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Final Fantasy XIV |OT6| Casino Royale

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Tabris

Member
That is something I'm worried about but we haven't gotten a single striking drop in our entire time in Final Coil. Our MNK changed to NIN primarily for that reason.

Here are the HP requirements:

Healers - 6000 with Dragon Kick, 6200+ without
Casters - 6000 with Dragon Kick, 6200+ without (I personally think this requirement is only relevant for SMNers, BLM can last with less)
BRD - 6100 with Dragon Kick, 6350+ without
DRG - 6100 with Dragon Kick, 6350+ without
NIN - 6100 with Dragon Kick, 6350+ without
MNK - 6100

Your DPS will also need to be careful around Blood for Blood if you're at the edge of HP requirements.
 

scy

Member
(I personally think this requirement is only relevant for SMNers, BLM can last with less).

Well, yeah. Manaward lets them gain an effective 30% HP on demand and it's only needed a few times so the cooldown is a non-issue. Manawall flat out negates most of Earthshaker as well so there's that too.

At this point in the patch, full i120-130 left side will have enough HP + mitigation to survive without DK. DK just makes it a bit more comfortable.
 

Tabris

Member
Well, yeah. Manaward lets them gain an effective 30% HP on demand and it's only needed a few times so the cooldown is a non-issue. Manawall flat out negates most of Earthshaker as well so there's that too.

At this point in the patch, full i120-130 left side will have enough HP + mitigation to survive without DK. DK just makes it a bit more comfortable.

Surviveable vs manageable are two different things though. You're thinking from an already cleared / know the mechanics mindset. Progression mindset is a total different beast and you want as much tolerance as possible, as you won't be doing it perfect for a long time. Example, during megaflare, when people head in the middle to group up for small circle and column drops there, and someone's forgotten blood for blood is turned on, and maybe SCH ran out of aetherflow stacks to sacred soil, the damage becomes a lot.
 

scy

Member
Surviveable vs manageable are two different things though. You're thinking from an already cleared / know the mechanics mindset. Progression mindset is a total different beast and you want as much tolerance as possible, as you won't be doing it perfect for a long time. Example, during megaflare, when people head in the middle to group up for small circle and column drops there, and someone's forgotten blood for blood is turned on, and maybe SCH ran out of aetherflow stacks to sacred soil, the damage becomes a lot.

It's weird to have this as your response directly after those HP numbers you posted. You do realize the numbers you list are roughly what you hit at the gear I said, right (yours are actually less)? More HP is better, of course, since it gives room for error. I never said otherwise. I was just noting that people have the gear now to survive without DK so a Monk isn't a hard requirement.

Edit: Not to disagree with the core point, though. Gear for errors during progression, tune those out afterwards.
 

Sorian

Banned
It's weird to have this as your response directly after those HP numbers you posted. You do realize the numbers you list are roughly what you hit at the gear I said, right (yours are actually less)? More HP is better, of course, since it gives room for error. I never said otherwise. I was just noting that people have the gear now to survive without DK so a Monk isn't a hard requirement.

Edit: Not to disagree with the core point, though. Gear for errors during progression, tune those out afterwards.

Those are hp numbers he posted are just minimum number where you will always survive, there was some rounding and they aren't the bare minimum because it's taking into account the slight scale that the move can hit with (made up numbers: with the same defenses up, gigaflare could hit for 5850 or 6000 or anywhere in between) just because of the RNG factor of how damage is calculated.
 
Dragon Kick kinda matters for progression even with the much better gear most people have nowadays(note, not everyone has it either, people progressing now don't necessarily have full poetics). Even with full poetics, it's still a large amount of damage you don't have to heal for basically free. It's kinda like not having a war to do Storm's Path or a SCH to do Succor+Improved Virus. You can probably live through the fight without any of these, but having them lets people with weakness survive without necessarily requiring a stoneskin/adlo first, or people who aren't topped off, or people who get hit by multiple things at once and so on, it's a pretty big deal for progression.

Once you got the fight down, it's not as useful though, as expected.

