I guess it really depends if there is a leader in the raid. I played it for the first time last time and there was a guy with text macros explaining what to do in each room and assigning each alliance to a role with waymarkers and markers. It was over pretty quickly.
I guess I don't see the benefit in turning the i120 poetics weapon into a base item you buy and sit on, unused (except for glamour because SPACESHIP), until you get another thing that makes it relevant again. If the end state is Ironworks 130, why create a whole side-path with this crafted stuff with such a short shelf life?
Also this is going to do bad things to the Crit/Det IV market I think, and that was already a mess.
Yeah, that extra step makes it super awkward and the materia market is about to get rekt.
We'll have to see the weapons but I'm wondering now if they're meant to be i130 alternatives for some classes or just to give non-Accuracy min/max options. Which still makes for a weird situation with the i130s.
...yeah, this is getting really awkward. Wonder if they should have just lowered their ilvl and pushed them out earlier into the patch cycle.
Yeah, that extra step makes it super awkward and the materia market is about to get rekt.
We'll have to see the weapons but I'm wondering now if they're meant to be i130 alternatives for some classes or just to give non-Accuracy min/max options. Which still makes for a weird situation with the i130s.
My current nightmare expectation is yet another Acc/Skillspeed bow and the WoD bard chest or pants being Crit/Det i120 heavily pushing people who already have the spaceship into the WoD bow because Ironworks has no accuracy. All speculation, but they frigging love acc/Skillspeed bows.
It would all be fantastic if the game allowed for variable statting, but short of wanting to stack speed for maximum hilarity every class has one specific order of stats and it's just about mixing and matching what you have access to to hit that.
The only thing left I can think of is that the craft itself isn't super hard (since the catalyst is lockout gated it seems) so it's not a huge expensive venture to get one made.
If they didn't limit gear to two secondary stats and start splitting up the secondary stat points between three or more secondary stats, they would have more options for gear at the same ilvl.
If they didn't limit gear to two secondary stats and start splitting up the secondary stat points between three or more secondary stats, they would have more options for gear at the same ilvl.
Was hoping they'd use a different currency for Carbonstuffs like what they do with Tomestones. I've pretty much ignored hunts since 2.4 (except S when I had nothing else to do). Only have 300-something seals. RIP
They could also try to make skillspeed less crappy. Maybe add ressource generation to it, so the faster skill usage doesn't results in you running out of TP faster, and gives bards a further incentive by providing mana regen, which means more foes(or whatever) which at least would make it a bit better. And affect autoattack if it doesn't, I'm still not sure if it does. At this point, monks and ninjas don't like, hate the stat but don't really love it either so it's pretty garbage. At least spellspeed is good for BLM and WHM and to an extent for SCH, though it's still garbage for SMN.
Someone will translate it for sure, who knows how long it will take though.
My take aways:
2.5 plot:
- Dragon at end of trailer is not Nidhogg, but he may still be waiting for us in Ishgard!
- Biggest chunk of The Fall's story will be in part 2, lots of content, voice acting and such, truly the finale of the whole Realm Reborn plot.
- Part 2 will feature a great battle featuring Ishgard, which they will go more into detail on after part 1 is released.
WoD:
- WoD is supposed to be hardest of the three towers, but they wanted to keep the same group atmosphere. He talks about how CT/ST were more about "do this mechanic, and you win", but they wanted more of a "panic" factor WoD too. Brief mention of never going full gaf.
- The new crafted weapons will have material drops in CT/ST, seems to be guaranteed drop.
- Looks like people covered the weekly quest, they are looking into when they will add in sands.
- He seems to imply the crafted weapons are not that strong, even with max melds they don't measure up to the best. No exact ilevel given. Specifically talks about using them for glamor.
- The crafted item materials that drop also will be used in stuff other than weapons, did not got into details as to what. Just that they'd have other use.
Dungeons:
- Dungeon difficulty same as you'd expect for past additions.
- They are looking at a new roulette for dungeons between High Level and Expert, like a middle, but that (if it happens) won't be till expansion.
- Talks about some references to FFXI in the new Wanderer's dungeon, I didn't really play much of XI so I have no idea what this is about.
- AKHM is his favorite new dungeon, will be a bit difference in pace/atmosphere than the other dungeons.
Trials:
- Odin much harder than fanfest version(duh), but he thinks it is simpler to execute than Shiva EX.
lol
They want everyone to clear the part1 content before part2
- Not just tanks getting Odin gear, casters will get a robe and the like. It's all designed with his armor in mind.
- The interviewer asks about the mystery trial, Yoshi confirms it's main story related, interviewer asks if it starts with "Mi" and Yoshida laughs.
