Final Fantasy XIV: A Realm Reborn |OT2| Use a security token. Seriously.

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Finally ran and finished Aurum Vale last night before bed. That 2nd boss is pretty rough when it comes to it's complete lack of aoe indicators. Also managed to take down the chimera as well after getting my materia and weapon melded (thanks Zam!).

Now it's just the debate over whether I should run WP first or start grinding AK for gear and tomes.
Yeah, in the late game there are quite a few instances of AoEs that aren't marked on the ground. You just have to know where to be. Pretty weird how they train you for most of the game to watch for red spots, and then they yank them away at the end.
 
Flare, Convert, Fire again until you're around 300 MP, Flare, Transpose, reapply Thunder and maybe toss an ice spell then start over with Fire.

Flare-Transpose is absolutely useless. You at best gain one extra GCD in Astral while losing a GCD, 1.5 seconds extra in cast/animation time, and possibly a wait for tick in Umbral.

Flare-Convert depends on exactly how much MP you're getting back and where that puts you compared to Fire-Convert; if it gives you an extra cast that's great but with my personal MP total I burn down to ~550 MP left, convert for 1100, and cast Fire for 600, so my choice at 1150 MP is:

Fire, Flare, Convert, Fire, Blizzard 3, wait a tick, Thunder 3 (base attack x 1222% over 18s + two 40% chances of an additional 396% over 0.5s; 67.9 DPS ignoring bonus Fire 3s or 84.6 with)
or
Fire, Convert, Fire, Fire, Blizzard 3, Thunder 3 (base attack x 1024% over 14s + three 40% chances of an additional 396% over 0.5s; 73 DPS ignoring bonus Fire 3s or 102.7 DPS with)

I know it's a little different on legacy servers than on new ones but just FYI like two weeks after launch and I already pretty much already phased out all my GC gear for all my jobs. Just for some perspective on their longevity as endgame gear (except I must say the level 50 weapons are quite good hold-overs until primal weapons).

It's phased out now because it caps under ilvl 50. I expect us to get the full junior officer tier around the same time as we get Crystal Tower and it to be the lazy man's Crystal Tower drops/tokens along the same lines that the lowest weapons out of it are the lazy man's Ifrit drops.
 
wat

494F845D7C7D674E95998E5423CE0F4C6C2A9238

That's no moon, that's a space station!
 
Flare-Transpose is absolutely useless. You at best gain one extra GCD in Astral while losing a GCD, 1.5 seconds extra in cast/animation time, and possibly a wait for tick in Umbral.
It really depends on the fight. Garuda, for example, depending on the group's DPS, if you can squeeze out the 2nd flare before she jumps, then you transpose, get to full while she is doing shriek, start over when she gets back. Even on a fight where the target is available full-time for DPS it's not a bad way to go. You at worst wait for one full tick on your umbral and you can start reapplying your thunder with that much MP then follow that with an ice spell, cap out your MP, and go back to fire, because fire is where your damage is.

Flare-Convert depends on exactly how much MP you're getting back and where that puts you compared to Fire-Convert; if it gives you an extra cast that's great but with my personal MP total I burn down to ~550 MP left, convert for 1100, and cast Fire for 600, so my choice at 1150 MP is:
Flare, Convert, Fire, Flare (or Flare, Convert, Fire, Thunder II/III, Flare) at the end of your initial run of Fire is great burst but not necessarily optimal sustained. I think I also get around 1100 or 1200 on convert, but I don't remember exactly and I logged out on MNK last night so I can't check my BLM's stats atm.

We can nitpick optimal skill use order all day but theorcrafting stats to fall apart when you're having to dodge, your buffs are timing out, bosses do things to interrupt your casting and/or rhythm, etc. Adapting the general purpose smart approach to the situation will get the job done. You cannot apply a cookie-cutter skill rotation across the board in this game.
 
Just hit 30 with my Archer. Worth sticking it out to 50, or switching over to start working on Bard?
 
