a ton of things that require fixings first.

Ken

Edited, Sep 29th 2010 7:09am by kenage
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#15 Sep 13 2010 at 11:02 AM Rating: Good
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The only problem I see with guard, is that due to the input lag (not server lag, but the built in lag in the game mechanics such as animations) You can get hit by an enemy inbetween having your shield arm fail, and having your guard back up, and it does ruin fights.
#16 Sep 14 2010 at 12:43 AM Rating: Default
MaFi0s0 wrote:
The only problem I see with guard, is that due to the input lag (not server lag, but the built in lag in the game mechanics such as animations) You can get hit by an enemy inbetween having your shield arm fail, and having your guard back up, and it does ruin fights.


No way. You can't blame your shield dropping for that. Your block rate with Guard up is not 100%. It gets very close to 100% when you're fighting mobs of a considerably lower rank than your Gladiator, but if one extra hit from one of those mobs ruins the fight for you, might I suggest you stop engaging mobs when you're at or below 10% HP? If you're fighting harder mobs, you still have no guarantee that the hit you took while guard was down would have been blocked. If SE wanted us to have Guard up 100% of the time, they wouldn't have made it the way that they did. Your block rate would be a passive stat just like parry/evasion. They didn't set it up that way, however, which means we all have to learn how to make due. Just because some people think they should be able to have Guard up all the time doesn't necessarily make it so.
#17 Sep 18 2010 at 1:50 AM Rating: Decent
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I think you need to play a bit more, I am talking about green and yellow mobs being engaged at 100% HP, and me winning the fight at very low HP.
If I am to have guard up at all times its an 80% chance for me not to have to run away where as if I miss 1 guard it drops to 50% chance of me wining the fight, then the next time I dont have guard up because I am waiting for spinstroke to finish or whatever it drops to 0% chance for me to win the fight.
My block rate against these mobs is something like 70% having that fall to an overall rate of 50% or 60% or whatever, means I have a 0% chance of wining the fight, so yea small things make the difference.

There needs to be a bar to display how much time left until guard fails, or make the whole battle system a lot more responsive.

Edited, Sep 18th 2010 5:12am by MaFi0s0
#18 Sep 18 2010 at 3:39 AM Rating: Default
MaFi0s0 wrote:
I think you need to play a bit more, I am talking about green and yellow mobs being engaged at 100% HP, and me leaving the fight at very low HP where if I were to of had guard up at all times its a 80% chance for me not to have to run away where as if I miss 1 guard it drops to 50% chance of me wining the fight, then the next time I dont have guard up because I am waiting for spinstroke to finish or whatever it drops to 0% chance for me to win the fight.
My block rate against these mobs is something like 70% having that fall to an overall rate of 50% or 60% or whatever, means I have a 0% chance of wining the fight, so yea small things make the difference.


That's still no justification to change Guard. Hey, let's figure out all the other excuses we could throw at SE for not making us invincible:

"I would have won that fight if I had gotten a block instead of a partial block on the third attack, so get rid of partial blocks."

"I would have won that fight if I had blocked all of those hits instead of 2/3 of them so get rid of failed blocks."

"I would have won that fight if the mob had hit me for 97 damage on the third hit instead of 103, so always round down damage."

"I would have one that fight if I hadn't missed that second Phalanx, so get rid of misses."

"I would have won that fight if the mob had only hit me 17 times instead of 18, so make mobs hit slower."

"I would have won that fight if I hadn't died, so make us all invincible."

People seem to be under the assumption that SE intended for Guard to be up 100% of the time. Obviously that's not what they had in mind. To isolate any one component of the RNG in a combat system as something that will make or break a fight on a regular basis and use that as justification to demand it be changed is ridiculous. If you're not willing to accept the risk associated with fighting the mobs that you're fighting, go find something else to fight. If it's really coming down to a case of an extra couple of hits routinely spelling the difference between success and failure, you could point to any number of other things that could go wrong and say those are the reasons you failed as well. Why aren't people screaming for better parry rates to make up for those rare occasions when you get tagged while block is down? Why aren't people crying that block doesn't work on mob TP moves?

We can rationalize and justify all day long why something is broken but at the end of the day you just have to ask yourself whether you're being realistic or just whining. Hint: the better players are the ones that learn to work with the mechanics as presented and roll with the punches. The mediocre/bad players are the one who blame straightforward game mechanics for their failure.
#19 Sep 18 2010 at 4:43 AM Rating: Good
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Wait and see once all the Gla tanks complain they need to count to 10 in their heads throughout the whole fight.
#20 Sep 18 2010 at 7:13 AM Rating: Excellent
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Guard has a set duration of 15 sec however this timer starts when the spell acually goes up. If you que Guard while another attack is going off then the timer starts when you toon starts to raise there shield. With this in mind I started using Guard from a macro.

/ac "Guard" sub <me>
/wait 16
/tell <Your First Name> <Your last Name> >>>>>>>>GUARD IS ABOUT TO DROP<<<<<<<<<<<<

I tried using a wait macro to just recast Guard as it fails but it can fail from lag/low stam/spell queing so this seemed to be the best solution. You can lower the wait time so you can be ready to activate the macro again. This will just give you a heads up spam that its about to drop.