Oh and monk isn't just dragon kick, Mantra on Succor adds quite a bit more "mitigation" by increasing the shields, as well as speeds up the health recovery after.
 

scy

Member
Those are hp numbers he posted are just minimum number where you will always survive, there was some rounding and they aren't the bare minimum because it's taking into account the slight scale that the move can hit with (made up numbers: with the same defenses up, gigaflare could hit for 5850 or 6000 or anywhere in between) just because of the RNG factor of how damage is calculated.

I know that those are the bare minimum (and, honestly, I'd say a bit low for the melee/Bard). I'm saying people have 6.2-6.3k on casters and 6.5k-6.6k+ HP on melee while learning T13 at this point in the patch. They can get by without DK at this point. Not having a Monk will make it harder, yes, but not strictly impossible. You will survive but without as much breathing room for errors (or any breathing room, really).

Dragon Kick kinda matters for progression ...

Who said otherwise? Like, this was never a part of the discussion. Literally the only thing said was that people have (or, rather, "should have") the gear to meet the non-DK checks for the fight. It means giving up a lot of breathing room to do so but it's doable if that's what your composition is going to end up being.

And, yes, better Mantra is another fairly big factor for either recovery or raw mitigation. There's a lot of utility lost without a Monk.

Edit: Basically, I'm not really sure how "people now meet the non-DK check" was read as "so get rid of your Monks!"
 
I'm trying to level up my Culinarian while doing the Ixal Beast Tribe dailies. Is this a dumb idea?

I try to maximizing Touch commands given my CP pool (Level 24 CUL). The level 6 quests aren't bad but I spend a lot of time on the level 10 quests trying to get HQ items. For example I'll typically start doing 5 Basic Synth, Master's Mend, Standard Touch, Basic Touch, Hasty Touch, pray to RNGesus, then one more Basic Synth. This can take me 1/2 an hour to get those HQ items sometimes.

Not sure if fully leveling up CUL would help out so I have access to advanced skills to use for the dailies.
 

LiQuid!

I proudly and openly admit to wishing death upon the mothers of people I don't like
Is anyone else feeling burned out on the game? Patch 2.5 didn't bring much to do and I'm struggling to sign in for raid :/

ESO going buy to play March 17th. Mark your calender. I'll see you there!
 

WolvenOne

Member
Is anyone else feeling burned out on the game? Patch 2.5 didn't bring much to do and I'm struggling to sign in for raid :/

Thankfully I have a backlog of classes and jobs to level up, so this isn't a big issue for me. I can see why it'd be an issue for other players though. 2.5 was fun overall, but it brought nothing to the table for players that're primarily interested in end-game raiding.

At least having one Extreme Primal, would've helped somewhat. I mean, Extreme Primals aren't really Coil levels of difficulty, but they require a little more expertise, and at least it's something to farm besides vanity items.

Granted, with the expansion coming soon, I can understand why we didn't get a new Extreme Primal. Those probably require more testing and polish than the easier trials, not to mention new models and whatnot.
 

iammeiam

Member
Is anyone else feeling burned out on the game? Patch 2.5 didn't bring much to do and I'm struggling to sign in for raid :/

2.5 was really light on content with much of a shelf life (WHERE IS MY EX PRIMAL?!?!), but I think a lot of the hope is on the Saucer stuff to give the game another shot in the arm.

No idea if it's going to be anywhere near enough to float the game to expansion (since 2.5 pt 2 is going to be all story it'll basically be one-and-done), but I figure might as well wait until 2.51 before judging the patch overall empty.
 

rubius01

Member
Is anyone else feeling burned out on the game? Patch 2.5 didn't bring much to do and I'm struggling to sign in for raid :/

While i completely agree that 2.5 is light on content, I fully expect the Golden Saucer to be full of time wasting fun stuff to do. And I also expect an "extreme primal" to make an appearance in 2.5. And another dungeon is a longshot, but i expect some sort of battle in 2.55 to bring us to the expac.
 

WolvenOne

Member
2.5 was really light on content with much of a shelf life (WHERE IS MY EX PRIMAL?!?!), but I think a lot of the hope is on the Saucer stuff to give the game another shot in the arm.

No idea if it's going to be anywhere near enough to float the game to expansion (since 2.5 pt 2 is going to be all story it'll basically be one-and-done), but I figure might as well wait until 2.51 before judging the patch overall empty.

