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

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On bosses though, it tends to be worth ramping up for it, as you have to wait 2 minutes anyways between Aetherflows.

On bosses, you'll have your DoT's up anyway, so Fester is more of an instant-cast off-global nuke you use in your rotation.

What I'm talking about is on-demand burst for adds that need to be dropped quick. Fester doesn't help much in those situations and it's often better to just go with Energy Drain for the straight up 150 potency.
 
He's not on a Legacy server. He's on Ultros. I run dungeons with him and the SMN he's talking about and he's right, SMN dps is insane. 1400 festers and shit. Crazy, and this is coming from a pompous dragoon

My mistake then

Still Khrno is a little ahead of most of the SMN out there agreed?

The weapon and gear do help boost his output and him learning the class is the hugest benefit too

Most SMN pull a pet, attack and call it a day until they beg to use a LB3 Meteor to feel special... err... needed

Most here a week back were telling me WAR was the preferred end game tank, PLD was most off tank/skill oriented necessity tank, now all of sudden PLD is primo for end game and it's mitigation skills and I see WAR's switching to PLD

So things will change, balance will shift

At least we can all agree those Spoony Bards have it best, move and still shoot arrows!
Nerf Banhammer Cometh!
 
I think those crocs in Qarn look cool. I like their tail whip animation (even causes paralysis) and have you checked the inside of their mouth? There's a face in there somewhere.

I smiled when I saw them. Weren't there very similar crocs in FFXII? Brought back memories of the deluge areas.
 
Cool, enough time to knock out some GETHJERK.



Amano_Gigantoad_FFII.jpg


Because Amano.

Wish they were as colourful.
 
My mistake then

Still Khrno is a little ahead of most of the SMN out there agreed?

The weapon and gear do help boost his output and him learning the class is the hugest benefit too

Most SMN pull a pet, attack and call it a day until they beg to use a LB3 Meteor to feel special... err... needed

Most here a week back were telling me WAR was the preferred end game tank, PLD was most off tank/skill oriented necessity tank, now all of sudden PLD is primo for end game and it's mitigation skills and I see WAR's switching to PLD

So things will change, balance will shift

At least we can all agree those Spoony Bards have it best, move and still shoot arrows!
Nerf Banhammer Cometh!

Nah, he's not the SMN, but the SMN was doing big damage even before getting his relic, since we were farming AK for him to get the toms :P

Also pls don't nerf bards, they carry me through the Coil. Just buff dragoons.
 
I think those crocs in Qarn look cool. I like their tail whip animation (even causes paralysis) and have you checked the inside of their mouth? There's a face in there somewhere.

Oh wow, im headed there tonight...cant believe they actually bought the crocodile enemy back.

Amano_FF1_Crocodile.gif



?
 
I was able to get a copy of this last week. Really great game. The weather effects are nothing more than special. I have never seen another MMO come close in terms of mood and setting.

Saw this and could not unsee it.

kETZQaN.jpg
 
Out of curiosity, what is the right way to play them?

Ifrit-Egi over Garuda-Egi in ideal situations, Bio 2 > Miasma > Bio (no Thunder), keep Fester on CD unless it's a fight to use Bane. Usually wanna use Ruin over Ruin 2 unless your tank is a WAR then it's situational Ruin 2. If using Bane gotta time it perfectly so adds are close enough when they spawn + maximum DoT damage since the duration reset is random (I still can't get this right, the range on Bane is really flipping short). Keep Rouse+Spur on CD except for when it's time to save them for Enkindle. I'm sure I'm missing a few things.

I've said this before, but most of my problems with SMN are from the U.I. and Pet A.I. They should have toggles for abilities rather than Sic/Obey, Steady should not auto-change to Guard as soon as the pet does anything, there should not be a "DoT" cap so DoTs get rotated off FATE mobs and such when there's a lot of people, ect. So When I see people complain about the DPS I just facepalm. Maybe complain about some of their abilities being janky like Tri-Disaster and low tier AoE options, but I see no reason to doubt overall SMN DPS at this time. None. If anyone sees an actual problem describe it in detail or I just can't take it seriously, there's too much unsubstantiated rumors from invalid parses being treated as factual info.
 
Out of curiosity, what is the right way to play them?

