irfaanator
Banned
brother bear and that song is bad, and you should feel bad. Brother bear over lion king, ha.
Mumble is now, and has always been, for chumps.
Mumble is now, and has always been, for chumps.
IAWTP
IAWTP
PLD/WAR for the tank isn't a big deal, though PLD is the better Cube tank due to better Awareness and even that isn't really a big deal. SMN over BLM is simply because they can fully DoT it up and be enough DPS to keep pace with the other group and let the BLM tunnel. It, too, doesn't matter too much in the end, just simply out of convenience: One DPS will tunnel, the other will DPS and switch. BLM benefits more from tunneling, SMN can split DPS easier.
PSA for WAR's.
Keep Storms Path up while healers are learning content.
you've been on mumble. so I don't know what to say
I'm a horrible person, though, so it just strengthens the point.
I believe the cube does only magic damage, so having a WAR tank it is better because they can apply Storm's Path (Rage of Halone won't reduce the damage).
Storm's Path should always be up, full stop. Even if it lowers your DPS, lowering damage overall can allow your healers to squeeze in some extra DPS to compensate (and it's not even that large of a loss) or use less MP to let the bard DPS more. That's worth much more than your extra 13 average potency on your combo (and it's only one combo out of every two or three). Not to mention it just lowers the chance of people dying to damage.
You're going to see a MUCH larger increase of your own DPS by learning when to stance dance.
I believe the cube does only magic damage, so having a WAR tank it is better because they can apply Storm's Path (Rage of Halone won't reduce the damage).
you've been on mumble. so I don't know what to say
Your missing out on after hour sexy mumble time
I already do the defiance stance dance on a lot of fights.
Aaaaaaanyhow, if there is a ninja that can keep the slashing debuffs on, than yes, alternating between Storms Path and Butchers Block combo' makes all the sense in the world.
That slash debuffs though, makes a pretty big difference, since it always buffs at least two people in the party, possibly three.
All of sphere's auto attacks/cleaves are magic as well I believe. I think the only thing that "might" be physical is repelling cannon, but since that is shared damage if it anything it makes more sense for WAR to be on it as 10% straight damage down is more than the reduction you'd get from 10% str down. Combined with the mentioned PLD awareness length, PLD on cube definitely makes more sense.I believe the cube does only magic damage, so having a WAR tank it is better because they can apply Storm's Path (Rage of Halone won't reduce the damage).
That's your job to keep the slashing debuff on. Ninja is only there for pld tanks.
It didn't seem to make a huge difference either way, though limited sample size pool and all (and not being a tank to check myself). Think the early suggestions for the tanks were also this setup, though, and for that very reason too.
All of sphere's auto attacks/cleaves are magic as well I believe. I think the only thing that "might" be physical is repelling cannon, but since that is shared damage if it anything it makes more sense for WAR to be on it as 10% straight damage down is more than the reduction you'd get from 10% str down. Combined with the mentioned PLD awareness length, PLD on cube definitely makes more sense.
That said it really really really doesn't matter in any major way.
Well, in that case you have two players that can apply the slashing debuffs, and only one that can apply the damage lowering debuffs.
War can apply both mind you, but it's a fairly large reduction to our damage output, seeing as Butchers Block is our highest potency combo.
Ultimately, how you handle applying buffs is probably going to differ from group to group.
Well, in that case you have two players that can apply the slashing debuffs, and only one that can apply the damage lowering debuffs.
War can apply both mind you, but it's a fairly large reduction to our damage output, seeing as Butchers Block is our highest potency combo.
Ultimately, how you handle applying buffs is probably going to differ from group to group.
Well, in that case you have two players that can apply the slashing debuffs, and only one that can apply the damage lowering debuffs.
War can apply both mind you, but it's a fairly large reduction to our damage output, seeing as Butchers Block is our highest potency combo.
Ultimately, how you handle applying buffs is probably going to differ from group to group.