#21 Sep 18 2010 at 9:43 AM Rating: Decent
MaFi0s0 wrote:
Wait and see once all the Gla tanks complain they need to count to 10 in their heads throughout the whole fight.


I hope not. I'd be a pretty sad panda if, after 18 months of, "We don't want an easy game" and "We don't want to be spoonfed" it comes down to a bunch of people crying that Guard is too complicated for them to use without visual aids beyond what are already present to indicate that they need to reactivate.
#22 Sep 18 2010 at 10:40 AM Rating: Good
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I retract my comments, did not occur to me macros could count.
Thanks Calzero.

Edited, Sep 18th 2010 12:41pm by MaFi0s0
#23 Sep 21 2010 at 12:30 PM Rating: Good
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Calzero wrote:
Guard has a set duration of 15 sec however this timer starts when the spell acually goes up. If you que Guard while another attack is going off then the timer starts when you toon starts to raise there shield. With this in mind I started using Guard from a macro.

/ac "Guard" sub <me>
/wait 16
/tell <Your First Name> <Your last Name> >>>>>>>>GUARD IS ABOUT TO DROP<<<<<<<<<<<<

I tried using a wait macro to just recast Guard as it fails but it can fail from lag/low stam/spell queing so this seemed to be the best solution. You can lower the wait time so you can be ready to activate the macro again. This will just give you a heads up spam that its about to drop.



Just a little tip.

In macro's like this you can use /echo instead of /tell <first name> <second name>, /echo will show on your chat window, but others won't see it.
#24 Sep 25 2010 at 9:02 AM Rating: Default
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personally i like guard its hard now but later i have a feeling this is going to be very very nice for dmg reduction/threat if done right i can almost spam phalanx that has alot of potential lol

and if anyone played pally in ffxi for a long time the way it played and tanked was almost completely changed like 5 times over the years so i wouldnt complain too much right now

Edited, Sep 25th 2010 11:05am by Darthtaco75
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#25 Sep 28 2010 at 11:03 AM Rating: Decent
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The One and Only Aurelius wrote:
MaFi0s0 wrote:
Wait and see once all the Gla tanks complain they need to count to 10 in their heads throughout the whole fight.


I hope not. I'd be a pretty sad panda if, after 18 months of, "We don't want an easy game" and "We don't want to be spoonfed" it comes down to a bunch of people crying that Guard is too complicated for them to use without visual aids beyond what are already present to indicate that they need to reactivate.

There's a difference between complicated and annoying tedious bullsh!t.
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#26 Sep 28 2010 at 11:43 AM Rating: Good
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Please keep guard the way it is! This isn't WoW, if you've noticed everything in this game takes 3 things... Time, Ability, Dedication. The guard mechanics in this game separate good glads from run of the mill grinders. If you get lazy when you tank on 20leves 4star then you'll get run over quickly. If you aren't rank 10 sentinel then wait until you get aegis boon, you'll appreciate guard 10x more.
#27 Sep 29 2010 at 1:15 AM Rating: Good
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MaFi0s0 wrote:
Wait and see once all the Gla tanks complain they need to count to 10 in their heads throughout the whole fight.
have you ever tanked something with Utsusemi?

Just for the record it was harder than guard, and people still thought it was an awesome mechanic to the point of wrap the game defense around it.

ken
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#28 Sep 29 2010 at 6:00 PM Rating: Good
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182 posts
Quote:
/ac "Guard" sub <me>
/wait 16
/tell <Your First Name> <Your last Name> >>>>>>>>GUARD IS ABOUT TO DROP<<<<<<<<<<<<



Thank you sooo much!! ive been trying to figure out how to make a guard macro forever
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#29 Oct 01 2010 at 11:21 PM Rating: Decent
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Lol, i think its funny that this thread is still going. The thread was when i hit 10 in beta trying to AoE tank Lv. 10 leves with folks. This thread is done, over, gone. They don't need to fix guard anymore cause they already did. lol 3-5 seconds of time was all it needed. and fyi WoW tanking is a joke and FFXI tanking was a blast. Tanking in this game is as equally as fun.
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#30 Oct 08 2010 at 9:48 PM Rating: Good
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121 posts
kenage wrote:
MaFi0s0 wrote:
Wait and see once all the Gla tanks complain they need to count to 10 in their heads throughout the whole fight.
have you ever tanked something with Utsusemi?

Just for the record it was harder than guard, and people still thought it was an awesome mechanic to the point of wrap the game defense around it.

ken


Yeah, coming from Nin tanking in XI you learn to just get the feel for when your shadows were going to drop and not really count anymore. I guess after I quit they got the windower to count them for you but that is a whole nother story.

What I wish they would do for Guard would be make it to where it doesn't have to fully drop before you can put it back up. THe animation takes a bit of time and it isn't make or break but it is just annoying seeing my sheild drop and watching me get hit, just whining I know.

I have yet to tank in a multiple mob party so that will be interesting
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