Thancred situation but for Minfillia maybe? Guess we'll see
Golden Saucer:
- Gold Saucer won't be linked to Hildibrand, even though it's run by Godbert.
- They talk about potential minigames to come to GS later, like battles with special limitations.
- Multiple people can play the games at any given time, the play UI is user specific, so don't need to wait in line or whatever.
- Outside of the vanity awards, you can buy different kind of mounts with GS coins too! They got a lot of stuff planned. In particular he talks about a turtle mount, like the ones in South Than
- You unfortunately can't challenge in-game Yoshida to triple triad. (the wandering Bard). He will be moving on to Ishgard as well in the expansion.
- They are still thinking about whether or not you'll one day be able to trade cards. If you get any extras right now, they get turned into GS coins so nothing is wasted.
- Will take quite awhile/be very difficult to get every card.
Misc:
- Confirms what Jayhawk(I think?) speculated about the aetherial wheel, there will be more additions in the expansion that open up the avenue to FC crafting stuff.
- Hunts won't have access to sands and the like right away either, like WoD.
- If people want more Hildibrand, say so on forums, may get more in the expansion, they already thinking up potential plots. (Sounds like no brainer to me)
- Currently no further plans to nerf t9. Yoshida gives some words of encouragement for those still stuck there, and actually says t10/t11 are easier mechanically so look for some relief after beating t9.
Finally, he hopes everyone will enjoy these final three patches leading up to the expansion, especially the story. (He compares it to a Western drama cliffhanger, where you want the next episode right away).
You will need to do a weekly quest to clear all the CT dungeons once per week to get the upgrade item (carbon coat?). This is to prevent the overlap of the armor lockout. Also, they have readied other rewards to entice ppl to do the older CT dungeons. Probably the crafting mat (Allagan Catalyst)
Odin rewards will be armor pieces. This time they are split up so that you can glamour them (specifically for tanks). Other jobs will also get Odin-themed armor.
Allied Seals can be used to purchase upgrade items, but will be way more expensive.
Zodiac Quest continues in 3.0 but not sure in what form yet. I get the feeling he's pretty evasive on that due to the people with zodiacs already have a giant headstart over ppl who don't.
So I still have 4 more dungeons to do for my relic (due to shitty luck last 2 days trying to get it done for patch) - Snowcloak, Satasha (HM), Qarn (HM), and Stone Vigil (HM). Luckily only one of them is i110 locked, but without EXDR on those other 3, I wonder who would do them? Only relic people so it'll be better than before?
So I still have 4 more dungeons to do for my relic (due to shitty luck last 2 days trying to get it done for patch) - Snowcloak, Satasha (HM), Qarn (HM), and Stone Vigil (HM). Luckily only one of them is i110 locked, but without EXDR on those other 3, I wonder who would do them? Only relic people so it'll be better than before?
Solution is what they should have done Day 1 with hunting. Created an Allied Seals weekly lockout.
Okay, now for my [perhaps overly lengthy] post on my BLM rotation.
First, I'll talk about the whole Thunder I vs Thunder II dilemma [when applying your Thunder dot]. Let me preface this by saying there is a very minimal difference between the two. Like, a 1% difference overall, so using one instead of the other won't impact your DPS that much. What will impact you is the rest of your rotation and making sure you keep your rotation in-order while paying attention and reacting to the mechanics of the encounters.
Anyway, back on the subject of Thunder! Thunder I costs less mana than Thunder II [obviously], and as such, is easier to cast when completing your initial switch into Umbral Ice [via Blizzard III], since it will sometimes leave you below the mana necessary for a Thunder II. That being said, Thunder I has a few downsides too. It's not as potent as Thunder II, however the difference between the two is so miniscule I felt like not even mentioning that part [30 vs. 50]. The biggest difference between the two is that Thunder I has a smaller duration than Thunder II [18 seconds vs. 21 seconds] and, considering you might get a Firestarter or need to move for a mechanic during your rotation, there's a good chance the Thunder debuff will fall off the enemy before you finish and switch back into Umbral Ice III to re-apply it. Because of this, it can slightly lower your chance of receiving a Thundercloud proc during a possible rotation. It's only three seconds, so it shouldn't impact you too much, but the possibility is there that those "three seconds" could have produced a Thundercloud proc. It can add up over the course of an entire fight.
