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

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Pretty awesome. One pretty significant awesome thing is they can park their fairy right by the dragon and if they have to run from pinkline the tank still gets heals (dragon hits like a truck so that's important). Run I did the other night I tanked for some people in FC and we wiped on dragon because WHM got pinkline 3x in a row and I was out of cooldowns (including invincible) by the 3rd one. With a SCH that wipe probably wouldn't have happened. And maybe the WHM just wasn't paying attention but that entire run I was hovering at half HP on my PLD on like every pull and even died on some trash pulls (that we normally faceroll in my other group) because I got no heals. Never have that problem with the SCH.

I"ve done AK a thrillion times now and even when I get bombed, I can handle healing. What it sounds like to me is that the disease debuff which lowers effective healing was not being taken care of. When I'm bombed, I make sure to cure disease and throw regen on the tank while taking off (sprinting if need be, but it's rarely needed) and it works out fine. If there's a bit of strain, divine seal before regen does the trick. I find that a lot of WHMs don't effectively utilize divine seal. The cooldown is only one minute, there's no reason not to use it whenever you can. A lot of it is about standing in a good position and getting that debuff off. I definitely don't feel like I'm at any sort of disadvantage as a WHM in that fight, though.
 
My current rotation is simply

Bootshine -> Twin Dragons -> Demolish
Dragon Kick -> True Strike -> Snap Punch

You can mix and match a bit. Sometimes I'll Dragon Kick, -> Twin Dragons -> Snap Punch. I've mapped it to 1-3 and I get the other set with control.

I drop my DOTs in-between going back and forth here typically.

So a full rotation would look like

Boot Shine -> Twin Dragons -> Demolish -> Touch of Death -> Dragon Kick -> True Strike -> Snap Punch -> Fracture -> Bootshine -> Twin Dragons -> Demolish -> whatever.

I insert Impulse Drive when I can because it's a 180 Potency attack from behind which lets it do very high damage, especially on crit. Greased lightning is 12 seconds after the initial stage so you have room to insert random things as you go. For reference, the DOTs are high potency attacks spread over time. So they actually should be adding to your DOT in the long run. Let me look them up quick.


Why do you start with Bootshine? It's inferior damage to Dragon Kick at that point.
 
Could be but bootshine is 130 and auto crit
true strike is 150 and increases crit% by 5%

I'm just really confused by him using those abilities, and GOD did it take me a long time to self learn and get the muscle memory for the combos I already do. lol

Bootshine is nice but it also lacks the high end of Impulse Drive and Snap Punch (both 180 damage from behind).

So on the DOT damage it checks out to be the below, based off the 3 second tick for DOTs:

Touch of Death is 20 potency + (25 x (30/3)) = 270 Potency total
Demolish is 40 x (18/3) = 240 potency + Greased Lightning stack
Fracture is 100 potency + (20 x(18/3)) = 220 Potency

I've heard DOTs can crit so that increases their damage as well but even without that, it's pretty significant return for one GCD. The best non-DOT a monk has is 180 damage from behind Impulse Drive and 180 from the side with Snap Punch. So you want to keep these DOTs up when you can. It's a little weaker when Greased Lightning 3 up but still favorable. Also, by the time you get GL3 up, you should have around a 2s GCD and GLs are 12s a stack using Snap/Demolish after the initial one (as I recall) so it's more than enough time to apply a DOT and then continue on to refresh your GL.

Why do you start with Bootshine? It's inferior damage to Dragon Kick at that point.

I've been messing around with which to start. Haven't decided quite yet and my Skillspeed needs to be a bit more set in stone before I solidify the rotation. DK reduces defense against Blunt attacks by 10%, Twin Snakes increases your own damage by 10%. Both of those will benefit True Strike and Snap Punch (the two most powerful natively Monk/Pug attacks) the most.
 
