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Final Fantasy XIV: Heavensward |OT| Raiders of the Void Ark

Redx508

Member
YO AGAIN (help ;~;)

The Totemo Fun Kigurumi Otaku Club is still looking for a melee DPS that's ready for progression raiding as soon as possible in order to fill our 8th slot. We also have a spot for one machinist / bard, as another one of our members will soon be too busy to raid. We're not a super hardcore group, but we expect new members to be able to adapt to each encounter in Alexander Savage, and have a good grasp of their rotations. We've cleared floor 1 savage as a group, and are about to begin working on floor 2.

Our schedule for the moment is TUE / THUR / SAT from 7:00 PM - 9:00 PM eastern, though we're flexible enough to run the same time on different days.

If anyone is interested, send Lorde Doome or Red Xii a /tell in-game, or send me a PM on gaf. If you want, you can also send us a screenshot of a 5 minute ACT parse.

EDIT: And yes, we do use mumble for communicating in raid.
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Meciu

Member
Maybe someone here will know. Somehow I cannot hear/use sound effects like <se.1> etc. They've worked fine back in the day but now I just cannot hear em? Is there an option to turn them off or something? I made a countdown macro for my raid static and those sounds would really help. I've even checked my really old provoke macro with a <se.1> in it, that worked fine like a year ago but now it also does not give a sound. Maybe something changed or I'm just doing it wrong? I wasn't using macros for more than a year now.

/mk attack5 <t> <se.1> <wait.1>
... etc.

or maybe <se.1> and <wait.1> should be in separete rows?

/mk attack5 <t> <se.1>
/wait.1
... etc.
 

Mr Nash

square pies = communism
Finally decided to get SMN from 50 to 60, as I need a break from WAR outside of Eso-capping. I've been noticing a lot of folks going with Ifrit now instead of Garuda. Is he the new go-to egi?
 

Plywood

NeoGAF's smiling token!
Just means Adders are bad despite being the largest GC.
agh agh agh

Every PVP on Seal Rock for Immortal Flames:

>REGROUP GUYS, GUYS REGROUP, DEFEND
>Team listens or doesn't, lol this is the real RNG
>Adder ignores Maelstrom and focuses on Flames
>Flames manages to capture some nodes
>Mael and Adder attack Flames for vicegrip/sandwich/clusterfuck
>Mael wins
 
agh agh agh

Every PVP on Seal Rock for Immortal Flames:

>REGROUP GUYS, GUYS REGROUP, DEFEND
>Team listens or doesn't, lol this is the real RNG
>Adder ignores Maelstrom and focuses on Flames
>Flames manages to capture some nodes
>Mael and Adder attack Flames for vicegrip/sandwich/clusterfuck
>Mael wins

Welcome to 14 PvP enjoy your stay. Its like people have made a sport out of not listening and just doing what they want when nodes are called. It doesn't help that the RNG nature of the mode can literally fuck one side over when the nodes keep spawning far away from their camp.

The caves are probably the most broken part of the map. You can easily defend 3 nodes if they pop in there pretty well, and with the badders and failstrom always duking it out over one B rank near the beach/light house you can basically walk to victory.
 

Apoptomon

Member
Finally decided to get SMN from 50 to 60, as I need a break from WAR outside of Eso-capping. I've been noticing a lot of folks going with Ifrit now instead of Garuda. Is he the new go-to egi?
AFAIK, Garuda (on obey) is still favoured for contagion and multiple target or movement-heavy situations (of which there are many), while ifrit (on sic) is very slightly higher dps versus unmoving single-targets. Also ifrit's shield ability affects people near it (ie melee dps, tank), so people are using it for that.
 

Critical Elk

Neo Member
Maybe someone here will know. Somehow I cannot hear/use sound effects like <se.1> etc. They've worked fine back in the day but now I just cannot hear em? Is there an option to turn them off or something? I made a countdown macro for my raid static and those sounds would really help. I've even checked my really old provoke macro with a <se.1> in it, that worked fine like a year ago but now it also does not give a sound. Maybe something changed or I'm just doing it wrong? I wasn't using macros for more than a year now.

/mk attack5 <t> <se.1> <wait.1>
... etc.

or maybe <se.1> and <wait.1> should be in separete rows?