For me personally, my single target rotation is as follows:
Warning: The below rotation may be offensive to some Black Mages. Viewer discretion is advised
[CD's Available Rotation]
Thunder II > Fire III > Raging/Quelling Strikes > Fire I > INT Potion > Fire I [until around 500 mana] > Swiftcast > Flare > Convert > Fire I > Blizzard III > Thunder II > Fire III > Fire I [when at full mana] > Rinse/Repeat
[Standard Rotation]
Thunder II > Fire III > Fire I [until around 500 mana] > Blizzard III > Thunder II > Fire III > Fire I [when at full mana] > Rinse/Repeat
Important:
Always prioritize Firestarter over Thundercloud and, if both are available at the same time, cast Firestarter first, then a Fire I, and THEN your Thundercloud. As previously mentioned, this puts a "buffer" in-between your spells, so if you get another Firestarter after the Fire I, you can protect against having it effectively wasted.
Also, as Sorian mentioned, if you find yourself in Umbral Ice with a Firestarter proc, Transpose once you re-apply your Thunder/reach full mana instead of simply using your Firestarter. This enables you to gain the added effect from the Astral Fire buff with your Fire III.
My AOE rotation is:
[CD's Available AOE Rotation]
Fire III > Raging/Quelling Strikes > Fire II x 3 > Flare > Convert > Swiftcast > Flare > Transpose > Fire III [when you get that Umbral Ice tick] > Fire III > Fire II x 2 > Flare > Transpose > Rinse/Repeat
[Standard AOE Rotation]
Fire III > Fire II x 3 > Flare > Transpose > Fire III [when you get that Umbral Ice tick] > Fire II x 2 > Flare > Transpose > Rinse/Repeat
Now, you might have noticed that I didn't include a Thunder I or Blizzard I up there. Ah! You have a good eye! No, that was not a mistake it was a very conscious decision on my behalf. Let me explain.
I'm not sure if it's because of my current spell speed, group composition, Hyur-ness, or alignment of the planets during my birth, but 90% of the time when I complete my rotation I get an immediate tick of mana allowing me to cast Thunder II right away. Then, as soon as I finish casting Thunder II, I immediately cast Fire III bringing me back into Astral Fire III at full mana with absolutely zero down-time doing nothing. It's a beautiful thing.
The other remaining 10% I generally get a tick within the first second where after I cast Thunder II then Fire III, which again puts me at full mana exactly. Sometimes/Rarely, after switching back into Umbral Ice, I'll still have enough to cast Thunder II but still haven't received an Umbral Ice tick. In this situation I'll cast Thunder II, then follow it up with a Blizzard I [as a buffer in-between], and by then I should have received that final Umbral Ice tick bringing me to full mana. I then complete the rotation by casting Fire III, returning to Astral Fire.
Again, I know the above might be controversial to some BLM. I've tried the Thunder I/Blizzard I rotation, and it works well. However, given that I very rarely wait more than a second for that first Umbral Ice tick [and I'm generally able to perfectly time/cast Thunder II as soon as I enter Umbral Ice and Fire III just as the final Umbral Ice ticks over], I feel Thunder II is better suited for me personally. It's what I'm most comfortable with.
The important thing, as a BLM, is to never not be doing something. Always be active. If you've just re-applied your Thunder but have to move for a particular reason before casting Fire III - Scathe instead of Blizzard I while doing so. If you've used your Firestarter/Thundercloud proc and are waiting for the GCD to be up so you can resume your rotation, use an ability off the GCD if you need to [Sprint/Manawall/Manaward/Surecast/etc.]. Just be busy! Also, try to get used to using Aetherial Manipulation. It can be invaluable in a lot of the encounters.
But then maybe I'm just bad. That's entirely possible. In that case, ignore everything I just said and pay no attention to the bored ramblings of a BLM who cannot play ARR due to maintenance.
But then maybe I'm just bad. That's entirely possible. In that case, ignore everything I just said and pay no attention to the bored ramblings of a BLM who cannot play ARR due to maintenance.
But then maybe I'm just bad. That's entirely possible. In that case, ignore everything I just said and pay no attention to the bored ramblings of a BLM who cannot play ARR due to maintenance.
Okay, now for my [perhaps overly lengthy] post on my BLM rotation.
First, I'll talk about the whole Thunder I vs Thunder II dilemma [when applying your Thunder dot]. Let me preface this by saying there is a very minimal difference between the two. Like, a 1% difference overall, so using one instead of the other won't impact your DPS that much. What will impact you is the rest of your rotation and making sure you keep your rotation in-order while paying attention and reacting to the mechanics of the encounters.
