That is 22 at the earliest.
I was always doing FATEs a few levels above me in a group. But then again I was a tank and could just spam Flash and run around in circles so the mobs didn't all destroy me.
That is 22 at the earliest.
I'm not sure the alternative of letting anyone who just happened to hit level 50 queue for something they're not going to be able to finish with their current gear is acceptable. They could add the gear requirement but make the ilvl invisible to players maybe?
The Chocobo is level 22.I was always doing FATEs a few levels above me in a group. But then again I was a tank and could just spam Flash and run around in circles so the mobs didn't all destroy me.
Is there actually content that's presently impossible in AF and GC gear? I dunno. I'm also unsure just how much of a difference the iLvl 70, 80, and 90 stuff actually makes (excepting possibly for tanks). I would imagine class imbalance (e.g. damage "tiers") and poor stat choices are much larger issues than people "shitting up" dungeons in AF and GC gear.
YoshiP was super against speedruns in 1.0 and vowed to have them removed in ARR. I'd imagine they're looking at the AK situation and will probably avoid the way monsters leash in the future.
Really frustrating seeing a bot mining at 9AM yesterday, and still have them mining the same area at 3PM today.
Makes me not want to level my gathering professions.
Once you have your Ifrit weapons you are good to go for AK. WP is a skippable dungeon unless you are a DPS who had very bad luck getting their Ifrit weapons to drop. Tanks and healers can go into AK right away, as long as they learn the mechanics of the fights and know what to do they can just show up and use AK to get geared.
I actually like WP a lot because of the Tonberry King who is an interesting fight, but no one runs it so oh well.
You will soon discover that as the tank your repair costs for running AK the "legit" way are much higher than for speedrunning it.
Is there actually content that's presently impossible in AF and GC gear? I dunno. I'm also unsure just how much of a difference the iLvl 70, 80, and 90 stuff actually makes (excepting possibly for tanks). I would imagine class imbalance (e.g. damage "tiers") and poor stat choices are much larger issues than people "shitting up" dungeons in AF and GC gear.
Thanks...I have to ask though, what are advantages of just sticking with a Marauder for tanking?Yeah, you'll have to level Gladiator to 15 anyway before you can even unlock Warrior. Highly recommended to stretch it to 22 to get Provoke, which fills the biggest gap in the Warrior's toolkit.
Thanks...I have to ask though, what are advantages of just sticking with a Marauder for tanking?
It looks like I'll run Wanderer's Palace once for completion and fun and then move on to AK then. I'm already dreading those repair costs. Thanks!
Problem is players will always take it one step further, where the gear to be there drops from there.
Speedrunning actually helps LOWER repairs costs, assuming you don't wipe too often on bosses.
great, game told me I lost connection now I can't login T__T
great, game told me I lost connection now I can't login T__T
Even for the tank who is guaranteed to die on every boss regardless?
Thanks...I have to ask though, what are advantages of just sticking with a Marauder for tanking?
You cant actually kick anyone out of a dungeon yet, but I've heard the JP one is the way to go
http://ffxivlogrep.com/summary/
theSlacker said:I would guess that they will make it so the entire party gets agro if one person does in an instance, which would be terrible, and make people who are trolling/trying to wipe parties have a much easier time.
Bosses in AK are significantly more difficult with weaker DPS
Slime boss in Wanderers Palace is also a big headache with lackluster dps :[
Too bad I've made 2 million gil from high level gathering. Sucks that you got banned though.
I'm just curious here, what does it mean to be a weak/bad DPS in this game? Coming from an early Lancer, I always try to be cognizant of my position (I usually only encounter this in FATEs, but if there is a tank, always let them attract aggro; I just utilize Feint debuffs, combos, and flank attacks like I was playing fucking Shulk in Xenoblade) and utilize combos in addition to watching health and TP, but I still don't really know what differentiates a good DPS from a really bad one. Is it more a manner of just having shitty equipment for the dungeon/mob in particular, or is there something more to it?
Even for the tank who is guaranteed to die on every boss regardless?
I'm just curious here, what does it mean to be a weak/bad DPS in this game? Coming from an early Lancer, I always try to be cognizant of my position (I usually only encounter this in FATEs, but if there is a tank, always let them attract aggro; I just utilize Feint debuffs, combos, and flank attacks like I was playing fucking Shulk in Xenoblade) and utilize combos in addition to watching health and TP, but I still don't really know what differentiates a good DPS from a really bad one. Is it more a manner of just having shitty equipment for the dungeon/mob in particular, or is there something more to it?