/mk attack5 <t> <se.1>
/wait.1
... etc.


<se.n> only makes a sound when used in party chat (and in /echo). I'm not sure what you're going for with the example, but a basic provoke macro should go:

/micon "Provoke"
/ac "Provoke" <t>
/p Provoking <t>! <se.1>
 
http://na.finalfantasyxiv.com/lodestone/topics/detail/698c850782604a0ce8d7a7a4bb7aff5b99d9fb32

jesus christ at those buffs

andycloseslaptop.gif
 

Frumix

Suffering From Success
The AST buffs, my sides.

Kinda miffled about Disable and I'm not sure if CU was changed from a channeled ability to an aoe ability but that Synastry though.

Nocturnal AST heals are now more powerful than a WHM's normally.
 

plake

Member
New info from another YoshiP interview. Apparently they're working on a companion App that'll let you manage your retainers without needing to log into the game. *MEGATON!*

Also, Private Chambers Gardening is coming.

Finish YoshiP interview.

At last, a way to get the 15 field exploration challenge log each week.


Dark Knight Unleash Adjustments have been made to make enemy attack indicators visible.

Wat does this even mean.
 

WolvenOne

Member
At last, a way to get the 15 field exploration challenge log each week.

I also presume it'll let you change the prices of what you're currently selling, what items have sold, how much Gil your retainers have, etc etc.

Best thing actually is that it'll let me level retainers more quickly, since I can send them out while I'm at work or whatnot, less downtime.
 

Frumix

Suffering From Success
...so shooting for Astrologian once I hit level 30 is not such a bad plan as I'd feared?

You can't, you need to finish 2.x MSQ before entering Ishgard where all the new classes are picked up; but other than that, AST wasn't dead before and could be competitive now.
 

Moonlight

Banned
You can't, you need to finish 2.x MSQ before entering Ishgard where all the new classes are picked up; but other than that, AST wasn't dead before and could be competitive now.
...ah! Okay. Still happy about this, since I really like the look of them, but one of my friends was really downplaying their usefulness when I mentioned it.
 
Oh thank goodness, fishing retainers are useful once again. Granted Mogpom was criminally easy to fish up since it was the ONLY thing you could catch in a certain spot.
 

WolvenOne

Member
Don't really play these classes, but the buffs seem good on all of em. Only disappointment for me personally is that they didn't buff Tank enmity generation like they were talking about recently. Not necessary of course, but anything that makes lazymode dungeun runs easier is okay by me.

As for Ninja TP issues, yeah that's a little odd.

Oh thank goodness, fishing retainers are useful once again. Granted Mogpom was criminally easy to fish up since it was the ONLY thing you could catch in a certain spot.

Saw that, and it makes my eventual grand plan of having a retainer for each Gathering class plus one battle class a lot easier to justify.
 
YOSHI HAS FINALLY RECOGNIZED THE SUFFERING WE ASTS HAVE ALL FELT!


They bullying from other healers is now over!!!

Disable now rivals Virus.

Collective Unconscious now feels significantly more useful.

I was actually totally fine with how Synastry used to work, but changes now allow for more frequent use and the more powerful healing on the person it is on.
 
Reducing the cooldown for Purify is fine with me, way too many summoners out there. I enjoy purifying the dots so Fester hits for nothing.

Until another SMN hits me with their Tri-Disaster that is.
 
The DRK changes, or lack there of, make me sad. I'd be more excited if you could actually use Blood Weapon under Grit. Neither of those things fix the lack of synergy in the kit in terms of Blood price and the evasion boosts thanks to DA, the TP issues while MT, or the physical damage taken issues of which very few people have noticed yet simple because of all the magical tank busters.

For the life of me I still can't understand why we can't DA Reprisal to activate it. Relying on RNG is a horrible way to balance an ability that we so desperately need to be able to use at will for utility. DRK party utility is basically non-existent if a MNK is present.

Honestly they need to let us use DA on a lot more things than we can now as well. I feel like the only things really worth DAing with any regularity are Souleater, Carve and spit, and Dark Mind. Everything else is too niche to worry about unless trash packs. Shadowall is a shittier Vengeance add 60 seconds to the recast subtract 5 seconds from duration-it just screams to have some kind of DA buff with it.