Posted this elsewhere, but I think it's worth sharing:

Titan HM:

Macro each to a button. Press each as you progress.
/p Phase 2: PLUMES after Stomp <se.2>
/p Phase 3: PLUMES after Landslide <se.2>
/p Phase 4: PLUMES after Landslide <se.2>
/p Phase 5: PLUMES after Stomp, PLUMES after Bombs <se.2>
/p Phase 5: MOUNTAIN BUSTER after Landslide. DPS use Virus and Rain of Death <se.2>

Finally macro /p PLUMES!! <se.2> and push it as appropriate, even with the reminders, the audio cue will help people.

There are other tricks, but that helps immensely.
 
Yeah, the bomb mechanic on the final boss of AK has never bothered me. The tank barely takes any damage while I'm gone, anyways. Like Aeana said, Esuna/Leeches the disease debuff, and toss a regen. Tank should be good to go for a while, lol.
 
I've been messing around with which to start. Haven't decided quite yet and my Skillspeed needs to be a bit more set in stone before I solidify the rotation. DK reduces defense against Blunt attacks by 10%, Twin Snakes increases your own damage by 10%. Both of those will benefit True Strike and Snap Punch (the two most powerful natively Monk/Pug attacks) the most.

There's really not much to mess around with though? Unless you open with Perfect Balance, DK is always your better opener from the flank for higher potency even though it won't apply the blunt resistance debuff until your second full combo. If you open with Perfect Balance, DK is still a good opener for the flank damage and to apply the debuff, or you can start with 3 coeurl forms like demo/snap/snap or something to get GL3 ASAP.

Yeah, the bomb mechanic on the final boss of AK has never bothered me. The tank barely takes any damage while I'm gone, anyways. Like Aeana said, Esuna/Leeches the disease debuff, and toss a regen. Tank should be good to go for a while, lol.

Maybe WHM just wasn't using Esuna then. All I know is breath deals like 2k HP and I'm scrambling for some defensive cooldowns watching my HP chip away...
 
Posted this elsewhere, but I think it's worth sharing:

Titan HM:

Macro each to a button. Press each as you progress.
/p Phase 2: PLUMES after Stomp <se.2>
/p Phase 3: PLUMES after Landslide <se.2>
/p Phase 4: PLUMES after Landslide <se.2>
/p Phase 5: PLUMES after Stomp, Plumes after Bombs <se.2>
/p Phase 5: MOUNTAIN BUSTER after Landslide. DPS use Virus and Rain of Death <se.2>

Finally macro /p PLUMES!! <se.2> and push it as appropriate, even with the reminders, the audio cue will help people.

There are other tricks, but that helps immensely.

I have a macro similar to that when I do Titan HM with people new to the fight. I spam it after Tumults/Bombs to prepare people for the plumes. xD
 
There's really not much to mess around with though? Unless you open with Perfect Balance, DK is always your better opener from the flank for higher potency even though it won't apply the blunt resistance debuff until your second full combo. If you open with Perfect Balance, DK is still a good opener for the flank damage and to apply the debuff, or you can start with 3 coeurl forms like demo/snap/snap or something to get GL3 ASAP.

It's why I have it setup so i can start the combo either way? Bootshine and Dragon Kick are 1 and CTRL +1. So I can use whatever. I typically start from behind so I use Bootshine to start.

I may organize it a bit more by side position a bit more though with like DK -> Twin Snakes -> Snap Punch for Side then move to back for Boot, True, Impulse/Demolish.

One thing I do like about Bootshine is the animation, heh. So quick.
 
Maybe WHM just wasn't using Esuna then. All I know is breath deals like 2k HP and I'm scrambling for some defensive cooldowns watching my HP chip away...
Getting rid of disease is crucial. If you don't, then regen wont even be helping the tank while you're running. If worst came to worst during the purple line, I would just finish my walk around and Benediction to be safe, but it rarely does.
 
