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Final Fantasy XIV |OT6| Casino Royale

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LaneDS

Member
I was asking cuz when I was looking at the relic weapon quest there were always horror stories of having to wait days or weeks for atma to drop but I got 7 of them in an hour so I didn't know if I was just lucky or if atma rate got upped. Thanks though!

As mentioned, they did up the drop rate but I still think you had better than average luck there with seven in an hour.
 

Tabris

Member
So my group finally downed T12 yesterday. We were missing two members since 2.4 hit, yet we managed to clear T10 and T11 weekly with pugs, but most of them didn't want to train T12 so we logged on tuesday, cleared T10&11 and called it off for the week. But this week we finally recruited two competent players and it took us two days. We even managed to push 4 bennus.

With a static group I think we'll down T13 soon. The only drawback? I had to drop my SCH and re-roll to BRD, to accomodate the new members. Oh well, at least I already had the i120 weapon.

Set your expectations lower or be disappointed. T13 is a bitch.
 
On tethers btw, what do people feel about leaving them on DPS for earthshakers versus taking them and having the tank spike right before flare breath? Seems I see groups do either, tank taking damage seems "safer" but the spike is real, while DPS taking it means if you don't top them off right after 3rd ES, they're dead as hell but at the same time it makes keeping the tank up easier on the following breath.

Also another variation, 4th akh morn or 5th akh morn with Hallowed Ground? 4th makes it so 5th has every cooldowns up, but at the same time it's the strongest one, while using HG on 5th means 4th is pretty rough since you don't have everything up from using on 3rd but you're safe for the hardest.
 

Tabris

Member
But what about during earth shakers?

We go with the strat of the DPS and OT taking those for the flare breath after.

Have you been disappointed lately? I couldn't tell with all the sighs and grumbles

It's that time where it's the last phase to be learned so it takes 6-8 minutes to get there each time. The exhausting phase of practice but the so close phase as well.
 

scy

Member
On tethers btw, what do people feel about leaving them on DPS for earthshakers versus taking them and having the tank spike right before flare breath?

Not a healer here but DPS taking the ES Tether means more GCDs are needed across more targets since the total damage you care about on the DPS is essentially doubled. OT is safe as is for his so it consolidates all your healing / prep time onto the MT at this point if the tanks take their two tethers. Seems to me to be the way to make it easiest on the healers, the spike on the tank at this point isn't any more significant than any other in the fight, especially since the MT can mitigate around 1800-ish with 2x SS casts.

Exceptions are BLM (Manawall, Manaward) or NIN (PD + SW) where they can just about flat out remove the extra healing requirement on ES + Tether, though melee with it still gives that ~1 GCD loss with the wait for the animation to go off.

Also another variation, 4th akh morn or 5th akh morn with Hallowed Ground? 4th makes it so 5th has every cooldowns up, but at the same time it's the strongest one, while using HG on 5th means 4th is pretty rough since you don't have everything up from using on 3rd but you're safe for the hardest.

The "ideal" is cooldowns on 1st (lol), Holmgang 2nd, cooldowns on 3rd, Hallowed on 4th, cooldowns+pray / skip 5th; means 120s minimum between each one you're actually mitigating and healing so you have more cooldowns available to throw at them. There's other variations like skipping most CDs on the 1st, cooldowns 2nd, Holmgang 3rd, cooldowns 4th, Hallowed 5th where it basically keeps the 120s between cooldowns used but the timing is stricter on the first HG.

We just throw our bigger cooldowns at the 4th since it's easier to heal through than healing through the fifth (+ the third is pretty easy too, compared to the other two anyway). Plus, this means you get the 5th + enrage cast as full burn time for that first kill if you're trying to find extra DPS.
 

WolvenOne

Member
Honestly, I'm still a bit dubious that Gold Saucer's really going to be a game changer exactly. I mean, if I'm having a Gathering Day, the mini-games are something to do between nodes popping I suppose, but that's about it.

Though I will not lie, I want those mounts, and maybe that Setzer armor. It'll be perfect vanity for when I level a Machinist come expansion time.

(Note: Chocobo Racing, and Triple Triad on the other hand, I think will keep a lot of players busy until Expansion Time.)
 

Kagari

Crystal Bearer
We go with the strat of the DPS and OT taking those for the flare breath after.



It's that time where it's the last phase to be learned so it takes 6-8 minutes to get there each time. The exhausting phase of practice but the so close phase as well.