On a striking dummy, with STR accessories, I can average 330 DPS, out of defiance. Obviously that's lower in fights with actual mechanics, but there are fights in the game where doing this is helpful.
So, what your saying is, I can't rip hate off MTs out of defiance, in the name of Max DPS anymore?
T_T
Also, context.
On a striking dummy, with STR accessories, I can average 330 DPS, out of defiance. Obviously that's lower in fights with actual mechanics, but there are fights in the game where doing this is helpful.
What does this have to do with anything? Nobody said you shouldn't be DPSing, you just shouldn't be making the Ninjas apply the slashing debuff because they get more damage out of their GCDs than you do.
What does this have to do with anything? Nobody said you shouldn't be DPSing, you just shouldn't be making the Ninjas apply the slashing debuff because they get more damage out of their GCDs than you do.
Going forward, you will likely need to get used to >10% wipes on coil turns before you clear.
They saw our all-GAF failure last night and that was the last straw.
All the echo in the world isn't going to save people who can't figure out the mechanics because every turn in SCoB has a point where any one person can screw up a mechanic that wipes the entire raid/is unrecoverable.
As for the all-GAF failure, the issue with SCoB is when people who have cleared the turns a certain way for almost 6 months are suddenly mixed together with people from other statics that have done it a different way. Last night was the second example of seeing this in action (first was trying to get somebody a T9 clear two weeks ago). Now that virtually everyone does burn method on T6, the only variation is briars or LoS. And realistically, they're pretty similar, so people can figure it out after being selected once for the mechanic and then they're good. T7 and T8 will always cause issues because of how people handle kiting/renaud stacking and land mines/ballistic missiles/towers. And then there is T9 with meteor placement that can easily trip up people used to placing them in a certain fashion, especially when it comes to the second set.
Not sure what to say other than state the obvious fact. Static lockout system promotes narrow-focused strategy sets that when the lock is removed, many individuals struggle with the the stuff they've cleared already when thrown into other groups because people learned to handle mechanics in different ways. They're too reliant on their static and don't truly know the full scope of the mechanics. For example, our last wipe on T8 last night, I didn't realize you couldn't be standing in the middle of Ballistic missiles if you were the priority to jump in on any set that needed 3 people if the small circle was inside the larger circle and the two stunned people were in the middle. I never did ballistic missile duty, but I knew a small circle needed 2 and large needed 3, and thought if they overlapped just stick a third person in the middle. Now I know that's wrong, but never had to know that or saw that cause a wipe in all of our static's attempts and clears of T8. It would be awesome if we were allowed to clear/run coil turns more than once a week so for some of us we not only to get more practice running it with other groups to see the various strategies in action, but to go as different jobs/classes to get a better understanding of the mechanics (especially ones you might never have to directly deal with as another role). This overall will help people get better at harder content, and reduce the frustration felt by those who can't find a static group for whatever reason.
Yes, I get that. I'm simply asserting the following things.
1: on content where the off tank is taking relatively little damage, going DPS build Warrior makes sense. As they're almost a full DPS, but can still tank things if they're watched closely, handle their CDs correctly, etc.
2: my original point was that when learning new content keeping the damage and slashing debuffs up were fairly important, and that later the damage debuff can be dropped, particularly on content where each bit of DPS is vitally important. The objection here is that the damage debuff allows healers to DP, and this might be true for some healers, but so far the bulk of healers I've encountered in this game, don't seem to appreciably change their playstyle in the presence of that buff.
Finally, I will admit that I'm still learning how Ninjas are affecting the relationship between all the different class types, and I hadn't realized that applying the slash debuff was such a DPS loss for Ninjas.
Not a fan of the lockout myself. I know why they do it, but there has to be a better way to draw out content.
Yes, I get that. I'm simply asserting the following things.
1: on content where the off tank is taking relatively little damage, going DPS build Warrior makes sense. As they're almost a full DPS, but can still tank things if they're watched closely, handle their CDs correctly, etc.