I'm by no means a perfect SMN, and could surely work on a few things. That said some of the common issues I see other SMN's failing to do in my opinion:

-Proper pet management. Obey vs Sic, knowing what your pet can take in damage and moving him or healing him if necessary.
-Use of Thunder. No reason not to make use of it, a GCD for an extra dot in place of a Ruin. Is also extended by Garuda-egi's Contagion ability.
-Use of Shadowflare on single target. See above
-Using Ruin over Ruin 2. Ruin 2 costs more MP, messes up PLD blinds, and costs a GCD on itself. Casting Ruin 1 as your filler allows you to more seamlessly go into the next cast, or even just interrupt ruin for something more pressing. I hit Ruin 2 when I'm fooling around, on the move, there's no PLD tank, or at the end of a Ruin cast if the mob is really low and there's not enough time to hammer another Ruin in.
-Making use of utility. We SMN's are the only DPS able to resurrect. Leveling THM to 26 for Swiftcast and combining it with resurrect can save fights if they get out of hand. We have an ability to help our tanks take less damage(eye for an eye). We have Virus, and much more.

Again, just my opinion as I'm sure other SMN's may disagree or do some things differently. I think alot of the early reputation of SMN damage was knee-jerk reactions in a brand new game to a brand new class.

It seems the parsers are verifiably broken for Bio 1 & 2, reporting 2x to 4x the actual damage. Which just leaves anecdotal evidence to support SMN's dps it would seem.

Do you have a link to this? I'd be interested in reading it!
 
It seems the parsers are verifiably broken for Bio 1 & 2, reporting 2x to 4x the actual damage. Which just leaves anecdotal evidence to support SMN's dps it would seem.



Equating "time served" with "difficulty" is spurious at best, outright toxic in terms of game design at worst. There are numerous valid ways to increase the games difficulty in ways which are a) optional and (more importantly) b) dont radically increase time required. If something takes a long time that doesnt make it more difficult nor does it make those who beat it more skilled, it simply makes it tedious and indicates that those who beat it have more free time. If theyre going to increase the difficulty they should make it skill based.

That's why I've so worried. They're hardly any needed skills in this game, just a fast reaction time to avoiding the red lines. That's pretty much it. Everything else is so simple. Most classes need to focus on just one attribute. They are no modifiers from what I can tell. All a archer needs is dex, and all a drag need is str. Not both, or a mixture. This is really bad IMO.

But you're right on the first part of your post. That's my bad on the way I've wrote that. Increased time does NOT equate increased difficulty. But increased difficulty DOES make it longer to get the things you want, artificially lengthening the the content of the game.

What seems like what's happening here is the guys with the most time are the ones with the best gear, its not a knock against them, its just the way the game seems to be designed.
 
On bosses, you'll have your DoT's up anyway, so Fester is more of an instant-cast off-global nuke you use in your rotation.

What I'm talking about is on-demand burst for adds that need to be dropped quick. Fester doesn't help much in those situations and it's often better to just go with Energy Drain for the straight up 150 potency.

For on-demand stuff like adds, energy drain is definitely better if it's a weaker one. If the add had somewhat substantial HP, then ramping up your DOTs is not a bad idea at all.
 
Question: Combat log doesn't show any DoT damage. How can any parsers accurately report SMN dmg at this time?

I for one don't believe SMN's have any DPS issues. If I just go by threat level (which can be skewed cause of BRD's Quelling Strikes or other factors), they're right up there, and that's not even accounting for pet DPS.

Their AOE can also be really strong in controlled situations. The only thing they lack imo is on-demand burst. Fester requires too much ramp up. But that's typical for any DoT-focused class in MMO's.

I'm not completely sure because I haven't seen the code for any of them but here's the thing... the potency of DoT ticks is known. A parser could detect when you cast a DoT and see how much damage you're doing with X potency attacks (some DoTs like Demolish even do an initial hit with the same potency as their DoT effect making the calculation even easier) and get a good estimate on how much each tick of your DoTs is going to do. This damage could then be adjusted for crit based on the crit rate of your parseable attacks. The parser would also need to keep track of DoT durations (also a known variable from the game) to adjust for when you re-apply a DoT before its duration is completely over. Using a method like this won't give you the exact damage but it would theoretically give you a very, very good trustworthy estimate.
 
