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Overshia — Solo Play 37!

#comic #dps #dragoon #fantasy #ff14 #final #play #raven #solo #cookiecat #soloplay
Published: 2017-08-22 13:26:11 +0000 UTC; Views: 3576; Favourites: 58; Downloads: 20
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Comments: 7

lethe-gray [2017-08-23 00:10:55 +0000 UTC]

Don't.
Stand.
In.
The.
Fire.

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S-and-K [2017-08-22 18:57:14 +0000 UTC]

And so it begins, the corruption of another tank into dps.

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DannyboyO1 [2017-08-22 18:45:56 +0000 UTC]

This... is why I miss this thing Secret World did, years back. To do the end-game nightmare difficulty dungeons, you had to defeat the gatekeeper. You chose whether to do so as a DPS, Tank, or Healer. And then you had... a challenge. And they totally nailed the experience.

DPS mode: You have to interrupt the boss's attacks that will one-shot you. You have to run away from adds. You have to not stand in fire. And if you don't kill the boss fast enough, you die from an attack called "Too Slow". You see yourself as alone against the boss.

Tank mode: There is the boss, you, and a DPS NPC. DPS is circle-strafing like mad... and the boss is aiming these looooong attacks at you. You have to keep the boss pointed away from the DPS dummy. Adds show up, and you have to grab them, and keep them away from the DPS. Then more adds. And at the last push... more adds. Any of these will one-shot your DPS dummy and you will fail. And you need to trigger some temporary invulnerability to survive, especially at the end. So, basically, from your perspective, the dungeon run is "keep the DPS idiot alive to do his job."

Healer mode: You have a dummy TEAM to keep alive. Tank, obviously. Guy standing too close to the tank, of course. Guy literally standing in fire the entire time. And a guy that took a hit early but otherwise is staying out of the way proper. And when the boss does his final attack in a ludicrously tiny area, the entire team runs to melee to be hit. Your challenge: Keep everybody's health high enough that NOBODY dies to that.

Reward: Gatekeeper gives a golf clap and allows access to Nightmare modes.

Personally? I think they should have required players to do all three versions, instead of just their favorite.

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StarkeRealm In reply to DannyboyO1 [2017-08-31 23:19:25 +0000 UTC]

Yeah, the healing Gatekeeper test was pretty spot on. The DPS stands in stupid, then blames you if they die.

The one that still baffles me is DPS PUGs in ESO. I have watched so many of them run from my AoE heals. "NO! Don't run away from the Vampire throwing 'shrooms at you!"

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DannyboyO1 In reply to StarkeRealm [2017-09-01 07:00:58 +0000 UTC]

I had it easy the one time I did that, the game was still beta. I said "Hold up!"

"Okay, I'm working on this healing build, here's the powers I got. The tricky one is the dungeon guild blood fountain. It'll heal the team, but if you need it, you chug it. I don't aim that. Also, I don't have a healing ultimate. But my lightning one restores my mana, so if I'm dry or we're ahead, I'm pulling that out. K?"

"Cool!"

And then 5 min later "Healer! Healer! HERE! HERE!" a chest had dropped a healing staff. I took it, didn't want to break their hearts... but I'd built a better one just for this.

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DiamondKnight101 [2017-08-22 15:47:39 +0000 UTC]

...um...you got a little something on you.

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Polk-Kitsune [2017-08-22 13:34:32 +0000 UTC]

Yeeaaaaah. Too bad there's always a long line for it, indeed. Even more so when two extra DPS classes were released with Stormblood. =w=;

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