You should be taking them at all times since the healers are healing you anyway. It's less stress on them trying to heal some random DPS having to take it.
 

BadRNG

Member
On tethers btw, what do people feel about leaving them on DPS for earthshakers versus taking them and having the tank spike right before flare breath? Seems I see groups do either, tank taking damage seems "safer" but the spike is real, while DPS taking it means if you don't top them off right after 3rd ES, they're dead as hell but at the same time it makes keeping the tank up easier on the following breath.

Also another variation, 4th akh morn or 5th akh morn with Hallowed Ground? 4th makes it so 5th has every cooldowns up, but at the same time it's the strongest one, while using HG on 5th means 4th is pretty rough since you don't have everything up from using on 3rd but you're safe for the hardest.
You pretty much outlined the difference yourself, it's going to be up to the healers which they feel is easier. Healing one guy versus two seems easier to me but I'm not a rapper. That breath/nado spike damage is insane though. If I get my stoneskin off before the breath I will survive 99% of the time at least, and you can use bulwark/foresight to lessen the likely clip from first ES boom (and later rampart for the whole thing depending on your ahk rotation). If WAR MT I'd think IB would be enough, and you could have that up every time.

We do HG for 5th. When first learning it made the most sense for us, and we had healers go cleric/me go sword oath during Ahk's cast, as the enrage Giga would often hit right after. Timing has changed with all the gear and stuff but the ability to ignore it is still nice. Honestly though I don't think Ahk Morn is that rough damage wise, I think the only times it's ever really killed us is if OT forgot defiance/it was coming. There's no other damage going out so healers can chain cast and cooldowns mitigate huge chunks of it once you got a rotation down.

I believe our rotation is roughly as follows, with IB always used cause duh: Rampart - Holmgang - Thrill/Apoc and Rampart - Vengeance and Sentinel - Hallowed.

You should be taking them at all times since the healers are healing you anyway. It's less stress on them trying to heal some random DPS having to take it.
To be fair, technically healers are healing ES guys anyway too (why you guys so squishy?), and the less stress thing will vary by group. I've seen Qhon/Alena talk about that butt clench breath/nado weeks after we've had it on farm. The damage is real.

Either way works really, not a right/wrong thing.

Honestly, I'm still a bit dubious that Gold Saucer's really going to be a game changer exactly. I mean, if I'm having a Gathering Day, the mini-games are something to do between nodes popping I suppose, but that's about it.

(Note: Chocobo Racing, and Triple Triad on the other hand, I think will keep a lot of players busy until Expansion Time.)
:/
 

scy

Member
That breath/nado spike damage is insane though. If I get my stoneskin off before the breath I will survive 99% of the time at least, and you can use bulwark/foresight to lessen the likely clip from first ES boom (and later rampart for the whole thing depending on your ahk rotation).

bad casters keep hitting tanks with Earthshaker

I think you can get two Stoneskins off, though: First when you pick up the tether (assuming no WHM one, anyway) and then channel through the TW cast. It shouldn't interrupt your cast there if you're casting through the hit. Should pretty much mean ~60-70% of the hit is mitigated out I believe.

To be fair, technically healers are healing ES guys anyway too (why you guys so squishy?), and the less stress thing will vary by group. I've seen Qhon/Alena talk about that butt clench breath/nado weeks after we've had it on farm. The damage is real.

I think I take the most damage from them all and I "only" need around 3000 HP healed off to survive all three, assuming I know how to not stand in goop (which I don't). If I were to take a tether, I'd need to be topped off as well so would need a heal after the 3rd ES hit but before TW goes off. Guess it's down to which is easier: Heal the ES target twice -> swap to MT as TW is about to go off or heal the ES target once -> swap to MT -> prep GCD for TW hit.

Or, well, it's on BLM, NIN, potentially MNK and they can remove part of the damage taken and severely reduce the total HP needed to be healed.
 

Kagari

Crystal Bearer
You pretty much outlined the difference yourself, it's going to be up to the healers which they feel is easier. Healing one guy versus two seems easier to me but I'm not a rapper. That breath/nado spike damage is insane though. If I get my stoneskin off before the breath I will survive 99% of the time at least, and you can use bulwark/foresight to lessen the likely clip from first ES boom (and later rampart for the whole thing depending on your ahk rotation). If WAR MT I'd think IB would be enough, and you could have that up every time.