I'm not sure what other people are doing but I do not recall ever running out of quests entirely until I was well into 49. There are a ton of quests that pop up between Garuda and Castrum, you just have to go find them. I don't think I spent more than an hour or two running FATEs in my way up to 50. Capped off my lv49 experience by finishing the hunting log and exploring a few more areas I hadn't been to.

Just hit 30 with my Archer. Worth sticking it out to 50, or switching over to start working on Bard?

Jobs don't have separate levels from the classes, you pretty much just equip the job and you will continue leveling Archer as a class. You'll unlock Bard through the Job quest and just use that from now on.
 
Just hit 30 with my Archer. Worth sticking it out to 50, or switching over to start working on Bard?

There aren't any more Archer class quests after level 30, they're all Bard quests now. Between 30 and 35 the cross class skills lost may not make switching worth it but after level 35 and definitely level 40 there's really no point to being a base class any more.
 
There aren't any more Archer class quests after level 30, they're all Bard quests now. Between 30 and 35 the cross class skills lost may not make switching worth it but after level 35 and definitely level 40 there's really no point to being a base class any more.

Thanks. Might just switch to Pugilist then after I finish the Archer questline. Any reason to stick out Pugilist beyond 15 before earning Bard Job? Just really unsure what cross-class skills I would want or need from Archer beyond 30, and Pugilist beyond 15.
 
He wasn't so bad, what with him turning to you and making an angry face and all that.

The other bosses though.. ugh. I hate that place as a SMN.

The stacking debuffs and ridiculous number of AoE hazards are guaranteed pet death.

Bane's terrible radius means there's no good way for me to AoE down the spawns on the last boss.

Even a level 3 limit break wasn't wide enough to tag them all. o_O

The first boss was cake, though I was a bit busy keeping people alive during the fight and desperately wished it scaled to 50 for Medica II and Benediction. the 3rd fight we ran into some issues because our tank was too busy tanking and let his burn counter rise to like 8 or 9, meaning he'd take a ton of damage on the aoe attack. Cleared on the 3rd try.

The 2nd boss though was rough mainly because if you lag even a small amount, you can get hit and drop. Both tank and melee would be out of range based on what I saw and both would get hit anyway. Other times I'd think we'd wipe but the attack would miss.

Yeah, in the late game there are quite a few instances of AoEs that aren't marked on the ground. You just have to know where to be. Pretty weird how they train you for most of the game to watch for red spots, and then they yank them away at the end.

Yeah, doesn't make that much sense because they still end up giving you indicators in even later fights and dungeons, but this boss just doesn't have it. Is there one in WP that doesn't have attack cones/circles? I haven't seen any others that don't have these.
 
It really depends on the fight. Garuda, for example, depending on the group's DPS, if you can squeeze out the 2nd flare before she jumps, then you transpose, get to full while she is doing shriek, start over when she gets back. Even on a fight where the target is available full-time for DPS it's not a bad way to go. You at worst wait for one full tick on your umbral and you can start reapplying your thunder with that much MP then follow that with an ice spell, cap out your MP, and go back to fire, because fire is where your damage is.


Flare, Convert, Fire, Flare (or Flare, Convert, Fire, Thunder II/III, Flare) is great burst but not necessarily optimal sustained. I think I also get around 1100 or 1200 on convert, but I don't remember exactly and I logged out on MNK last night so I can't check my BLM's stats atm.

We can nitpick optimal skill use order all day but theorcrafting stats to fall apart when you're having to dodge, your buffs are timing out, bosses do things to interrupt your casting and/or rhythm, etc. Adapting the general purpose smart approach to the situation will get the job done.

But with Flare you can't really Thunder (at least Thunder 3) during that tick; it's the time spent waiting for Umbral 3 to kick in after a tick of Umbral 1 (around 500) minus cast cost for Blizzard 3 under Umbral (225) brings you back below T3's cost (475). You could cast 1 or 2, but the cast and its Thundercloud procs would both be weaker.

And of course, the Flare approach is -worse- for adapting to the situation on the ground since it ties you up in a longer cast and cuts you off from potential Firestarter procs.

Situations where the boss predictably goes inactive are definitely candidates to end with Trans, though, which makes Flare viable if you time it perfectly. And of course if you want to be hitting two or more mobs at once it shines.
 
