Teaching Ryder how to leatherwork.
Lmfao... that's freaking hilarious!
Teaching Ryder how to leatherwork.
Last time they nerfed Archers they did some pretty harsh changes. Quick Nock used to be insane in terms of damage since it was a multi-hit attack you could charge some 4-5 times iirc to burn shit to the ground instantly. They capped the charges, extended the timer and knocked the attack damages down quite a bit. YoshiP has always been adamant about them being Support before DPS for some reason.
Monk dots and Greased Lightning are actually the two reasons I've been hesitant to level one as my DD
Even with (suspected) Bard nerfs inbound, they'd need to buff melee heavily to make me seriously consider them for endgame action. Melee typically gets a disproportionate amount of hate and has to spend time out of range or dodging shit, and that's really really bad for Monk dps.
Otoh if they buff them so they do bonkers dps under ideal circumstances and competitive under bad circumstances, I might go for it anyway, Monks are fun to play
and somehow they still do more damage then BRD as is
I can't wait to see post-nerf. everyone is gonna be shouting for MNK parties in KRT and BRD is gonna be forgotten. eh, hopefully they at least make WAR viable for everything.
YoshiP needs to fully commit the class to being support or DPS rather than trying this halfway solution that leads to a strangely balanced class. In the past (and even in the FC chat today), I have heard that a good suggestion for Archers would be to have a DPS Ranger Job and a Support Bard Job. For a DPS role, clear out the songs and maybe provide for attacks that give the role a bit more complex of a rotation (and maybe incorporate positional moves). For a Bard Role, clear out some of the really DPS oriented cross-class and job stuff (like Invigorate, Blood for Blood, and Internal Release) and really, really double-down on buff songs, debuffs/interrupts, and DoTs. I'll admit I ate crow for Foe's Requiem, but potentially having more songs like Foe's would be a good start (maybe something that boosts attack, another that boosts defense, maybe one that provides very specific buffs/debuff resistances, etc).
That way, you have two options where a blanket nerf like "animation lock, nerf dps" doesn't leave players with a class that can't do either support or DPS all that well. The problems that other melee classes go through is a separate issue; perhaps some adjustment is needed there to make the reward totally worth the risk.
Teaching Ryder how to leatherwork.
Demolish is a PUG skill so you can mess with it at early levels. It's a DOT but it's pretty high potency when you add it up. In fact, all of Monk's DOTs are high potency compared to their attacks, so they should be kept up and refreshed when possible. Other jobs don't get as many DOTs and even when they do get them, the potency bonus on a combo makes those more powerful to use over the DOTs. Those jobs can make a case for not using stuff like Fracture.
Good thing my Monk is 3/5 allagan and has yet to step foot into coil.
didn't you say you go on DRG? why is that? I thought MNK was >>> DRG?
I know this isn't true for Dragoons (Phlebotomize does more damage per GCD skill than anything else in our repertoire) and I'm dubious of the claim in general. If a dot does less damage per GCD skill than instant skills the dot would be completely worthless. That's DoT 101. More total bot not instant.
When you consider these things make sure you consider the opportunity cost. A full thrust combo does more total damage than and phlebotomoze but I have to spent 3 GCD skills to do that damage. The total / 3 is less than pleb.
Fracture isn't as useful on Dragoon is it? =P
Phlebotomize being strong doesn't really diminish my point though. There's not a huge reason to use Fracture, right? And Phleb is just one DOT. So even if you axe it, you're not losing that much extra damage.
All of the DOTs Monk has access to outstrip their normal attacks in damage. 220 for Fracture, 240 for Demolish, and 270 for Touch of Death. Monk's highest non-DOT attack is Snap Punch (from Flank) and Impulse Drive (from behind) at 180. So the importance of DOTs is much higher them than any other class sans Summoner. They need to be kept up to get the most out of the damage of the class. Just losing one is huge for Monk.
Fracture isn't as useful on Dragoon is it? =P
Phlebotomize being strong doesn't really diminish my point though. There's not a huge reason to use Fracture, right? And Phleb is just one DOT. So even if you axe it, you're not losing that much extra damage. because the spread on other skills is good and the bonuses help balance it out in some cases.
All of the DOTs Monk has access to outstrip their normal attacks in damage. 220 for Fracture, 240 for Demolish, and 270 for Touch of Death. Monk's highest non-DOT attack is Snap Punch (from Flank) and Impulse Drive (from behind) at 180. So the importance of DOTs is much higher them than any other class sans Summoner. They need to be kept up to get the most out of the damage of the class. Just losing one is huge for Monk.
Fracuture is a waste of GCD and TP. We DRGs have too many other options.
Fracture is most useful for Dragoons because it helps to fill out our rotation, the damage ain't bad either.
Nice! Planning on the Valor body to be my first Myth purchase. Can't stand the DL helm/body piece.i just need to do one more AK run and ill get my Valor chest piece. WOOT!