Not to mention Living Dead is still the shittiest of the oh shit buttons. I was honestly expecting a fix to this first before anything else. It puts a lot of unnecessary pressure on healers. I always feel bad when I have to use it because I know if no WHM is present to benediction or its down someones gonna have to burn Lustrates on me :/

The fact that they fixed DRK TP issues so quickly and still haven't addressed it on NIN makes me salty, not even gonna lie.

DRK TP issues have still not been completely fixed. Your still gonna run out of TP as MT quite quickly.
 

Kenai

Member
Those AST buffs are almost everything I wanted and more than I anticipated. Synastry especially, jeebus.

A bit tired to process everything at this hour, but I am gonna guess an AoE Balance/Arrow card should comfortably outpace the DPS increase from Selene now barring super bad RNG (aka not getting them ever). Disable is super relevant too now since it should easily land when it matters and still stacks with Virus. If Collective isn't channeled anymore I will look the other way on Spear, if it's still channeled it's still pretty meh but the Synastry god button should make up for it.

Bring on the raid reset!
 

Frumix

Suffering From Success
Those AST buffs are almost everything I wanted and more than I anticipated. Synastry especially, jeebus.

A bit tired to process everything at this hour, but I am gonna guess an AoE Balance/Arrow card should comfortably outpace the DPS increase from Selene now barring super bad RNG (aka not getting them ever). Disable is super relevant too now since it should easily land when it matters and still stacks with Virus. If Collective isn't channeled anymore I will look the other way on Spear, if it's still channeled it's still pretty meh but the Synastry god button should make up for it.

Bring on the raid reset!

I'm being told Collective is channeled. So still either phase transition or AFKing in dungeons.
 

Tabris

Member
A bit tired to process everything at this hour, but I am gonna guess an AoE Balance/Arrow card should comfortably outpace the DPS increase from Selene now barring super bad RNG (aka not getting them ever).

When looking at SCH vs AST, you have to factor in the DPS differences of the jobs, not just 10% (assuming constant balance) vs Selene. It's 10% vs Selene + SCH higher DPS.

Honestly, I think you have to look at WHM vs AST instead of SCH vs AST, and the big issue is the strength of WHM aoe heals.

*From a raid perspective that is.
 

Frumix

Suffering From Success
When looking at SCH vs AST, you have to factor in the DPS differences of the jobs, not just 10% (assuming constant balance) vs Selene. It's 10% vs Selene + SCH higher DPS.

Honestly, I think you have to look at WHM vs AST instead of SCH vs AST, and the big issue is the strength of WHM aoe heals.

*From a raid perspective that is.

AST still can't compare in AOE. They actually nerfed Aspected Helios.
 

Tabris

Member
AST still can't compare in AOE. They actually nerfed Aspected Helios.

Which is what I was saying, the big issue being that WHM aoe heals are stronger.

So I think we're still at WHM + SCH for raiding. Maybe when DPS checks aren't as tight, you can go with WHM + AST.
 
I am curious to see how healing along side a WHM will be now. Use to be healing along side a WHM as an AST never felt quite right.

I've always preferred the AST + SCH set up better.
 
I'm being told Collective is channeled. So still either phase transition or AFKing in dungeons.

Yeah but lots better since it's basically a free sacred soil with some side healing rolled into it. It's not great though, the other buffs are pretty big, especially stuff like all the heals base potency being raised even though they haven't touched stance bonuses which made the heals the same to begin with.
 
PLD needs buffs way before DRK.

PLDs really not as bad off as people are raging out about though. Its suffers from the same TP issues as DRK and some enmity problems of its own as well, but if tank busters ever become more physical again you bet your ass PLD is gonna be the go to again provided there are no heavy DPS checks like now. People like the easy button regardless of how much DPS Fell Cleave can pump out and PLD is that easier button when physical attacks are involved. Thats pretty much the biggest reason that's letting DRK be competitive right now, cause if all those tank busters were physical the complaining wouldn't be as loud right now and DRK would be in a much worse position.

DPS issues aside I think the real biggest problem facing PLD are one Clemency. The 3 second cast time is something fierce. The 2nd is the RoH enmity modifiers. Fix those and I think some of the DPS issues would go away cause you could RA/Goring Blade a bit more as MT/OT while providing pinch heals when healers are being pressured too much. You fix those 2 and I think PLD would be just fine all things considered. You buff PLD DPS anymore and you run the risk of invalidating the other 2 tanks.
 