Yeah, doesn't make that much sense because they still end up giving you indicators in even later fights and dungeons, but this boss just doesn't have it. Is there one in WP that doesn't have attack cones/circles? I haven't seen any others that don't have these.
Garuda is another example of a fight that doesn't have them. Both normal and hard mode. And I think I've seen it elsewhere too, but my brain isn't working right now.
 
Garuda is another example of a fight that doesn't have them. Both normal and hard mode. And I think I've seen it elsewhere too, but my brain isn't working right now.

You're right, Garuda is one fight that doesn't have it. Titan in some aspect also lacks indicators except near the edge to show where the area is falling off, though that's slightly different because his aoe hits the entire arena. Same could be said specifically for Demon Wall, but you still get ground effects which should let you know that you totally shouldn't stand there.
 
But with Flare you can't really Thunder (at least Thunder 3) during that tick; it's the time spent waiting for Umbral 3 to kick in after a tick of Umbral 1 (around 500) minus cast cost for Blizzard 3 under Umbral (225) brings you back below T3's cost (475). You could cast 1 or 2, but the cast and its Thundercloud procs would both be weaker.

And of course, the Flare approach is -worse- for adapting to the situation on the ground since it ties you up in a longer cast and cuts you off from potential Firestarter procs.

Situations where the boss predictably goes inactive are definitely candidates to end with Trans, though, which makes Flare viable if you time it perfectly. And of course if you want to be hitting two or more mobs at once it shines.

The point is you can cast Flare with like 275 MP (or close to that) which is why it's so good at the end of your MP bar for extra guaranteed 260 potency hit for less MP than even Fire 1 for only half a second (at base) longer cast. Of course you don't go casting Flare when you're at 1000 MP or something, that's just a waste. Thunder 2 is not a bad spell to use instead of 3 if it means your MP pool lines up to just the amount you need for your fire spells (if you get thundercloud use the proc to toss on III, obviously). Blizzard III has strong potency but unless you're going for utility functionality of ice spells (that is, if you're just going for DPS), you only want to cast them until your MP is full then get back to fire for your Firestarter procs where your better damage comes from, and using transpose to go from ice to fire may be a nice immediate DPS boost but I think it's going to hurt you in the long run because you're making it harder on yourself to get your MP back quickly.
 
The first boss was cake, though I was a bit busy keeping people alive during the fight and desperately wished it scaled to 50 for Medica II and Benediction. the 3rd fight we ran into some issues because our tank was too busy tanking and let his burn counter rise to like 8 or 9, meaning he'd take a ton of damage on the aoe attack. Cleared on the 3rd try.

The 2nd boss though was rough mainly because if you lag even a small amount, you can get hit and drop. Both tank and melee would be out of range based on what I saw and both would get hit anyway. Other times I'd think we'd wipe but the attack would miss.



Yeah, doesn't make that much sense because they still end up giving you indicators in even later fights and dungeons, but this boss just doesn't have it. Is there one in WP that doesn't have attack cones/circles? I haven't seen any others that don't have these.

Basically endgame bosses. Time to learn to use/filter your battle log!
 
I doubt anyone cares, and most of these points have been re-iterated ad-nauseum in the official forums Tank Roles subforum, but this is what I think needs to improved on WAR:

(1) Brutal Swing needs to land instantly instead of on a delay, and it's CD needs to be reduced to 15 or 20 seconds. 30 seconds is too long, and the windup makes it so not being on GCD it is still worthless. This is why PLD is always stun bitch on HM Ifrit.


(2) Healing potency needs to be increased on WAR. Since WAR has no damage mitigation it should be healed about 20-25% more than a PLD can with same healer and same spell and same gear. This would bring WAR up to par with PLD when PLD is cycling his many mitigation CDs.


(3) Inner Beast should be buffed. It's WAR's only self-heal from Infuriate, which means at most you can only do it every 15-20 seconds. It's already situational at best, so really it should be doing more than ~1k of healing on me when I have 6.4k HP.