We do HG for 5th. When first learning it made the most sense for us, and we had healers go cleric/me go sword oath during Ahk's cast, as the enrage Giga would often hit right after. Timing has changed with all the gear and stuff but the ability to ignore it is still nice. Honestly though I don't think Ahk Morn is that rough damage wise, I think the only times it's ever really killed us is if OT forgot defiance/it was coming. There's no other damage going out so healers can chain cast and cooldowns mitigate huge chunks of it once you got a rotation down.

I believe our rotation is roughly as follows, with IB always used cause duh: Rampart - Holmgang - Thrill/Apoc and Rampart - Vengeance and Sentinel - Hallowed.


To be fair, technically healers are healing ES guys anyway too (why you guys so squishy?), and the less stress thing will vary by group. I've seen Qhon/Alena talk about that butt clench breath/nado weeks after we've had it on farm. The damage is real.

Either way works really, not a right/wrong thing.


:/

Considering how many ranged bros we have, having the tempest wing out near any of us would be scary in itself anyway.
 

Allard

Member
Honestly, I'm still a bit dubious that Gold Saucer's really going to be a game changer exactly. I mean, if I'm having a Gathering Day, the mini-games are something to do between nodes popping I suppose, but that's about it.

Though I will not lie, I want those mounts, and maybe that Setzer armor. It'll be perfect vanity for when I level a Machinist come expansion time.

(Note: Chocobo Racing, and Triple Triad on the other hand, I think will keep a lot of players busy until Expansion Time.)

Personally I want Setzer armor for Astrologian since it sorta looks like a gambler take on a healer job with cards anyways. One of Setzers main weapons were cards :p and didn't use guns/bows.
 
Considering how many ranged bros we have, having the tempest wing out near any of us would be scary in itself anyway.

I guess that's a good point also, hadn't considered that, but tempest in the tank area is a lot safer than tempest somewhere else since we only have one melee and everyone still kinda needs to stay close-ish to the boss for megaflares and what not.

Anyway we're still not on P4, still doing adds and stuff but I figure might as well consider this, as the adds is fairly straight forward stuff.
 

WolvenOne

Member

It's just, that the Gold Saucer Mini-Games, while fun looking, don't really look very meaty, so to speak. During those moments where you're waiting for a queue to pop, or for a node, sure, they're probably a good way to use up a few minutes. But, if you have nothing big to do, I don't think the mini-games will change that. Triple Triad and Chocobo racing, at least involve a grind, or give players a reason to run content, (for cards.)

I mean, for me, the 2.55 content that'll do the most for players that feel like they're running out of stuff to do, is the final Zodiac Relic grind. Of course, your mileage may vary, not everyone enjoys those.

Anyone know if gold saucer is tied in to hildy missions. I rather not do anymore of them

It seems somewhat likely. Besides that, you'll want to do the Hildibrand quests anyway, as there are trials you'll need to complete during the quests, if you want to have access to the Trial Roulette feature.
 

EndcatOmega

Unconfirmed Member
It's just, that the Gold Saucer Mini-Games, while fun looking, don't really look very meaty, so to speak. During those moments where you're waiting for a queue to pop, or for a node, sure, they're probably a good way to use up a few minutes. But, if you have nothing big to do, I don't think the mini-games will change that. Triple Triad and Chocobo racing, at least involve a grind, or give players a reason to run content, (for cards.)

I think it's more you're differentiating Racing/Triple Triad from Gold Saucer when they are explicitly a part of it, especially in the case of the racing.
 

WolvenOne

Member
I think it's more you're differentiating Racing/Triple Triad from Gold Saucer when they are explicitly a part of it, especially in the case of the racing.

I don't think Racing and Triple Triad are tied to the Gold Saucer rewards though, thus, why I'm drawing a distinction. The rewards I think are tied to the mini-games, and the weekly/daily lottery, though I very well could be wrong here.
 

BadRNG

Member
I think you can get two Stoneskins off, though: First when you pick up the tether (assuming no WHM one, anyway) and then channel through the TW cast. It shouldn't interrupt your cast there if you're casting through the hit. Should pretty much mean ~60-70% of the hit is mitigated out I believe.
I've been interrupted quite a few times trying to go for two. I think there are AAs that go out at same time as twister? Not sure, but getting two casts off is definitely not the norm for me. Maybe I need more spell speed.