I opted to not get DL chest cause i hated it so i went with the leggings at least.
Sucks how one person can ruin my desire to play this game for a while.
Nice! Planning on the Valor body to be my first Myth purchase. Can't stand the DL helm/body piece.
Is there ever a good reason to use impulse drive and heavy thrust as a lancer, once you have access to the full thrust combo?
Sure they get positional bonuses, but the full FT combo outclasses them every time. Is there something I'm missing?
Is there ever a good reason to use impulse drive and heavy thrust as a lancer, once you have access to the full thrust combo?
Sure they get positional bonuses, but the full FT combo outclasses them every time. Is there something I'm missing?
Is there ever a good reason to use impulse drive and heavy thrust as a lancer, once you have access to the full thrust combo?
Sure they get positional bonuses, but the full FT combo outclasses them every time. Is there something I'm missing?
Just looking at the base math this is false. As I said before, damage per time cost, fracture still beats Full Thrust combo in damage. In mechanic heavy fights it's also great, simply fucking great, to have high damage that only uses one skill. The TP cost is irrelevant. You never run out of TP as a dragoon unless you're doing AE. period.Fracuture is a waste of GCD and TP. We DRGs have too many other options.
Edit: Ah. HT is 20 seconds at higher levels. Only need one then!
My greatest enemy now is Regen. As a former healer, I know not to Regen on pull, but this relic WHM just kept doing it and got aggro every second pull. As I'm playing on console, it's such a bother to get this buff off me. I told him to please stop it, as he was just so much better geared than me, and at first he seemed to understand, but then just kept doing it. I think he trolled me. Having a relic does funny things to some people.
The tanks I work with know to dispel it before a pull these days.Regen causing initial aggro on pulls is a really bad quality of life issue. It's also something I'd expect them to ignore for ages :/
Is there ever a good reason to use impulse drive and heavy thrust as a lancer, once you have access to the full thrust combo?
Sure they get positional bonuses, but the full FT combo outclasses them every time. Is there something I'm missing?
Just looking at the base math this is false. As I said before, damage per time cost, fracture still beats Full Thrust combo in damage. In mechanic heavy fights it's also great, simply fucking great, to have high damage that only uses one skill. The TP cost is irrelevant. You never run out of TP as a dragoon unless you're doing AE. period.
My greatest enemy now is Regen. As a former healer, I know not to Regen on pull, but this relic WHM just kept doing it and got aggro every second pull. As I'm playing on console, it's such a bother to get this buff off me. I told him to please stop it, as he was just so much better geared than me, and at first he seemed to understand, but then just kept doing it. I think he trolled me. Having a relic does funny things to some people.
Regen causing initial aggro on pulls is a really bad quality of life issue. It's also something I'd expect them to ignore for ages :/
quick question where do you get HQ Wolf Fang and Aldgoat horn from
There's nothing broken about it. It's healing HP, healing HP causes enmity.
Wolves (Upper La Noscea, Coerthas) and Aldgoats (Eastern Thanalan).
WHM is my main, and I don't have a problem with the way things are right now at all. It's all part of learning to play your class well. Don't put regen on someone at the end of a battle, or before a pull. It's pretty simple.It's not "broken" per se, it's just really annoying to have to stop and click regen off every time before pulling anything.
If you want a logical basis for changing it, if regen ticks and the tank is at full health, it has not actually *done* anything yet, why would it make the creatures angry ?
Personally I'm in favor of an across the board reduction to enmity generated from overhealing, as it seems to unnecessarily penalise crit rate, but barring that, an exception for regen specifically seems to be in order, just from the quality of life perspective.
The tanks I work with know to dispel it before a pull these days.
Can a healer give me pointers for Titan HM?
I watched a video, but it didn't really help me much, mostly because the video wasn't from a healer pov and camera is usually positioned in ways that don't help me because it doesn't show what I was looking for to get the gist of the fight (where are the healers, what are they doing, where/when are they moving).
I understand that you have to move somewhere to avoid bombs, have to move somewhere to dodge plumes, move anywhere to dodge the dmg+pushback ability and throw out a lot of aoe healing, but before I even try to get into a DF Titan HM run, I'd like to know where to stand during the fight and where I should move during bombs/plumes, to have a better chance at survival and therefore a better chance to learn the whole fight.
Can someone give me an idea of the gear required for Garuda hard?
Can a healer give me pointers for Titan HM?
I watched a video, but it didn't really help me much, mostly because the video wasn't from a healer pov and camera is usually positioned in ways that don't help me because it doesn't show what I was looking for to get the gist of the fight (where are the healers, what are they doing, where/when are they moving).
I understand that you have to move somewhere to avoid bombs, have to move somewhere to dodge plumes, move anywhere to dodge the dmg+pushback ability and throw out a lot of aoe healing, but before I even try to get into a DF Titan HM run, I'd like to know where to stand during the fight and where I should move during bombs/plumes, to have a better chance at survival and therefore a better chance to learn the whole fight.