Lunafreya Nox Fleuret
Member
Nobody told me being a healer could be so stressful!
... Albeit rewarding!
Golden rule #1 of FFXIV: Blame the healers
don't do this
Nobody told me being a healer could be so stressful!
... Albeit rewarding!
Golden rule #1 of FFXIV: Blame the healers
don't do this
Healers won't show the same mercyGolden rule #1 of FFXIV: Blame the healers
don't do this
You went and got 5 of those bloody things?Also got a few relics
Mo money mo problemsIn 4.0, the Adventurer in Need bonus for Roulettes will be increased to encourage players to play tanks/healers.
https://www.reddit.com/r/ffxiv/comments/5xrv3u/more_information_from_korean_live_letter/
Some nice stuff and odd stuff about job actions here:
- Shadowskin and Rampart to be unified as a single cross-role skill for tanks (RIP Inner Beast?)
- Thunder spells to be combined and get stronger with levels
- Enochian to be a permanent buff, but still with ways to increase your DPS despite this (I'm going to assume 'remember to refresh Astral Fire and cast Blizzard IV like before')
- some stuff for PLD/MNK enemy debuffs if you haven't upgraded those to DRK/SAM already
I should level my healer and tank classes🤔Mo money mo problems
So fishing is comfy... but it seems really boring. Just hook and pray. Does it become somewhat interesting in later levels?
No, the only challenge to fishing is to figure out how can each fish be caught, after trailblazers figure this out you just need to catch it.
It doesn't get interesting, it just gets obnoxious (like getting a correct weather sequence at the right time and praying hard cap on catch chance doesn't screw you over).
Outside the bard bow and light I did them all spey casually with just doing duty roulette daily.You went and got 5 of those bloody things?
No RIP Inner Beast.
Inner Beast is integral to the job/The WARs story.
Most likely RIP Foresight though.
Just take away Vengenace EZ
A big BRD rework was already confirmed so there's that. Plus who knows how healers will work if accuracy gets nuked.There no way certain classes don't get nerfed or rework in sb. Sch, war, ast, pld, brd, mch in particular. So I'm kind of excited to see what happens
If we're strictly talking about healer toolkit balance, it is mostly fine as is. WHM is still a really strong healer, it's the silly Balance (the card) buff coupled with Creator's encounter design where nothing really matters that pushed it out of favor. AST and WHM were well-balanced in Midas already before the huge Balance buff, but that raid had actual damage that needed to be healed, you couldn't take a boss from 25% to 0% with 2 dead healers. WHM and AST had their own benefits with no clear winner most of the time. And I feel like AST and SCH are now mostly balanced as shield healers. Once against, they each have their benefits and this is a good thing.My only concern from that info is that it sounds like they're mostly ok with healer balance? Here's hoping AST and SCH still get the nerfs they deserve.
A big BRD rework was already confirmed so there's that. Plus who knows how healers will work if accuracy gets nuked.
I'm not sure if I'm playing machinist right yet either. I get the main 1-2-3 attack but I'm never sure when to do things like reload, I'm assuming the answer is whenever it's up. And wildfire and rapid fire having the same cool down means they should always be used together? Did 30-38 solely in PotD and stuff dies too fast in there to get a feel for it, plus I never use lead shot in it.
Giving WHM some mitigation would be nice. Maybe make Stoneskin 2 an OGCD with a sizeable CD? Or swap Asylum and Sacred Soil around so WHM gets the mitigation and SCH gets the regen.I do think WHM needs some kind of mitigation shield thing and a Virus equivalent. Diurnal AST getting the Collective shield and Disable is kind of a thing. It all revolves around fight tuning but that all WHM has is stoneskin, and HW did away with good stoneskin entirely, is kind of a problem.
In previous raids, you would use Collective and Disable as a substitute to Cure III when AST couldn't keep up, using mitigation to soften the blow. As I said, it is a byproduct of Creator's encounter design and tuning more than anything.I do think WHM needs some kind of mitigation shield thing and a Virus equivalent. Diurnal AST getting the Collective shield and Disable is kind of a thing. It all revolves around fight tuning but that all WHM has is stoneskin, and HW did away with good stoneskin entirely, is kind of a problem.
https://www.reddit.com/r/ffxiv/comments/5xrv3u/more_information_from_korean_live_letter/
Some nice stuff and odd stuff about job actions here:
- Thunder spells to be combined and get stronger with levels
- Enochian to be a permanent buff, but still with ways to increase your DPS despite this (I'm going to assume 'remember to refresh Astral Fire and cast Blizzard IV like before')
So MCH basically breaks down into bite-sized chunks pretty easily.