Anyone know if gold saucer is tied in to hildy missions. I rather not do anymore of them
Nope, not related at all. They talked about this in one of the earlier interviews.


It's just, that the Gold Saucer Mini-Games, while fun looking, don't really look very meaty, so to speak. During those moments where you're waiting for a queue to pop, or for a node, sure, they're probably a good way to use up a few minutes. But, if you have nothing big to do, I don't think the mini-games will change that. Triple Triad and Chocobo racing, at least involve a grind, or give players a reason to run content, (for cards.)

I mean, for me, the 2.55 content that'll do the most for players that feel like they're running out of stuff to do, is the final Zodiac Relic grind. Of course, your mileage may vary, not everyone enjoys those.
The :/ was because it seems like you are trying to separate Triple Triad and Chocobo from GS minigames, when they are the literal main attraction. Even in the live letter they were saying they weren't expecting the rhythm game stuff to be last long, but they are just for fun
 

BadRNG

Member
I don't think Racing and Triple Triad are tied to the Gold Saucer rewards though, thus, why I'm drawing a distinction. The rewards I think are tied to the mini-games, and the weekly lottery, though I very well could be wrong here.
What else is new.

Snark aside, they are indeed tied to GS rewards/coins. Extra cards can be turned into GS coins for example, and you win GS coins via choco racing as well depending on your placement.
 

WolvenOne

Member
What else is new.

Snark aside, they are indeed tied to GS rewards/coins. Extra cards can be turned into GS coins for example, and you win GS coins via choco racing as well depending on your placement.

I had not heard this, though I still say that people will probably get more milage out of Choco Racing and the Card games.
 

scy

Member
I've been interrupted quite a few times trying to go for two. I think there are AAs that go out at same time as twister? Not sure, but getting two casts off is definitely not the norm for me. Maybe I need more spell speed.

Hm. Might just be a timing thing then? I deleted all of my old parses so I can't double check the attack timings there until next T13.

time to buy quicktongue for the relic

I had not heard this, though I still say that people will probably get more milage out of Choco Racing and the Card games.

I mean, they're the actual big parts of Gold Saucer. One would hope so.

"Hope."
 

iammeiam

Member
I had not heard this, though I still say that people will probably get more milage out of Choco Racing and the Card games.

You're inventing a division that doesn't exist. People can't get more mileage out of those than Golden Saucer because they're part of Saucer.

It's like saying people will get more mileage out of Imdugud than they will out of T10 because the T10 trash is boring. One is part of the other, they don't divide like that.
 

WolvenOne

Member
I mean, they're the actual big parts of Gold Saucer. One would hope so.

"Hope."

As with the Relic Grind, mileage will vary.

You're inventing a division that doesn't exist. People can't get more mileage out of those than Golden Saucer because they're part of Saucer.

It's like saying people will get more mileage out of Imdugud than they will out of T10 because the T10 trash is boring. One is part of the other, they don't divide like that.

I've simply never really associated these games with Gold Saucer, maybe because they're not primarily played within Gold Saucer, so much as they're merely unlocked there, (and apparently can be used for Gold Saucer rewards.) Heck, mentioning at all was essentially just an afterthought for me.
 

BadRNG

Member
I've simply never really associated these games with Gold Saucer, maybe because they're not primarily played within Gold Saucer, so much as they're merely unlocked there, (and apparently can be used for Gold Saucer rewards.) Heck, mentioning at all was essentially just an afterthought for me.
Didn't they show off a whole lounge with card tables used for Triple Triad, as well as a lobby where you register for racing?
 

Jayhawk

Member
This whole Gold Saucer conversation has lowered my expectations of everything. Good job. Somebody send Krael a linkshell invite.

AND GET GAF'D

54de3b9c22c3925873a292de.jpg
 

WolvenOne

Member
Didn't they show off a whole lounge with card tables used for Triple Triad, as well as a lobby where you register for racing?

Well the video showed you walking up to NPC's all over for triple triad, I assumed you could play against other players outside of Gold Saucer using a similar method, cause, really, going to GS everytime you want to play a quick game would be limiting.

I thought I heard that you queued up for Choco Racing via a Duty Finder, though maybe it's a Choco Racing specific Duty Finder that you can only reach by walking up to that one stand. (Which would strike me as hecka inelegant but, whatevs.)

Really, I thought that stand was just for initially unlocking Racing, and maybe collecting rewards.
 
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