You tell them Landslides come after every bombs in P3 and P5

Well, Landslides come after bombs in the first half of fight, but post heart-death, they come DURING bombs (which is what people have the most trouble with for some reason). It helps to know that as soon as the Landslide target path is gone (like where Titan shows where it'll go), you can move into it. The animation is delayed and it won't hit you. Most deaths in the final phase come from being slow to move because of Landslide and then a bomb killing the person.
 
What's the best wiki's people are using at the moment for info and the like. I could take a look at classes/maps/etc.

Gonna take a me a bit to relearn this game.
 
Bootshine is nice but it also lacks the high end of Impulse Drive and Snap Punch (both 180 damage from behind).

So on the DOT damage it checks out to be the below, based off the 3 second tick for DOTs:

Touch of Death is 20 potency + (25 x (30/3)) = 270 Potency total
Demolish is 40 x (18/3) = 240 potency + Greased Lightning stack
Fracture is 100 potency + (20 x(18/3)) = 220 Potency

I've heard DOTs can crit so that increases their damage as well but even without that, it's pretty significant return for one GCD. The best non-DOT a monk has is 180 damage from behind Impulse Drive and 180 from the side with Snap Punch. So you want to keep these DOTs up when you can. It's a little weaker when Greased Lightning 3 up but still favorable. Also, by the time you get GL3 up, you should have around a 2s GCD and GLs are 12s a stack using Snap/Demolish after the initial one (as I recall) so it's more than enough time to apply a DOT and then continue on to refresh your GL.



I've been messing around with which to start. Haven't decided quite yet and my Skillspeed needs to be a bit more set in stone before I solidify the rotation. DK reduces defense against Blunt attacks by 10%, Twin Snakes increases your own damage by 10%. Both of those will benefit True Strike and Snap Punch (the two most powerful natively Monk/Pug attacks) the most.

It's why I have it setup so i can start the combo either way? Bootshine and Dragon Kick are 1 and CTRL +1. So I can use whatever. I typically start from behind so I use Bootshine to start.

I may organize it a bit more by side position a bit more though with like DK -> Twin Snakes -> Snap Punch for Side then move to back for Boot, True, Impulse/Demolish.

One thing I do like about Bootshine is the animation, heh. So quick.

The issue with choosing BS over DK to start the rotation is 20 potency. DK is 150 from flank while BS is straight up 130. It's far better to DK the first 2 cycles of the rotation then to do BS then DK the next cycle.
 
Well, Landslides come after bombs in the first half of fight, but post heart-death, they come DURING bombs (which is what people have the most trouble with for some reason). It helps to know that as soon as the Landslide target path is gone (like where Titan shows where it'll go), you can move into it. The animation is delayed and it won't hit you. Most deaths in the final phase come from being slow to move because of Landslide and then a bomb killing the person.

It's also helpful to know that bombs explode once landslide goes off. so you're free to move to the side where the bombs spawned last with enough time to make it to where they already exploded. they do have some nasty range on them, or at least very off / difficult to perceive range. titan fight has been fraught with lag for our group that does it, can't really do anything when the game shows all the bombs going off at once.
 
Thanks Mature!

Also, do Limsa and Ul'dah have the exact same layout as before? They look very similar in a couple of screenshots.
 
Agreed, I love the armor in this game

And while there's definitely some cheesecake in the female armor, there's also some awesome stuff

http://i.cubeupload.com/z3TqJj.png

Yeah, I don't mind the sexy stuff if it is fairly distributed (subligar, bathing suits, etc.), but what does bug me are the uneven stuff like DRG AF and some skirt gear (guys arbitrarily get pants, but girls don't).


Reading the last page:

You can have a game with great variety even in games without action elements. You just have to think outside the box (or at least, look to adaptation and abstraction for ideas).