(4) WAR should get some cross-class skills from PLD. Having only Foresight and Keen Flurry is ridiculous, I understand the principle of a sponge tank but why does PLD get 4 different mitigation skills all of which mitigate 20-25% damage and WAR gets a shitty +10% DEF increase and a shitty cross-class skill from PGL which might cause you to dodge one attack every 3 minutes?

(5) Second Wind is shitty on WAR. Buff it or remove it from cross-class skills entirely and replace it with PLD mitigation skills.

(1) That would be nice. Instant abilities should be instant irregardless anyways... especially on something as important as stuns. I went from being angry that our stun sucks, to being relieved I never have to play a stunbot role like PLDs. The responsiveness of abilities are so out of wack, most PLD just autoattack during HM ifrit, because using any skills right before an eruption, can delay your "instant" stun and cause you to miss.

(2) I'd prefer they buff other aspects of the class then add a straight +healing buff... like increasing the potency of our self heal skills.

(3) Inner beast is strong already. The problem with it is nobody wants to lose their wrath stacks to use it. The solution would be to take the wrath buffs and fold them into Defiance. As of right now, the whole "wrath" mechanic is broken. Using those skills is often not worth losing the wrath stacks. That way we could use both Inner Beast and Steel Cyclone a lot more often.

On 4 and 5...
A lot of cross class skills are useless with a bunch of jobs. I don't think the solution is to give us more PLD skills, I think we need buffs to our own. MRD/WAR is supposed to be a "tank" class, yet look through all their abilities. How many useful mitigation abilities do they actually have?

Fracture does nothing. It mitigates two digits of damage when your taking several hundred damage per hit.

Bloodbath does nothing. Again the amount of health recovered in insubstantial compared to the amount of damage we're taking.

Storms Path is also crap and not worth using over Storms Eye.

The only good "tanky" abilities are Thrill of Battle which is a decent "oh shit" button, and Inner Beast, which we already discussed is hard to use because it clears your wrath stacks.

Our strongest tank ability is Convalescence.... a PLD ability. Our own traited abilities should be our bread and butter, not a cross class skill. They need to buff/add WAR skills.
 
Just beat the main story. Such sweet wonderful cheesiness.

Assume girl elf twin comes back in first expansion, probably as bad guy
 
hmmm the one i saw is 2 attck lower than this HQ weapon.


But its not like that makes much of a diff in this game :(

I know, I'm a tank, but doing ~100-150 damage in the 40s of any sort of rpg is pretty depressing. This is almost paper mario levels of damage.


Final fantasy games have always been to the 9999 damage cap right... well before limit breaker shit.


I don't need to do modern wow numbers, but 4 digit damage should be the norm of late game mmos. 5 digit for end game geared out.

Why?
 
was it ever even mentioned that she was missing? I must have missed it if it was.

Never mentioned.

Just my assumption that since she totally vanished from the story. I imagine she's going to play a big part in an expansion.

Then again, Final Fantasy XI teased the "far east" and Phoenix since CoP and nothing ever came of that.
 
was it ever even mentioned that she was missing? I must have missed it if it was.

I don't know for sure...but maybe it's revealed later in the game? I never paid much attention to their names and they look the same so...maybe. If you want me to elaborate more let me know.
 

Only problem I have with the game is the sky (and this isn't just at night, but during the day too), the color banding in the skybox from the sunlight or moonlight is very distracting to me. I'm assuming everyone sees this and it isn't something quirky happening just on my setup.
 
Only problem I have with the game is the sky (and this isn't just at night, but during the day too), the color banding in the skybox from the sunlight or moonlight is very distracting to me. I'm assuming everyone sees this and it isn't something quirky happening just on my setup.

I usually notice it more prominently in screeshots than in game.

Nope she comes back, you aren't finished with the story

Ah, thanks for confirming my suspicions then.
 
Nope she comes back, you aren't finished with the story

Now I'm curious as to when she pops up again. I assume during Bahamut's Coil then? I haven't seen her anywhere else in game after the end unless she's supposed to be one of the robed individuals during the after-credits ending.
 