Gold Saucer will spice things up for a week or two, by which time 2.5 part two will be right at our doorstep.

The big problem is, what will people do to occupy themselves after that? I mean, obviously the bulk of the player base still won't have cleared Final Coil by then, but, any long time player that's still in first or second Coil is probably going to have difficulty finding people to learn the content with by now, and the people that're in the middle of Final Coil now, will probably clear sometime in March. (if not sooner.)

Depending on when the expansion hits, there could be a few months where, end-game raiders have very little to do. Again, I'll be fine, I'll just level and gear other classes once/if I hit that point.

I mean, only thing they could do is unlock Final Coil. Then at least there'd be a few weeks where we'd see a rush of help trains, maybe.
 

rocketobear

Neo Member
It's a bit early but...

KTcSWDV.jpg
 

iammeiam

Member
Gold Saucer will spice things up for a week or two, by which time 2.5 part two will be right at our doorstep.

The big problem is, what will people do to occupy themselves after that?

I think (hope) you may be selling the saucer stuff short. Triple Triad card drop rates will determine how long card farming is a thing, but I expect triad to have a decent lifespan. And Chocobo breeding will likely have some sort of real-world time component that will make it something people do for a while. It's not going to keep everyone occupied for months, but I feel like this is the filler content stuff 2.5 was missing. 2.3 added Hunts, which had a pretty long tail, and IIRC added desynth which buffed fishing for a while and added some life to crafting, and so far 2.5 has been missing an equivalent. End of patch doldrums will always be a thing, but 2.5 as it is now is just kind of hollow.

I mean, only thing they could do is unlock Final Coil. Then at least there'd be a few weeks where we'd see a rush of help trains, maybe.

I am actually really curious about how the community will handle the ramp-up to the unlock of FCoB. The only thing you can't do right now is farm. There's nothing theoretically stopping people from running clear parties now--no loot, but you could theoretically clear an unlimited number of people in 7/1 groups provided the 7 could carry hard enough or the 1 could pull their own weight. In the last couple of weeks pre-expansion, I'd sort of expect to see help/carry trains running even when the content is on lockout, since there's no real incentive to wait. Non-carry help groups are already kind of a thing (see the impromptu 4/4 T10 last night.)

The bigger argument for an earlier FCOB unlock, IMO, is so people can farm before the expansion blows the current gear all to hell.
 

WolvenOne

Member
PS: Giving end game raiders more to do, is also why I would advocate Savage Mode primals in the Expansion. Taking old Primals like Garuda, Titan, etc, re-working their mechanics to be Coil or Savage Coil level difficult, and maybe remixing their theme, would be a fairly easy low resource way to give the really high level players something else to do besides a new Raid every six months.

Not that I'm expecting it mind you, but it'd probably work.

I think (hope) you may be selling the saucer stuff short.

It'll keep myself and many other players occupied for a great deal longer then that. However, if you're the sort of player that is primarilly only interested in fairly high end content with a challenge, I'd think that sort of content would interest people for far less time.

I am actually really curious about how the community will handle the ramp-up to the unlock of FCoB. The only thing you can't do right now is farm. There's nothing theoretically stopping people from running clear parties now--no loot, but you could theoretically clear an unlimited number of people in 7/1 groups provided the 7 could carry hard enough or the 1 could pull their own weight. In the last couple of weeks pre-expansion, I'd sort of expect to see help/carry trains running even when the content is on lockout, since there's no real incentive to wait. Non-carry help groups are already kind of a thing (see the impromptu 4/4 T10 last night.)

The bigger argument for an earlier FCOB unlock, IMO, is so people can farm before the expansion blows the current gear all to hell.

Yes, theoretically you can run people through an infinite number of times right now. However, the lack of a gear reward still makes this somewhat rare in many cases. You are right however, that for most/many players, farming out the remaining gear before it becomes irrelevant, is going to be the bigger reason for unlocking Final Coil and WoD.
 

Jayhawk

Member
You wouldn't understand what it means to look stylish.

Glamour is a valid reason. I suppose calling the pants 'hot garbage' is an exaggeration since in a vacuum, Demon Sarouels of Striking comes out slightly ahead of non-augmented Ironworks Hose of Striking since the Ironworks has more Accuracy. But the fact that the Ironworks pants can be upgraded to i130 and the alternative with the same ilevel is a T13 drop, the poetics investment in pants is worth it.
 