Was looking forward to beginning work on gearing up DRG when I got home. Oh well, can always try after. Still wish I lvled PGL first but whatever. I really dislike the position system in the game. Really hampers the two melee DPSers.
 
Was looking forward to beginning work on gearing up DRG when I got home. Oh well, can always try after. Still wish I lvled PGL first but whatever. I really dislike the position system in the game. Really hampers the two melee DPSers.

Yeah, I appreciate what they tried to do with making melee DPS more involved and less face roll but with the amount of AoEs this game just rains on you it just doesn't seem feasible to me. Especially when Bards, Black Mages and Summoners have no positioning requirements whatsoever and they can stand back out of the majority of AoE attacks.

I don't know, I'm curious to see what they'll do with Monk and Dragoon in the coming months when they start tweaking classes.
 
Out of curiosity, what is the right way to play them?

I'm sure TheDancingWatermelon or Khrno could go much more in depth then I can, but the biggest offender/problem I notice from most Summoners is that once they get Ruin 2 they throw Ruin 1 to the side. Ruin 2 is so mp inefficient (and shares the same damage potency as Ruin 1!).

I see so many summoners spamming Ruin 2 on bosses as they drop down to 0 MP... which forces them to use a Aetherflow charge on Energy Drain just to keep up when they should be using Fester (Or Bane, depending on the situation) as much as possible with their Aetherflow charges.

Of course Ruin 2 has it's uses, but not as a mainstay nuke 24/7.
 
Was looking forward to beginning work on gearing up DRG when I got home. Oh well, can always try after. Still wish I lvled PGL first but whatever. I really dislike the position system in the game. Really hampers the two melee DPSers.

I'm no fan of it either. It was nice at first, then I realised ranged DPS jobs were doing more damage than me without giving a flying fuck about position.
 
Why is Ifrit superior to Garuda?

Is Thunder just not worth the mp?

(The rest of it is understandable).

Ifrit-Egi's abilities actually have anywhere from 10-25(?) potency over Garuda-Egi's moves while being on the same CD if you compare tooltips, and Ifrit's Enkindle adds a DoT while Garuda's does not. Ifrit's main issues are that it's much easier for him to die from boss cleaves and close range AoE, and Ifrit's Stun can start causing resistance to some boss mobs and thus interfere with interrupts (like Ifrit HM). There's also a few situations where being ranged is just nicer (like fast add switching) and Garuda is prolly better there too just because Ifrit has to plod over while Garuda starts blasting immediately.

And yea Thunder is nice for leveling but does not add any significant form of DPS while costing a nice chunk of MP. It doesn't work with Fester or any other SMN abilities. It's better to focus on baseline DoT upkeep, Fester efficiency, pet efficiency, ect.
 
I'm no fan of it either. It was nice at first, then I realised ranged DPS jobs were doing more damage than me without giving a flying fuck about position.

There should definitely be a sweet spot for dealing damage as a range user at the very least.
 
Ifrit-Egi over Garuda-Egi in ideal situations, Bio 2 > Miasma > Bio (no Thunder), keep Fester on CD unless it's a fight to use Bane. Usually wanna use Ruin over Ruin 2 unless your tank is a WAR then it's situational Ruin 2. If using Bane gotta time it perfectly so adds are close enough when they spawn + maximum DoT damage since the duration reset is random (I still can't get this right, the range on Bane is really flipping short). Keep Rouse+Spur on CD except for when it's time to save them for Enkindle. I'm sure I'm missing a few things.

I don't really agree with any of this. Garuda > Ifrit for Contagion alone. It's such a short 60 second cooldown that you can use it for every trash pack too.

Thunder should be added to your rotation.

Ruin 2 can be useful when you are forced to move. It's the same damage as Ruin anyway, but at a higher MP cost, and allows you to continue damage while moving. This is of course if you already have all your DoT's and Shadowflare up. One of the best uses for Ruin 2 I find is to allow you to run into melee range to Miasma (better DPS than Ruin so long as you hit at least 2 enemies).

Rouse and Spur have half the cooldown of Enkindle. You can use them twice for every Enkindle, unless you know ahead of time that you need to save Enkindle for a certain part of a boss encounter (and even then, Enkindle really isn't going to make much difference in your DPS anyway, as it's a pretty crappy lvl 50 job ability).