I'm just curious here, what does it mean to be a weak/bad DPS in this game? Coming from an early Lancer, I always try to be cognizant of my position (I usually only encounter this in FATEs, but if there is a tank, always let them attract aggro; I just utilize Feint debuffs, combos, and flank attacks like I was playing fucking Shulk in Xenoblade) and utilize combos in addition to watching health and TP, but I still don't really know what differentiates a good DPS from a really bad one. Is it more a manner of just having shitty equipment for the dungeon/mob in particular, or is there something more to it?
I'm just curious here, what does it mean to be a weak/bad DPS in this game? Coming from an early Lancer, I always try to be cognizant of my position (I usually only encounter this in FATEs, but if there is a tank, always let them attract aggro; I just utilize Feint debuffs, combos, and flank attacks like I was playing fucking Shulk in Xenoblade) and utilize combos in addition to watching health and TP, but I still don't really know what differentiates a good DPS from a really bad one. Is it more a manner of just having shitty equipment for the dungeon/mob in particular, or is there something more to it?
What kind of strat involves a guaranteed tank death on every boss?
As an mmo I imagine most of it is just gear. I haven't played a Dragoon (I tank in every game I play) so I'm not sure how much of it is due to bad rotations/awareness vs just upgrades.
Not keeping your gear up to date, not using your cooldown abilities or keeping your personal buffs up, not completing your combos, taking unnecessary damage, attacking the wrong target, and generally not being able to do things that people ask you to do. Those are the biggest problems I usually see from DPS no matter what the game.
AK speedruns involve the tank tagging every mob, dragging them to the boss' area, and getting killed so they reset. Then the healer raises the tank and they pull the boss.
What kind of strat involves a guaranteed tank death on every boss?
I'm just curious here, what does it mean to be a weak/bad DPS in this game? Coming from an early Lancer, I always try to be cognizant of my position (I usually only encounter this in FATEs, but if there is a tank, always let them attract aggro; I just utilize Feint debuffs, combos, and flank attacks like I was playing fucking Shulk in Xenoblade) and utilize combos in addition to watching health and TP, but I still don't really know what differentiates a good DPS from a really bad one. Is it more a manner of just having shitty equipment for the dungeon/mob in particular, or is there something more to it?
Even for the tank who is guaranteed to die on every boss regardless?
Just got the the part where I can finally join a GC. I'm getting close to a Chocobo, right?
Just got the the part where I can finally join a GC. I'm getting close to a Chocobo, right?
Thanks...I have to ask though, what are advantages of just sticking with a Marauder for tanking?
Just got the the part where I can finally join a GC. I'm getting close to a Chocobo, right?
As already pointed, there really isn't any point to tank as a Marauder after you get Warrior. Warrior is just better for it thanks to the various skills you have to aid that.
MRD has a few benefits over WAR but it's not in the tanking area. It's soloing and possibly instances where you might get to DPS in the future if you didn't have access to other classes (or are not interested in them).
AK speedruns involve the tank tagging every mob, dragging them to the boss' area, and getting killed so they reset. Then the healer raises the tank and they pull the boss.
Current speedrunning strat has the tank pull aggro from literally every mob as the party avoids fighting and moves to the appropriate location. Once the party reaches the location, the tank dies, loses aggro, and gets ressed.
It's kinda wack and may or may not get nerfed.
edit: super late ;~;
So, can someone tell me how to make sure my gear is up to date? I wanna be a good DPS!
MRD is barely even a tank. In the low-level dungeons they are squishy as hell. As soon as I hit 30, I made a beeline for Curious Gorge, turned on Defiance and didn't look back. If I was asked to fill in as a DD, I would take off the soulstone so that I had access to Straight Shot and Raging Strikes from the ARC class.
Sounds like they should make the monsters automatically attack the rest of the party if they try that.
Sounds like they should make the monsters automatically attack the rest of the party if they try that.
It's only twice in AK. There's also the decay that comes naturally from using skills. Considering how many mobs there are on those speedruns I have done, maybe it ends up balancing out kind of? If I die a few times on Ifrit HM for example i notice my repair bill isn't very high.
I would prefer they give a good reason to kill the mobs. Right now they are quite literally a time waster and nothing else.
Then they should make dungeons actually rewarding, or make better ways to earn tomes. Nerfing speed runs just makes it even more of a bore.
Today hit a repair bill of 1k+ that was not cool at all.
I'm just curious here, what does it mean to be a weak/bad DPS in this game? Coming from an early Lancer, I always try to be cognizant of my position (I usually only encounter this in FATEs, but if there is a tank, always let them attract aggro; I just utilize Feint debuffs, combos, and flank attacks like I was playing fucking Shulk in Xenoblade) and utilize combos in addition to watching health and TP, but I still don't really know what differentiates a good DPS from a really bad one. Is it more a manner of just having shitty equipment for the dungeon/mob in particular, or is there something more to it?
I would prefer they give a good reason to kill the mobs. Right now they are quite literally a time waster and nothing else.