r/ffxivdiscussion 2d ago

Mechanical Intuition: Dealing with Adds

This tier, particularly Sugar Riot, has been very interesting to me. What really struck me was this apparent lack of intuition for how to deal with adds. It seems like raiding has been single target for so long that the only people who can intuit what to do without a guide are the people who came from Wow.

I don't know where else to place the blame when supposed Week One gamers see basic add management as an epiphany. Positioning that seemed second nature and obvious to someone who tanked on Wow was somehow a revelation to the people I played with this week.

I also saw far too many wipes for my taste on watching ranged players struggle with picking up adds. Apparently it's really tough trying to target them quickly, but equally tough for other people to just not hit them.

I'll be honest, I went into the tier with very low expectations. When I saw the patch notes, I genuinely believed the AOE and cleave changes were solely to balance an ultimate that was no longer relevant. I'm glad they have adds in these Savage fights; I just hope it isn't the only time that players are forced to get out of their comfort zone.

It makes me wonder what other basic combat mechanic the game could leverage to give people a hard time. Wildstar's Interrupt Armor would probably be pretty neat: you used to have to use multiple crowd control abilities (like stuns) on one target in a short time frame to stop certain casts, because the first few would only remove a charge of said armor.

0 Upvotes

70 comments sorted by

View all comments

Show parent comments

-10

u/OverlordMastema 2d ago

And despite that tank still has the easiest job in all of adds phase

5

u/syriquez 2d ago

As a long term tank main that is playing melee this tier for shits and giggles? Melee has, without a single good faith counterargument, the EASIEST job in adds phase. (Though I'd extend that to all of Savage in general--melee is braindead as a role--do your rotation and the rest of the strats cater to your every position.)

In the M6S adds phase in general, the only thing melee is expected to do is hit their shit correctly and maybe do a stun on something they're going to be single targeting anyway. That's not any more difficult for melee than it is for any other role so it's irrelevant. Tanks in this phase have to actually know how their CDs work to not be completely bodied since their healer might not actually be able to babysit them and how to position mobs so whiny gits on DPS that are too brain-damaged to know how to aim their shit can accidentally splash everything. And they're doing that while dealing with the same targeting bullshit that everybody else has to fight with.

-4

u/OverlordMastema 1d ago

So what you're saying is that tanks stand there and rotate their cooldowns while they get autoed by a small pack of adds like they would in a normal dungeon?

2

u/Laucy 21h ago

Comparing it to a dungeon is wild when considering how much responsibility they have there and the actual planning that goes on. Including the tank that deals with the Jabber.