Anyway, back on the subject of Thunder! Thunder I costs less mana than Thunder II [obviously], and as such, is easier to cast when completing your initial switch into Umbral Ice [via Blizzard III], since it will sometimes leave you below the mana necessary for a Thunder II. That being said, Thunder I has a few downsides too. It's not as potent as Thunder II, however the difference between the two is so miniscule I felt like not even mentioning that part [30 vs. 50]. The biggest difference between the two is that Thunder I has a smaller duration than Thunder II [18 seconds vs. 21 seconds] and, considering you might get a Firestarter or need to move for a mechanic during your rotation, there's a good chance the Thunder debuff will fall off the enemy before you finish and switch back into Umbral Ice III to re-apply it. Because of this, it can slightly lower your chance of receiving a Thundercloud proc during a possible rotation. It's only three seconds, so it shouldn't impact you too much, but the possibility is there that those "three seconds" could have produced a Thundercloud proc. It can add up over the course of an entire fight.
For me personally, my single target rotation is as follows:
Warning: The below rotation may be offensive to some Black Mages. Viewer discretion is advised
[CD's Available Rotation]
Thunder II > Fire III > Raging/Quelling Strikes > Fire I > INT Potion > Fire I [until around 500 mana] > Swiftcast > Flare > Convert > Fire I > Blizzard III > Thunder II > Fire III > Fire I [when at full mana] > Rinse/Repeat
[Standard Rotation]
Thunder II > Fire III > Fire I [until around 500 mana] > Blizzard III > Thunder II > Fire III > Fire I [when at full mana] > Rinse/Repeat
Important:
Always prioritize Firestarter over Thundercloud and, if both are available at the same time, cast Firestarter first, then a Fire I, and THEN your Thundercloud. As previously mentioned, this puts a "buffer" in-between your spells, so if you get another Firestarter after the Fire I, you can protect against having it effectively wasted.
Also, as Sorian mentioned, if you find yourself in Umbral Ice with a Firestarter proc, Transpose once you re-apply your Thunder/reach full mana instead of simply using your Firestarter. This enables you to gain the added effect from the Astral Fire buff with your Fire III.
My AOE rotation is:
[CD's Available AOE Rotation]
Fire III > Raging/Quelling Strikes > Fire II x 3 > Flare > Convert > Swiftcast > Flare > Transpose > Fire III [when you get that Umbral Ice tick] > Fire III > Fire II x 2 > Flare > Transpose > Rinse/Repeat
[Standard AOE Rotation]
Fire III > Fire II x 3 > Flare > Transpose > Fire III [when you get that Umbral Ice tick] > Fire III > Fire II x 2 > Flare > Transpose > Rinse/Repeat
Now, you might have noticed that I didn't include a Thunder I or Blizzard I up there. Ah! You have a good eye! No, that was not a mistake it was a very conscious decision on my behalf. Let me explain.
I'm not sure if it's because of my current spell speed, group composition, Hyur-ness, or alignment of the planets during my birth, but 90% of the time when I complete my rotation I get an immediate tick of mana allowing me to cast Thunder II right away. Then, as soon as I finish casting Thunder II, I immediately cast Fire III bringing me back into Astral Fire III at full mana with absolutely zero down-time doing nothing. It's a beautiful thing.
The other remaining 10% I generally get a tick within the first second where after I cast Thunder II then Fire III, which again puts me at full mana exactly. Sometimes/Rarely, after switching back into Umbral Ice, I'll still have enough to cast Thunder II but still haven't received an Umbral Ice tick. In this situation I'll cast Thunder II, then follow it up with a Blizzard I [as a buffer in-between], and by then I should have received that final Umbral Ice tick bringing me to full mana. I then complete the rotation by casting Fire III, returning to Astral Fire.
Again, I know the above might be controversial to some BLM. I've tried the Thunder I/Blizzard I rotation, and it works well. However, given that I very rarely wait more than a second for that first Umbral Ice tick [and I'm generally able to perfectly time/cast Thunder II as soon as I enter Umbral Ice and Fire III just as the final Umbral Ice ticks over], I feel Thunder II is better suited for me personally. It's what I'm most comfortable with.
The important thing, as a BLM, is to never not be doing something. Always be active. If you've just re-applied your Thunder but have to move for a particular reason before casting Fire III - Scathe instead of Blizzard I while doing so. If you've used your Firestarter/Thundercloud proc and are waiting for the GCD to be up so you can resume your rotation, use an ability off the GCD if you need to [Sprint/Manawall/Manaward/Surecast/etc.]. Just be busy! Also, try to get used to using Aetherial Manipulation. It can be invaluable in a lot of the encounters.
But then maybe I'm just bad. That's entirely possible. In that case, ignore everything I just said and pay no attention to the bored ramblings of a BLM who cannot play ARR due to maintenance.