Let's say, for example, you use weapon delay as a way to differentiate weapons (I think they basically made delay the same for all weapons in this game, just like they made monster's evasion all the same, so that's not exactly a source of character customization currently). You could have a stat like that be more than just a simple way to make every class do around the same DPS. Make attacks have secondary properties (either as a universal system, tied to weapon, or tied to an active ability) which delay plays a big role in. Like, you could have it so fast delay weapons are good at putting enemies in a certain state as a gauge fills up quicker through fast attacks (let's say pressure or whatever, something that stuns or enables stunning). You could then have weapon delay be used as a mod for certain types of actions, improving their potency or accuracy. That could be stagger - perhaps a stun, perhaps it makes the enemy easier to tank, whatever. Maybe stagger works together with pressure. Maybe stagger and pressure are vital elements to encounter design, giving damage dealers an important role that goes beyond just adding numbers up until all the HP is gone. Maybe a dragoon would need to carry around two polearms (spear, lance?) dropped from two types of content based on what type of specialization they wanted or needed to play.

Why not go further? Why have every weapon critical the same way? Why not have faster weapons do multi-attacks (vulnerable to accuracy, but better for "pressure", accuracy builds now gain another purpose) and heavier weapons get a damage mod and have a chance of some other effect, like lowering defense? And magical weapons, e.g. primal weapons, could just do elemental bursts of damage. Well, that wouldn't be meaningful in the current system, so perhaps you could rethink it as assigning elements to a current effect besides the damage. Let's borrow from FFXI's Black Magic DoTs Burn, Drown, Shock, etc for names. Instead of DoTs (just as meaningless), have each do that damage plus a debuff. Burn could be a pure DoT, Drown could be Determination down, Shock could be magical defense down, etc. How would about these effects level up with repeated application (i.e. more criticals = good, using a "crit" build now has funner application). However, I have thought of an even more exciting idea. They wanted to avoid an elemental wheel, but a minor system based on gear choices rather than enemies wouldn't be bad. Let's say these elemental debuffs from crits boost the damage of primal weapon bursts of their corresponding weakness (e.g. a Dragoon with a Leviathan spear deals extra (water) damage and applies drown (lvl. w/e) through a crit. A pugilist with a Ramuh cesti crits and their damage is boosted while also applying another debuff, Shock).

That's just me fucking around over a few minutes. Don't let anyone say that these games leaning towards strategic mechanics can't be varied and interesting. I mean, this stuff speaks to me more than pushing my stick in a certain direction so my character can walk off a red circle (I'd rather have evasion moves on cooldown timers to be more inline with the other strategic mechanics). Sure it isn't Monster Hunter, but I don't really accept the idea that stats and builds, even damage ones, have to be boring.

Hell, let's look at Monster Hunter. Great Sword. Reminds me of the archetype Marauder fills. They have the currently-useless Holmgang (binds self and target), they generally want to stay in place for DDs when not avoiding various AoEs, and currently looking for a way to match up PLD's damage mitigation. Okay, give the player the option to hold down the key/button associated with a weapon skill to charge up that attack ("super-armor" in fighting game terms). Marauder actually has a history of being "immobile" tanks with 1.23~'s Steadfast ability (which obviously should be the name this mechanic). While Steadfast, they gain a significant amount of damage mitigation (what's a balanced amount? 20%, 40%), "store" auto-attacks only to be added in the WS (perhaps with a damage mod), and you probably want their attack range to grow with time too (just to smooth things over). This slows them down, so like Monster Hunter, let's give them a reward for releasing at the right moment: have there be no GCD upon release (this should be down in a way so they are not "profiting" from it). Yeah, they won't always be able to get the most of it because of AoE mechanics, but that's a good thing. For weaker AoEs there will be risk vs reward and for greater ones you'll have to strategize. Probably best if Holmgang was made available earlier and had a lower cooldown time regardless. Secret benefit of having a mechanic like this? Those dumb as fuck rock smashing class quests can now have a purpose.

Heh, whatever. I'm clearly bored at the moment.
 