Other tips to boost DPS:

- Pop ARC's Raging Strikes when you reapply your DoT's, and then extend the souped up DoT's with Contagion.
- Consume an Intelligence potion, even a cheap one, at the start of the instance before you summon your pet. Your pet scales based on your stats at the time of summon, so even though the potion wears off, the pet will still maintain the boost. (I don't really do this much because I'm poor, but I do have plenty of regular Int potions as an Alchemist)
 
I don't really agree with any of this. Garuda > Ifrit for Contagion alone. It's such a short 60 second cooldown that you can use it for every trash pack too.

Thunder should be added to your rotation.

Ruin 2 can be useful when you are forced to move. It's the same damage as Ruin anyway, but at a higher MP cost, and allows you to continue damage while moving. This is of course if you already have all your DoT's and Shadowflare up. One of the best uses for Ruin 2 I find is to allow you to run into melee range to Miasma (better DPS than Ruin so long as you hit at least 2 enemies).

Rouse and Spur have half the cooldown of Enkindle. You can use them twice for every Enkindle, unless you know ahead of time that you need to save Enkindle for a certain part of a boss encounter (and even then, Enkindle really isn't going to make much difference in your DPS anyway, as it's a pretty crappy lvl 50 job ability).

Other tips to boost DPS:

- Pop ARC's Raging Strikes when you reapply your DoT's, and then extend the souped up DoT's with Contagion.
- Consume an Intelligence potion, even a cheap one, at the start of the instance before you summon your pet. Your pet scales based on your stats at the time of summon, so even though the potion wears off, the pet will still maintain the boost. (I don't really do this much because I'm poor, but I do have plenty of regular Int potions as an Alchemist)

Yep Contagion alone is worth the price of admission for Garuda imo.

And your points on raging strikes and an int potion are huge. This is my starting rotation on a boss fight such as Demon Wall, Titan, or Cadaceus:

Eye for an Eye macro > Mega Int Pot > Raging Strikes > Bio 2 > Miasma > Bio 1 > Virus > Fester > Thunder > Shadow Flare > Contagion > Fester.

Some of those are happening simultaneously instead of eating up a whole GCD. It seems in line with other SMN starting rotations, although I've noticed some do things in a slightly different order. I personally use mine because it allows me to squeeze 2 Festers in during the RS buff, like seeing my 1400+ Festers!
 
I'm not completely sure because I haven't seen the code for any of them but here's the thing... the potency of DoT ticks is known. A parser could detect when you cast a DoT and see how much damage you're doing with X potency attacks (some DoTs like Demolish even do an initial hit with the same potency as their DoT effect making the calculation even easier) and get a good estimate on how much each tick of your DoTs is going to do. This damage could then be adjusted for crit based on the crit rate of your parseable attacks. The parser would also need to keep track of DoT durations (also a known variable from the game) to adjust for when you re-apply a DoT before its duration is completely over. Using a method like this won't give you the exact damage but it would theoretically give you a very, very good trustworthy estimate.

You're not going to get a decent enough sample size per-player for this to work on much of anything that isn't a boss. The parser needs to know the base stats of an individual casting DoT spells before the fact, not estimate it with a wide margin of error that should hopefully shrink the longer a fight goes on.

And really.. the methodology is sound otherwise, but I think at that point the application isn't really a 'parser' when it comes to DoTs.
 
I don't really agree with any of this. Garuda > Ifrit for Contagion alone. It's such a short 60 second cooldown that you can use it for every trash pack too.

Nah, even with Contagion Ifrit parses higher.

Thunder should be added to your rotation.

The MP cost makes it not worth it. The extremely minimal DPS gain is completely offset by that.

I'm going by MrHappy, who provides a pretty extensive overview here http://www.youtube.com/watch?v=VJ1BLokxOlU&list=HL1379638689 and regularly posts data that backs up his stuff (and yes he has killed everything on quite a few jobs, he originally thought SMN was overpowered based on Bahamut performance).
 
Nah, even with Contagion Ifrit parses higher.



The MP cost makes it not worth it. The extremely minimal DPS gain is completely offset by that.

I'm going by MrHappy, who provides a pretty extensive overview here http://www.youtube.com/watch?v=VJ1BLokxOlU&list=HL1379638689 and regularly posts data that backs up his stuff (and yes he has killed everything on quite a few jobs, he originally thought SMN was overpowered based on Bahamut performance).