Fire III > Fire II x 3 > Flare > Transpose > Fire III [when you get that Umbral Ice tick] > Fire III > Fire II x 2 > Flare > Transpose > Rinse/Repeat
Now, you might have noticed that I didn't include a Thunder I or Blizzard I up there. Ah! You have a good eye! No, that was not a mistake it was a very conscious decision on my behalf. Let me explain.
Thank you for the write up, i appreciate it and will definitely be working on this tomorrow in st/snowcloak (just hit 50 two days ago,so im a ilvl 85 peasant). Although im sure is a yes but the second fire 3 in this rotation should a blizzard three correct?
But then maybe I'm just bad. That's entirely possible. In that case, ignore everything I just said and pay no attention to the bored ramblings of a BLM who cannot play ARR due to maintenance.
Working off memory, I think there's just an extra Fire III there? You Transpose to UI1 -> Fire 3 on the first MP tick (and get a second tick during it) -> Fire II until <1000 MP but >266 and then Flare.
Fire III > Raging/Quelling Strikes > Fire II x 3 > Flare > Convert > Swiftcast > Flare > Transpose > Fire III [when you get that Umbral Ice tick] > Fire III > Fire II x 2 > Flare > Transpose > Rinse/Repeat
It may be not optimal but I hate "wasting" that MP after Convert so I do Flare -> Convert -> Fire I whichever target has the most HP -> Swiftcast -> Flare -> etc.
I used both Thunder 2 and Thunder 1 and overall, I like Thunder 1 better. Not so much in terms of numbers(it's more or less the same), but because of ease of use. When you have to move at a non convenient time, I like that Thunder 1 casts a lot faster, so you can sometimes throw it quick before you move. I also like it because if you get a very late tick, which happens every now and then, then doing Blizzard actually lines up a lot better than if you do T2, get a late tick, then do blizzard, and if you wait instead it's a really "long" amount of time doing nothing. Now there's also a middle point where T1+Blizzard is too slow and T2 is perfectly fine, but that's balanced when you get an instant tick since T1+F3 gets you back to fire a lot faster than T2+F3.
You do lose one proc chance per cast though, bit less due to overlapping when you do get a proc but still.
Difference is fairly small and as long as you're not like, casting thunder III, I think it's not a big deal and both will yield fairly similar DPS. And even T3 might actually be ok. You're more likely to gain DPS by minimizing movement anyway, regardless.
Aether Manip is great. Out of all the movement spells, it might actually be my favorite. It gets you pretty much everywhere you want to be but I feel it's less clunky than the ninja one. Do highly recommend a macro with <mo> for mouse over though, so you can just point your mouse at someone, press the skill and WOOSH you're there, rather than selecting people and what not.
Mana Wall is great too and can be used as a "DPS boost" by simply letting you ignore certain mechanics and keep DPSing.
I like hard-casting the first Flare, since it gives the tank a bit more extra time before the first Flare hits. Granted it's immediately following by another, Swiftcasted one, and Quelling Strikes is still up, but I am a squishy sort and would rather live if possible.
Thank you for the write up, i appreciate it and will definitely be working on this tomorrow in st/snowcloak (just hit 50 two days ago,so im a ilvl 85 peasant). Although im sure is a yes but the second fire 3 in this rotation should a blizzard three correct?
Nope, for AOE rotations you never use Blizzard III. It's basically all about Fire III [to get Astral Fire III], Fire II, and then finishing off with Flare when you get low on mana. Then you Transpose then return to Fire III/Fire II/Flare once you receive that second tick of mana from Umbral Ice.
Working off memory, I think there's just an extra Fire III there? You Transpose to UI1 -> Fire 3 on the first MP tick (and get a second tick during it) -> Fire II until <1000 MP but >266 and then Flare.
I don't BLM enough to remember all the MP values.
Edit:
It may be not optimal but I hate "wasting" that MP after Convert so I do Flare -> Convert -> Fire I whichever target has the most HP -> Swiftcast -> Flare -> etc.
Yeah, sorry about that. I copy/pasted the rotation from the CD one, and somehow an extra Fire III found its way in. Serves me right for using a shortcut. It's especially embarrassing since I carefully looked over my post before I submitted it. :/
I've fixed the original post!
[Also, thanks for pointing it out]
As for using a Fire 1 before the second Flare, that's a great idea. I should give that a try next time.
Mostly everyone will have moved on to Odin and such, I'm still stuck on Ramuh X. I'm so behind but I hope to rectify that once the patch is live, set some goals and actually get a few things done in this game instead of messing around