The issue with choosing BS over DK to start the rotation is 20 potency. DK is 150 from flank while BS is straight up 130. It's far better to DK the first 2 cycles of the rotation then to do BS then DK the next cycle.

Eh, it depends on what's going on. I was stuck on shitty Hydra groups for the last few days and I sometimes didn't have access to certain sides because of stupid tanks and puddles. So I've been trying just to get it done, lol.

I've been considering simplifying it a bit and just organize by side (so DK -> TwS -> SP for Flank, BS -> TrS -> Demolish/Rockbreaker for behind) in one combo. So I'm not running around the mob like crazy. It'll also be for my own sanity.
 
So today I read a book, cleaned my apartment, cut my hair, played some vita, did some laundry ...

Oh what that has to do with FF14? Ah yeah I tried to get my AV clear for AK, except ... that I kept waiting like 30-60 min for a run, had stupid parties over, over, over again (GLD, yes GLD! tank with lvl 40 gear, someone making a fuss about not getting a chest and basically breaking the whole group), a bugged empty instance that has been there for hours, random 90k after 50min of waiting.

Truely A Waiting/Queue Reborn ... seriously asked myself why the heck I even bothered to sub.
 
So today I read a book, cleaned my apartment, cut my hair, played some vita, did some laundry ...

Oh what that has to do with FF14? Ah yeah I tried to get my AV clear for AK, except ... that I kept waiting like 30-60 min for a run, had stupid parties over, over, over again (GLD, yes GLD! tank with lvl 40 gear, someone making a fuss about not getting a chest and basically breaking the whole group), a bugged empty instance that has been there for hours, random 90k after 50min of waiting.

Truely A Waiting/Queue Reborn ... seriously asked myself why the heck I even bothered to sub.

No luck with FCs?
 
So today I read a book, cleaned my apartment, cut my hair, played some vita, did some laundry ...

Oh what that has to do with FF14? Ah yeah I tried to get my AV clear for AK, except ... that I kept waiting like 30-60 min for a run, had stupid parties over, over, over again (GLD, yes GLD! tank with lvl 40 gear, someone making a fuss about not getting a chest and basically breaking the whole group), a bugged empty instance that has been there for hours, random 90k after 50min of waiting.

Truely A Waiting/Queue Reborn ... seriously asked myself why the heck I even bothered to sub.
I'm actually quite happy that I bailed out after my free week ended.
 
XI's greatest virtue was that it was willing to stay small-but-profitable
Err. At 500,000 subs shortly after western release, FFXI was the market leader (not counting Korea with Lineage etc) until WoW came. It was challenging Everquest for dominance (and won), not WoW, which wasn't released until several years after XI's original JPN release.
 
With GTAV sucking out a lot of my free time...I should try to get back into the game ASAP. I don't want to be left with no gaffers to help me do dungeons down the line. Goddammit Rockstar...
 
I really don't like how the Darklight Armor looks for Paladins while we're on the topic. I went 1-50 having my helm turned off up until the end (because hey, why not wear a crown) then to be forced into this ugly helmchest piece with no ability to put the visor down makes me sad :(
 
Except that this is completely wrong. i70 crafted gear requires you to do content that you can easily farm in AF gear, which is i50-55. i70 crafted gear that is HQ is superior to darklight and NQ is, for most jobs, on par after some cheap melds (not so much for tanks due to the difference in Defense stat on NQ).

Lot of people seem to miss or ignore the fact that Coil is not in the game right now as an everyman's endgame. By the time it is (after Crystal Tower is released), I'm sure higher level crafted recipes will be out. That is to say, claiming that i70 isn't worth it because i90 exists is like saying someone's an idiot for renting an apartment when houses exists. One step at a time, yo. Now, that said, i70 crafted accessories are a tough sale when DL cost so little (so are things like vanya pants, darksteel gloves, etc. that cost not 9x1125 but 18x or even 27x), but HQ crafted i70 is across the board better in stats than darklight when you consider materia. That's not even up for debate. What is up for debate is which, if any, are better enough for you, personally, to bother with, and even a crafting enthusiast like me answers "no, not right now" for some gear slots.
So tell me how much time it takes to make the HQ i70, compared to darklight? For an i70 set, you need to put in all the time to craft, AND all the time to level to where you can get tomes. Either you level gathering to crazy and then wait to harvest unspoiled nodes, or you have to dump a bunch of money into mats. And then you have to get the materia to slot in it.