I am actually really curious about how the community will handle the ramp-up to the unlock of FCoB. The only thing you can't do right now is farm. There's nothing theoretically stopping people from running clear parties now--no loot, but you could theoretically clear an unlimited number of people in 7/1 groups provided the 7 could carry hard enough or the 1 could pull their own weight. In the last couple of weeks pre-expansion, I'd sort of expect to see help/carry trains running even when the content is on lockout, since there's no real incentive to wait. Non-carry help groups are already kind of a thing (see the impromptu 4/4 T10 last night.)

The bigger argument for an earlier FCOB unlock, IMO, is so people can farm before the expansion blows the current gear all to hell.

Assuming they do unlock it, not sure to be honest, unless they echo it I don't know how viable it is to carry someone on T13. If they can hold their own sure but there's still a decent amount of potential raid killing stuff if they don't(dropping earthquakes in the wrong spot, running into people during mega and hmm, well I guess that's it, so not really that much) and the DPS requirements are fairly high. I guess if the scholar and offtank are out of control with 3 solid 550+DPS you would make the req? With echo though seems very possible.
 

WolvenOne

Member
TBH, add iLevel sync to Titan EX and I'm pretty sure you have Titan Savage.

Even with an ilvl sync, anyone that has cleared Titan EX a dozen times before, should still be able to clear it, assuming the DPS are getting anywhere close to fully utilizing their gear. Even if this was true though, people wouldn't run it. Not only would there be no new mechanics, but there'd be nothing new to farm out either, even accessories.

If Savage Coil has taught us anything, Titles or whatnot might sweeten the deal, but most players will not run content unless there's some sort of viable gear reward.
 

Jayhawk

Member
Nope. there's going to be a level and ilvel sync. Echo is as easy as its going to get

There is no ilevel sync for first coil even though they added 40 more ilevels since that content. They added echo to first coil as well. I don't think they would ilevel sync any of the coil sets. What would the point be come expansion?
 

WolvenOne

Member
There is no ilevel sync for first coil, and they added echo to it as well. I don't think they would ilevel sync any of the coil sets. What would the point be come expansion?

This reminds me. A stat weight adjustment seems likely for the expansion, but how dramatic should be expect it to be?
 

iammeiam

Member
Assuming they do unlock it, not sure to be honest, unless they echo it I don't know how viable it is to carry someone on T13. If they can hold their own sure but there's still a decent amount of potential raid killing stuff if they don't(dropping earthquakes in the wrong spot, running into people during mega and hmm, well I guess that's it, so not really that much) and the DPS requirements are fairly high. I guess if the scholar and offtank are out of control with 3 solid 550+DPS you would make the req? With echo though seems very possible.

For-pay T13 carries have been a thing for a short while; as everyone continues to outgear the content I imagine the potential carrier pool will widen, but it's already not impossible. Echo will of course make it easier and more popular, much as it did for 5 and 9, but it's not necessary
 

scy

Member
Glamour is a valid reason. I suppose calling the pants 'hot garbage' is an exaggeration since in a vacuum, Demon Sarouels of Striking comes out slightly ahead of non-augmented Ironworks Hose of Striking since the Ironworks has more Accuracy. But the fact that the Ironworks pants can be upgraded to i130 and the alternative with the same ilevel is a T13 drop, the poetics investment in pants is worth it.

The i130 are eventually better. For someone with no poetics to spends (or, rather, 1300 was just spent on the weapon + twine), the WoD Chest + Pants are at least decent temporary solutions.

Better than not having i120 gear there, anyway.
 

Jayhawk

Member
The i130 are eventually better. For someone with no poetics to spends (or, rather, 1300 was just spent on the weapon + twine), the WoD Chest + Pants are at least decent temporary solutions.

Better than not having i120 gear there, anyway.

I noticed Phillip has a poetics slaying ring. It made me a sad panda.
 

Jayhawk

Member
Switching back to upcoming content, who is ready for our Gold Saucer team's debut in two weeks?!?! Galen, we need some promotional material made for Team Low Expectations. Angary, your responses are being monitored!
 
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