Every 15 Seconds: Quick Reload
Every 30 seconds: Refresh Hot Shot and Lead Shot
Every 60 seconds: R,R,R: Reload, Reassemble, and Ricochet
Every 90 seconds: Rapid Fire, Hawk's Eye, Blood for Blood, and Wildfire
Every 120 seconds: Hypercharge
Every 180 seconds: Raging Strikes
Part of the reason the MCH opener is widely regarded as sort of crazy is that at the start of the fight, you have all of those things at once+potion and a couple of oGCD damage skills. It's a lot of buttons to get going.
Once you've started, though, it's a pretty set pattern. Every 30 seconds you refresh hot and lead. Every other Hot/Lead shot refresh, you have RRR up. Every third refresh you have your wildfire combo. Wildfires will alternate between a strong wildfire (because they overlap with RRR and Raging Strikes), and a weaker Midfire (because it happens in between RRR windows and Raging isn't up for another 90 seconds.) Individual fights will mess with this a little as you learn to hold things for boss jumps, etc, but by and large MCH skills all work well together because they're all on agreeable timers.
The only real thing to pay attention to with Ammo is that you don't want to waste it on Hot Shot or Lead Shot. Don't Quick Reload right before a refresh, and you'll probably want to hold it a couple of GCDs if it comes back up right as you need to refresh Hot and Lead Shot.
Lead Shot is also the strongest GCD a machinist has, assuming it's allowed to tick down, so it's good to get into the habit of using (always with Gauss Barrel on once you have it, and always make sure to get a lead shot out when your buffs are all up.)
From a rotation standpoint, BLM is just as braindead to play now as it was at 50, the only difference is that you need to map out an extra buff through a fight. Raising the skill floor won't make good BLMs worse, it'll just make bad BLMs less bad.So they are going to make BLM play as braindead as level 50 BLM played. With Thunder, I use both Thunder 1 and Thunder 3 at level 60 so I wonder how that will work. Not really very impressed with this whole endeavour actually.
Giving WHM some mitigation would be nice. Maybe make Stoneskin 2 an OGCD with a sizeable CD? Or swap Asylum and Sacred Soil around so WHM gets the mitigation and SCH gets the regen.
In previous raids, you would use Collective and Disable as a substitute to Cure III when AST couldn't keep up, using mitigation to soften the blow. As I said, it is a byproduct of Creator's encounter design and tuning more than anything.
In reality, they could remove Virus from the game and make Disable a role skill and it would sort of even out the playing field.
This was super helpful, so the answer is pretty much to use stuff whenever it's up and the timers will work themselves out. I'm assuming for RRR I always use Reassemble with Ricochet? Right now I use reassemble before a clean shot proc.
I think part of my problem, is like you said, there's so much stuff to do as an opener and I'm not sure how to get it all in. Especially for a trash pull that doesn't might not seem necessary to pop every cool down every time. I probably just need more practice tho, it's silly to expect to have it mastered in 2 days
Yoshida: Some actions will become unique. Abilities that will mainly be in the shared category will be damage up abilities, or debuff abilities, etc. We want to make it so that you can change which abilities you use depending on the content and other party member.
He said damage up abilities KappaFracture for everyone, what a brave new world we live in.
- Thunder spells to be combined and get stronger with levels
Really I just get annoyed when people jump on the 'BLM is braindead' bandwagon, including jaded veteran players who think everything is easy, when I know that I've played content where BLM actually is a lot of effort (even if it can be a lot of effort for other jobs too).
I didn't say that as if I dislike BLM, quite the opposite. But rotations are not what make BLM complex to play, it's the fight mapping that does and it's a very interesting job in that sense.BLM is only as braindead as the content you use it in. It's generally boring in dungeons and stuff because you have a very stable, simple AOE rotation that you can just spam endlessly, and boring on stuff like the stone tablet mini-boss in Weeping City because you can literally just stand in one spot for the entire fight and expend zero effort doing your single-target rotation endlessly. And that's fine really. Big numbers are nice to look at and not everything has to be a challenge.
For more difficult content, BLM is more engaging because you have to plan, take risks, and take advantage of your abilities to overcome its limitations of being a turret job. I genuinely think that if the rotation were more difficult on top of these limitations, it'd make it more annoying than fun to actually play in that content, because most of the challenge and fun of the job comes from overcoming those limitations in the fights that require it.
Still, as I wrote this, I came to the realisation that you can say similar things about pretty much any job*, in that they're all pretty easy to play on a basic level and skate by, because it's the content that decides how difficult or engaging a job is. Really I just get annoyed when people jump on the 'BLM is braindead' bandwagon, including jaded veteran players who think everything is easy, when I know that I've played content where BLM actually is a lot of effort (even if it can be a lot of effort for other jobs too).
* Except for machinist, fuck all of those mystery buttons.
I didn't say that as if I dislike BLM, quite the opposite. But rotations are not what make BLM complex to play, it's the fight mapping that does and it's a very interesting job in that sense.
Oh my god. Just finished Heavensward's MSQ and fought the final boss...It was sooooooooooooooooooooooo good. Music, visuals etc. Not a super tough fight but immensely enjoyable and went places.