For a darklight set, you expend less effort to obtain something that will tide you over until AF+ (get combat up to 50, get AF, farm tomes to buy Darklight pieces (doesn't take as long as leveling bot/min, methinks)). That is what is not up for debate, not my inclinations. Your metaphor would be more appropriate if in the same neighborhood, a furnished apartment is significantly more expensive to rent than an unfurnished house.

I will admit that Alchemist, Carpenter, and Culinarian are possibly still useful for more than materia melding late game (carpenter for the supposed future furniture), due to the items they're crafting being less tied to equipment.
 
So tell me how much time it takes to make the HQ i70, compared to darklight? For an i70 set, you need to put in all the time to craft, AND all the time to level to where you can get tomes. Either you level gathering to crazy and then wait to harvest unspoiled nodes, or you have to dump a bunch of money into mats. And then you have to get the materia to slot in it.

For a darklight set, you expend less effort to obtain something that will tide you over until AF+ (get combat up to 50, get AF, farm tomes to buy Darklight pieces (doesn't take as long as leveling bot/min, methinks)). That is what is not up for debate, not my inclinations. Your metaphor would be more appropriate if in the same neighborhood, a furnished apartment is significantly more expensive to rent than an unfurnished house.

This is working from a flawed premise: that you have to craft the HQ yourself.

It is tradeable, so the primary consideration is running AK for Darklight (a matter of time), vs trading/paying for HQ 70s from other crafters. There are different ways to earn gil, so it's a matter of trading one kind of timesink for another, and choosing the one that better floats your boat.
 
So I finally fought Titan last night [as part of the Story Missions]. I joined a PUG for it and, surprisingly, we killed him in around 20 minutes or so [after people stopped getting knocked off of the edge].

That music, though. THAT MUSIC! I didn't care about the wipes at all, I just wanted to hear more of that theme.

OST, when will you be released? I so desire to purchase you [and no, listening to it online is not the same!].
 
just hit 50 on a marauder and i am really enjoying the game. i have already renewed my subscription, and if the quality stays the same i will probably play on and off for years to come! here are a few brief thoughts:

things i like:
-dungeons are a ton of fun, and i was pleasantly surprised to find that moderately difficult boss fight mechanics were introduced so early, compared to other MMOs ive played
-i love how grouping is encouraged in the main world
-i wasnt a fan of the art style at first, but it has grown on me. some of the areas and armors are absolutely rad, and the pets are all adorable

things that i dislike:
-crafting. i enjoyed it til about level 20... then it becomes a total chore. grinding levequests isnt fun to me. that said i do think turning in hq items for more xp is a cool idea and should be expanded upon
-the user interface is functional and pretty enough, but is severely lacking in many areas (inventory management, map navigation, no keyboard hotbars for ps3? wtf?, much more)
-by far the most annoying thing i have encountered so far is laggy telegraphing. when a boss casts an aoe ability, a red circle/cone/etc is superimposed onto the ground indicating where the ability will hit,thus allowing the player time to scramble out of danger. the problem is that you can completely avoid the ability on your own screen, only to still get hit and die to the move anyways. this is an incredibly frustrating experience is much more prevalent in ffxiv than in any other mmo ive experienced
- the ps3 version has gamebreaking issues. i am not knocking the controls, in fact, they are surprisingly good (though id never attempt healing on one!) the problem is that FATE monsters, party members, NPCs, PCs, animations, and casting bars will often times take far longer to load than on the PC, and sometimes they'll fail to load entirely. Also the telegraphing issues described above are far worse on the ps3 as well. tbh the game will probably be better off in the long run if they drop ps3 support once the ps4 version is out
 
