I was terrified, thrilled, stunned, delighted, angered and just overwhelmed. And not only the music, but the fights brought me up to a whole new realm of experience. And whatever great music was there in WP HM, it doesn't even compare to the retooled classic tunes that run through all of the Crystal Tower. Yes, technically it's three raids and not a dungeon in the classic sense, but it's my list so nya nya. I found myself crossing my fingers for it whenever I queued up for the Expert Roulette. The scene and setting are spectacular, and the final reward of that cutscene? It was probably the single tightest dungeoning package I have experienced in this game. Holy crap this dungeon.this dungeon is just.so good. Not BEST TANKER EVER but it sure upped my game. That kick in the ass and the feeling of beating that kick down just made me a better player overall, I feel. This one actually made me angry because I felt like I was undergeared and I just was awful at pulling hate together.and then the final boss was just worse because, again, lag.but it still is memorable because of that difficulty. The final boss was a pain in the ass at the time (the lag when I ran it did NOT help), but when my group and I managed to clear it, I knew that I had to step it up from here on out.Īnother one that rides high due to its difficulty. This one makes it high on my list for being the turning point as a tanker.the dungeon where I had to suddenly wake up and do things that didn't just involve herding the monsters and keeping them huddled in one spot. Probably one of the first clears that I felt pretty heroic about. Lots of neat mechanics, the second boss was just manic fun, and the final boss was a great mixture of coordination and mechanics that kept you awake.nevermind that Batraal looked just menacing when I first saw him. Honestly, this dungeon ranks higher for me because it was the start of the time when I lost my personal fear of DF'ing solo after my return from hiatus. Everything about the dungeon is otherwise neat-cool setting, good fights, and a final boss that required a fair bit of coordination at the time.but repetition is the mother of learning.and tedium.Īnother one that had cool thematics let down by a bit of a lackluster final boss, though I will say that the whole mummies thing was hilarious. This would probably have rated higher on my list if it weren't for the fact that I had farmed this mother mercilessly when I got to 50 and it was one of perhaps two or three choices for Tomes at the time. Shame the final boss mechanics ended up being less important than they were when I first ran the thing.but still a solid dungeon. I kinda dug on the story (pun not quite intended) and the giants crashing out of the walls kept me on my toes as a tanker in a good way. I love the thematics but I was hoping for a little more spookiness, and overall this didn't quite live up to my personal billing. But when I actually ran it, I found it.well, a bit disappointing. I even got a tiny bit jump-scared by the Ahriman during the opening cutscene. I can't even begin to tell you how excited I was for this dungeon when I first ran it. Those things usually should be a bit more terrifying. I mean, you're about to fight antlions and stuff. I didn't really find this dungeon all that exciting, and I'm not sure why I thought it would be more. So, I'd like to know what the RPC's top ten list of XIV dungeons are, and why.ĭull. Don't you? They cause discussion, arguments, eyerolls and headnods of agreement.
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