Tabris

Member
but if tank busters ever become more physical again you bet your ass PLD is gonna be the go to again provided there are no heavy DPS checks like now

But it doesn't really matter how much damage a tank buster does unless it exceeds the amount of HP the tank has with specific mitigations, and they will never design a tank buster that only one job can survive. It's the overall damage, not the tank busters, per fight that matters. Less time spent healing means more time for healers to DPS. That's where the balance needs to be between WAR+DRK vs PLD. They need to improve blocking for this to be a difference.

Bulwark should also allow blocking of magic damage.

DPS issues aside I think the real biggest problem facing PLD are one Clemency. The 3 second cast time is something fierce. The 2nd is the RoH enmity modifiers. Fix those and I think some of the DPS issues would go away cause you could RA/Goring Blade a bit more as MT.

I agree with both those points though.

Honestly though, there's only one job that generates enough enmity to ever come close to a tank, and that's WHM. You lessen the enmity generated by AOE cures / Medica 2, that problem goes away.
 

Kenai

Member
I'm being told Collective is channeled. So still either phase transition or AFKing in dungeons.

Ugh well that's pretty gross then still. Maybe they will fix it later, it's such a cool looking spell but I dunno how they thought it would ever be practical like that. Oh well, Synastry god button should tide me over in the meantime...

When looking at SCH vs AST, you have to factor in the DPS differences of the jobs, not just 10% (assuming constant balance) vs Selene. It's 10% vs Selene + SCH higher DPS.

Honestly, I think you have to look at WHM vs AST instead of SCH vs AST, and the big issue is the strength of WHM aoe heals.

*From a raid perspective that is.

I'm not going to pretend that AST is going to replace SCH's damage absorption. And AST is still the weakest AoE healer unless Lightspeed is running. It's either dealing with Assize + Medica 2 range or dealing with Emergency Tactics Succor + Indomitably + Whispering Dawn if it's out. But now AST has two powerful, unique healing CDs, a couple of unique damage reduction abilities that only they bring, and reliable base healing that is boosted even further since their stance passives weren't touched. All their "baseline" functionality is there and capable regardless of card buffs that appear (and for the record, Arrow would be a 40% increase over Selene at 3% vs 5% for the AoE effect, although of course we cannot assume constant Balance/Arrow).

AndI am also not going to pretend that increasing the entire raids damage or haste by 5% for 30+ seconds even a few times per encounter is something to sniff at. That is a TON of extra damage and unlike SCH, an AST isn't giving up significant healing/mitigation CDs to provide it, Even so, I do not think AST in Noct stance is really going to budge SCH's "spot" in a raid. Noct needed extra bells and whistles to do that. That's the only way they can make AST a viable SCH alternative while keeping WHM relevant and not nerbatting SCH itsself.

if they do end up nerfing SCH in some way though, it would probably be around the same time they hit a few other suspects (like Battle Litany). Maybe they are seeing how these buffs affect the pecking order first.
 
But it doesn't really matter how much damage a tank buster does unless it exceeds the amount of HP the tank has with specific mitigations. Bulwark should also allow blocking of magic damage.

It isn't about how much dmg a tank buster does I agree.

It's about how many times you can actually deal with consecutively and efficiently to allow the healers more uptime on their DPS. PLD is much better than DRK at dealing with physical tank busters by nature of the class. They have far more reliable CDs than DRK does on tap for that kind of thing.

Honestly I think we're on the same page here mostly rereading again >.>

If you allow shield blocks to effect magic attacks, however, you run the risk of invalidating DRK as a "magic" specialist tank which is all the class has at the moment outside of doing better DPS than PLD. Its the worst of the 3 in dealing with physical tank busters back to back. Reprisal and Dark Dance (even Da'd) aren't enough because RNG sucks for a DEF CD and you'll never evade things that actually matter with DA + Dark Dance.

