I find myself enjoying ARR dungeons a lot more recently.

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The reason why I am enjoying ARR dungeons a lot more recently is because it, simply in my opinion, feels like the only place where the dungeon bosses have mechanics you need to actually watch out for. Like new players spend the entire base game learning through playing that they will need to be vigilant at all times then *most* of the bosses past Stormblood amount to "Avoid the aoe".

Granted there are still SOME bosses here and there which are more mechanic focused. but most of them are still just "Avoid this aoe. Kill this specific enemy". So I have been levelling other classses and going through ARR and thinking on this. Granted I know 2 of these got reworked recently and the mechanics gutted out of them.

Aurum Vale: Eat the morbol fruit or the passive damage will kill you when you get more stacks

Dzemael Darkhold: Pull the boss into the glowing crystal area or it is invincible

Totorak: The Scorpion tail will leave a huge poison area which covers most of the arena.

Stone Vigil Hard: 2 bosses at once and there's no AoE marker, all visually telegraphed with body posture. Also a giant turtle who will blast your cannonballs back at you for a while.

copperbell hard: Boss can only really be damaged with bombs so you need to run and hit it with bomb before the bomb explodes.

Compared to most of the bosses in the newer content which is just "big aoe. don't stand in it. Pattern is easy. Boss has lorts of health".

I was honestly disappointed when they reworked Aurum and Dzemael recently and streamlined the bosses

submitted by /u/BestBoyVivi
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