So tell me how much time it takes to make the HQ i70, compared to darklight? For an i70 set, you need to put in all the time to craft, AND all the time to level to where you can get tomes. Either you level gathering to crazy and then wait to harvest unspoiled nodes, or you have to dump a bunch of money into mats. And then you have to get the materia to slot in it.
The i70 recipes are carryovers from 1.x and, let's be honest, probably aren't intended to be (easily) accessible on new servers. These were recipes introduced near the end of 1.x after people had had like two years to get their crafts leveled. My glib answer to your question is "as long as it takes me to do 12 CM runs for the tokens, plus maybe 30 more minutes for me to get the mats off my retainer and synth them" but that's only because I have my crafting classes leveled, of course. Also, who said you have to make the item yourself? Surely there are some crafters that could make it for you if you procured the materials.

Too many people dismiss crafting based just on the recipes (and/or comparing them to i90 gear) we have now which are probably only going to last until the next major update (or maybe two). By the time new characters get caught up on crafting to pump out HQ i70 crafted gear, chances are pretty good it won't be worth making for actual use. For now, though, they're great pieces for the rich or hardcore to pursue, but certainly not required to clear content.

For a darklight set, you expend less effort to obtain something that will tide you over until AF+ (get combat up to 50, get AF, farm tomes to buy Darklight pieces (doesn't take as long as leveling bot/min, methinks)).
Sure, and I agree with you. But you said "even if you craft the bloody things they're inferior to the gear obtained from combat-oriented means" and that's what I'm disagreeing with. The crafted gear is great--a side-by-side comparison should make this obvious, but it's maybe not a realistic short-term goal unless you're on a legacy server with mats, materia, and high-level crafters aplenty, not when DL is easier to obtain. The crafted i70 stuff is great, but you don't need to go for it over darklight. Darklight will get you from point A to B. HQ i70 melded gear will do the same maybe 5% faster (balanced out by the fact that it takes longer to acquire). It's worth it to some, but going for DL doesn't make you bad or anything.

Edit: And here's something else to consider, as StMeph mentioned, i70 crafted doesn't soulbind even after use. This means you can share it between friends and effectively insta-gear someone (or your own alt job) by using crafted gear. So while the total time investment in manhours is more for crafted gear, it gives you the potential to basically go from AF to HQi70 in 5 minutes if you have money to blow.
 
So I finally fought Titan last night [as part of the Story Missions]. I joined a PUG for it and, surprisingly, we killed him in around 20 minutes or so [after people stopped getting knocked off of the edge].

That music, though. THAT MUSIC! I didn't care about the wipes at all, I just wanted to hear more of that theme.

OST, when will you be released? I so desire to purchase you [and no, listening to it online is not the same!].

If you liked Titan, then you are really in for a treat come Garuda.
 
So I'm about 2 levels away from 30 on my THM. Question is, should I immediately switch to Archer and level to 15, or is it recommended to wait a bit to get the extra XP bonus I know it grants you for being higher level switching to lower level.
 
It's kind of crazy how big a difference cross class skills make. My arcanist went from applying 2 dot spells to 4, the damage ticks are obscene. Also raging strikes is pretty nice -- I know it affects spells, but it seems like it affect dots more specifically, right?
 
So I'm about 2 levels away from 30 on my THM. Question is, should I immediately switch to Archer and level to 15, or is it recommended to wait a bit to get the extra XP bonus I know it grants you for being higher level switching to lower level.

I leveled up Archer to 15 in a day. Just do the quests, Gridania has some good places and fates, Levequests, etc. Hunting Log helps a lot. Its easy actually. Now I am a kick ass LV38 THM... that has to learn a few cross skills but w/e. BLM for life!
 
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