They will never design a tank buster that only one job can survive.

they've already sorta done that in my opinion, not in the sense of one-shot insta kills, but efficiency wise DRK and WAR are slightly better or equal to PLD because of all the magic being tossed around at the moment. you take that away and it'll probably fall back to 2.x land with PLD as defacto MT and WAR OT specialist for a lot of things.

the efficiency thing is odd considering how they even came out and said PLD was the DEF specialist, and that that was the trade off for the lowest DPS of the 3. honestly if PLD and DRKs kits were half as thought out as WARs we probably wouldnt even be having this discussion. WAR is such a well put together class right now. everything it has compliments each other perfectly. if I weren't so far gone into DRK with esoterics I'd have considered WAR a lot more than initially even though I enjoy playing DRK a lot more than WAR.
 

Tabris

Member
It isn't about how much dmg a tank buster does I agree.

It's about how many times you can actually deal with consecutively and efficiently to allow the healers more uptime on their DPS. PLD is much better than DRK at dealing with physical tank busters by nature of the class. They have far more reliable CDs than DRK does on tap for that kind of thing.

You allow shield blocks to effect magic attacks and you run the risk of invalidating DRK as a "magic" specialist tank which is all the class has at the moment outside of doing better DPS than PLD. Its the worst of the 3 in dealing with physical tank busters back to back.

they've already sorta done that in my opinion, not in the sense of one-shot insta kills, but efficiency wise DRK and WAR are slightly better or equal to PLD because of all the magic being tossed around at the moment. you take that away and it'll probably fall back to 2.x land with PLD as defacto MT and WAR OT specialist for a lot of things.

First, bolded is the problem. The only way to offset that is increase PLD damage, or as I recommended, further increase PLD's ability to deal with damage so you increase healers ability / time to DPS to offset the difference.

PLD has as many utilities to deal with tank busters, whether physical or magical, as DRK. Sure, Living Dead sucks compared to Hollowed Ground, but in terms of surviving a tank buster, it does the same job. Tank busters doesn't factor in at all between any of the jobs right now, it's all about DPS and overall damage mitigation, and until PLD's overall damage mitigation is increased (or it's DPS is set the same), including against magical, then the DPS difference is all that matters and PLD stays 3rd tier.
 
I don't think the devs factor in healers dpsing when adjhusting a tank's kit since to be honest they don't design the game and any encounters, except like story and job quest instances, around the healers having to dps and have said as much in live letters.
 

Tabris

Member
I don't think the devs factor in healers dpsing when factoring in a tank's kit since to be honest they don't design the game and any encounters, except like story and job quest instances, around the healers having to dps and have said as much in live letters.

100% they factor in healers DPS'ing, otherwise they wouldn't have designed raids like they are with those DPS checks. It's impossible to complete those DPS checks without healers DPS'ing.
 
100% they factor in healers DPS'ing, otherwise they wouldn't have designed raids like they are with those DPS checks. It's impossible to complete those DPS checks without healers DPS'ing.
Healer dps to help make the dps check but dps that actually know what they are doing can usually meet the check without needing the healers.

Problem is though the vast majority of dps suck ass which requires the healers to help.
 

Mr Nash

square pies = communism
100% they factor in healers DPS'ing, otherwise they wouldn't have designed raids like they are with those DPS checks. It's impossible to complete those DPS checks without healers DPS'ing.

This actually made me lose interest in healing in this game. I'd much rather be faced with straight up harsh healer checks than be made to DPS. My logic is that if I wanted to DPS I'd roll a DPS class. =\

Healer dps to help make the dps check but dps that actually know what they are doing can usually meet the check without needing the healers.

Problem is though the vast majority of dps suck ass which requires the healers to help.

Also this. I've lost track of dungeons that I've run where I see well-geared DPS yet everything is taking forever to die.
 
100% they factor in healers DPS'ing, otherwise they wouldn't have designed raids like they are with those DPS checks. It's impossible to complete those DPS checks without healers DPS'ing.

Yoshida said they don't figure them in. In which case I'd say some fights are designed around some kind of gear check, probably.

Either that, or Yoshida doesn't know what he's talking about.
 

Frumix

Suffering From Success
While I'd go with "Yoshida doesn't know what he's talking about" the reasoning was that well, you can get away without healer DPS if you come in in the gear they expected (which in case of the topmost turn can probably mean everything you can get besides drops from that turn) and healer DPS can let you gain edge when undergeared in relation to that requirement.

I mean... Well into 2.5 I was in some T13 clears where SCH didn't DPS at all and it wasn't even enrage time so...
 
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