Half the comments on the video is about how Thunder > Ruin and Garuda > Ifrit
 
- Consume an Intelligence potion, even a cheap one, at the start of the instance before you summon your pet. Your pet scales based on your stats at the time of summon, so even though the potion wears off, the pet will still maintain the boost. (I don't really do this much because I'm poor, but I do have plenty of regular Int potions as an Alchemist)

Dang that's a pretty good tip. I assume the same would apply for a Scholar as well then? Pop a mind potion before summoning Eos?
 
Do we actually have an ETA on version 2.1?

End-game is quite repetitive so far, I'm thinking of taking a break (gotta play Dragon's Crown, KH 1.5, M&L Dream Team, etc.!!!) and coming back whenever 2.1 releases.
 
Ifrit-Egi's abilities actually have anywhere from 10-25(?) potency over Garuda-Egi's moves while being on the same CD if you compare tooltips, and Ifrit's Enkindle adds a DoT while Garuda's does not. Ifrit's main issues are that it's much easier for him to die from boss cleaves and close range AoE, and Ifrit's Stun can start causing resistance to some boss mobs and thus interfere with interrupts (like Ifrit HM). There's also a few situations where being ranged is just nicer (like fast add switching) and Garuda is prolly better there too just because Ifrit has to plod over while Garuda starts blasting immediately.

And yea Thunder is nice for leveling but does not add any significant form of DPS while costing a nice chunk of MP. It doesn't work with Fester or any other SMN abilities. It's better to focus on baseline DoT upkeep, Fester efficiency, pet efficiency, ect.

I agree with Ifrit being better than Garuda for DD purposes

However, thunder is definitely a useful DOT. Same potency for as your normal DOTs and better than a single use of Ruin. if it had a longer cast/recovery time, I'd say not to use it but considering it's the same as any other skill with the only downside being higher MP cost, there really isn't a reason to not substitute 1 ruin for it.
 
You're not going to get a decent enough sample size per-player for this to work on much of anything that isn't a boss. The parser needs to know the base stats of an individual casting DoT spells before the fact, not estimate it with a wide margin of error that should hopefully shrink the longer a fight goes on.

And really.. the methodology is sound otherwise, but I think at that point the application isn't really a 'parser' when it comes to DoTs.

That's no parser, that's a Skynet!
 
Wasn't there some thing about Ifrit-Egi being worse than Emerald Carbuncle earlier?

And previously there was some stuff floating around about Ifrit-Egi needing STR stats? Has that since been debunked?
 
Guess we need a real maintenance to fix these lag issues... or they've let too many people in the servers now :(

Did a HM DF and everyone in the instance was experiencing pretty horrid lag, ended up just leaving :/
 
Alright, I'm picking this game up tonight and looking for tips. I've done some WoW in the past, but I'm really not very knowledgable about MMOs and the like.

My most pressing question: what server should I join? Looks like y'all have guilds (FCs?) set up on a few different servers. Should I just pick one at random, or are some of the guilds and/or servers particularly active? Are any too full for new players?
 
Alright, I'm picking this game up tonight and looking for tips. I've done some WoW in the past, but I'm really not very knowledgable about MMOs and the like.

My most pressing question: what server should I join? Looks like y'all have guilds (FCs?) set up on a few different servers. Should I just pick one at random, or are some of the guilds and/or servers particularly active? Are any too full for new players?

Where do you live? With just guessing I would say you should join Ultros.
 
Wasn't there some thing about Ifrit-Egi being worse than Emerald Carbuncle earlier?

And previously there was some stuff floating around about Ifrit-Egi needing STR stats? Has that since been debunked?

There's no way, IMO, that Ifrit-egi is worse than Emerald or Garuda unless it needed STR stats but I don't think that'st he case

From a practical use standpoint, the advantage of Garuda is A) Long Range attacks and B) Contagion. However, if you use point A like most do, then you're actually gimping Garuda's damage because she loses out on Shockwave. Ifrit's equivalent skill, Crimson Cyclone is not only higher damage (105 potency vs Shockwave's 90) you also get 3 casts compared to Garuda's 1. Then you have Enkindle and Ifrit's other skills having more damage on them.
 
The tank after 5 minutes in the dungeon says his eyes are getting tired and leaves one second later. Why would you get in a dungeon if you were going to leave so soon? lol....
 
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