Now I'm curious as to when she pops up again. I assume during Bahamut's Coil then? I haven't seen her anywhere else in game after the end unless she's supposed to be one of the robed individuals during the after-credits ending.

End game story spoilers, highlight at your own risk.

After beating HM Titan she a part of the quest to get attuned to the coil. Unsure if she plays a larger part in the coil since I'm not there...yet.
 
End game story spoilers, highlight at your own risk.

After beating HM Titan she a part of the quest to get attuned to the coil. Unsure if she plays a larger part in the coil since I'm not there...yet.

Ah cool. That's not that big a spoiler since there is no additional context to it, but I'd avoid it if you don't want anything ruined.

Edit: I'd also call those post-end game story spoilers, since they technically happen after you officially beat the story campaign, even though there is more beyond that point.
 
Ah cool. That's not that big a spoiler since there is no additional context to it, but I'd avoid it if you don't want anything ruined.

Edit: I'd also call those post-end game story spoilers, since they technically happen after you officially beat the story campaign, even though there is more beyond that point.

Oh, I assumed that most people would know what 'end game' means in MMOs. But yeah, not a huge spoiler, but I know how some people are about them.
 
The point is you can cast Flare with like 275 MP (or close to that) which is why it's so good at the end of your MP bar for extra guaranteed 260 potency hit for less MP than even Fire 1 for only half a second (at base) longer cast. Of course you don't go casting Flare when you're at 1000 MP or something, that's just a waste. Thunder 2 is not a bad spell to use instead of 3 if it means your MP pool lines up to just the amount you need for your fire spells (if you get thundercloud use the proc to toss on III, obviously). Blizzard III has strong potency but unless you're going for utility functionality of ice spells (that is, if you're just going for DPS), you only want to cast them until your MP is full then get back to fire for your Firestarter procs where your better damage comes from, and using transpose to go from ice to fire may be a nice immediate DPS boost but I think it's going to hurt you in the long run because you're making it harder on yourself to get your MP back quickly.

Full second longer. And like I said: it only works if you have exactly the right MP total to cast it without losing a Fire (so MP pool that ends up over 300 but under 600 after all fires are cast) or having an empty/underutilized tick in Umbral -> effectively a loss of a Fire from the next set. Flare+Thunder 2 is more efficient than Fire+Thunder 3, and would normally be a great replacement, except for one huge problem: due to how ticks are handled, it introduces the potential that the next Fire 3 will go off before two full ticks have passed under Umbral III, meaning you're either manually delaying your Fire 3 or occasionally starting into Fire at half MP.

I'm not sure why you think anyone would touch Transpose after 40 if they have a target to tier-3 on, or why you don't realize that I'm casting Blizzard 3 once for Umbral III (and obviously resetting with Fire 3).
 
sorry if this has been discussed to death, but I just got my copy - what kinda tank would you guys suggest making/does race matter? from the lurking I've done I kinda get the feeling Warriors aren't generally favored in endgame currently.. I really enjoyed tanking in WoW and Rift so I'd like to continue the tradition here.
 
sorry if this has been discussed to death, but I just got my copy - what kinda tank would you guys suggest making/does race matter? from the lurking I've done I kinda get the feeling Warriors aren't generally favored in endgame currently.. I really enjoyed tanking in WoW and Rift so I'd like to continue the tradition here.
I'd say Roegadyn Sea Wolves due to their base high strength and vitality ratings.
 
sorry if this has been discussed to death, but I just got my copy - what kinda tank would you guys suggest making/does race matter? from the lurking I've done I kinda get the feeling Warriors aren't generally favored in endgame currently.. I really enjoyed tanking in WoW and Rift so I'd like to continue the tradition here.
I'd say go paladin. You will need to level marauder too though for some aggro abilities so you should try out both.
 
Thanks. Might just switch to Pugilist then after I finish the Archer questline. Any reason to stick out Pugilist beyond 15 before earning Bard Job? Just really unsure what cross-class skills I would want or need from Archer beyond 30, and Pugilist beyond 15.

There is a level 42 pugilist ability called Mantra that will undoubtedly be of use to bards who plan on maximizing their utility and the survival of their group.
 
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