2: my original point was that when learning new content keeping the damage and slashing debuffs up were fairly important, and that later the damage debuff can be dropped, particularly on content where each bit of DPS is vitally important. The objection here is that the damage debuff allows healers to DP, and this might be true for some healers, but so far the bulk of healers I've encountered in this game, don't seem to appreciably change their playstyle in the presence of that buff.
Finally, I will admit that I'm still learning how Ninjas are affecting the relationship between all the different class types, and I hadn't realized that applying the slash debuff was such a DPS loss for Ninjas.
Been saying this all along man, the lockout is garbage and leads to scenarios that you pointed out above. You have problems with strategies and statics mixing but for people who are new to coil it's even more frustrating when you get mixed in with people who are experienced.
I just started up a static and although we are struggling to get a full party we have been running some of the content for practice together. The big issue is even if we state that it is a learning party too many experienced people, some who are in a position of having their static on hiatus or disbanded joining expecting us to still clear in a few attempts and let me tell you the last few nights we've had some real ignorant people.
It's getting real hard continuing with this game at this point imo, there is just so little fun to be had at this point and I'm really not sure what I want to do. I am getting tired of sitting in PF or DF all night waiting, trying to get people to help or dealing with people who rage quit after 1-2 attempts. I really hope in the expansion they drop the bullshit excuses and lockouts or this game will forever go down this path.
It's not a matter of a "relationship" between all the classes, it's just simple math. Warrior loses 10 potency by debuffing instead of bblocking, Ninja loses 60? (50? I forget, honestly) before you even factor in all the additional buffs etc. that make Ninja GCDs more valuable.
Maybe it's just me, but even on easy content I keep the Eye/Path debuff up as much as possible. It's more fun than just Butcher's Blocking all the time, and it frees the healer up to use their GCDs on DPS.
This isn't true, personal loot is per boss, not per raid. And in Mists of Pandaria you also had the chance to roll for another piece of loot using a particular currency. Not to mention that dupe loot is an issue with current Coil's loot system, too.There really isn't is the thing. The only game that has gone against the grain with a different lockout is WoW with how it handles lfr and you'll find that it's far worse. A single random piece of loot a week for your spec(per raid, not per boss), there is no "unique" status for them either so you can get doubles for weeks...and weeks...and weeks, or you go 10+ runs without anything (this was all before 6.0, I haven't played after that hit).
When will they add Echo for T9? >_>
What 130 pieces are these that don't even compare to i110, as 90% of the time ilevel is king in this game too. Crafted gear can generally reach above it's level due to all the extra stats it can get but there's a limit. Optimizing secondaries is way overblown by some people, the difference in dps isn't even that large as secondaries suck in general. Classes that get special mechanics from stats like crit for SCH/BRD may be a special exception, but even that has it's limits too.WoW though was different than this where a higher ilvl meant like 90% of the time that the loot was better unless the secondaries were just balls. In this you have 130 gear that doesn't even compare to some 110 gear due to secondaries, if you have 120 gear then it's also better than some 130. Do you really want potential shit 130 gear for weeks because there is nothing unique? There is no taking off the "unique" status either because then you could get geared in 3 weeks and there'd be no reason to go back ever again.
What 130 pieces are these that don't even compare to i110, as 90% of the time ilevel is king in this game too. Crafted gear can generally reach above it's level due to all the extra stats it can get but there's a limit. Optimizing secondaries is way overblown by some people, the difference in dps isn't even that large as secondaries suck in general. Classes that get special mechanics from stats like crit for SCH/BRD may be a special exception, but even that has it's limits too.
Both the loot system and the actual stats on the loot ideally need to be changed.
Bard:
DEX: 1
CRT: 0.315
DET: 0.318
SS: 0.146
Dragoon
STR: 1
CRT: 0.204
DET: 0.325
SS: 0.178
Monk
STR: 1
CRT: 0.187
DET: 0.332
SS: 0.187
Black Mage
INT: 1
CRT: 0.215
DET: 0.283
SS: 0.24
Also doesn't help that while it isn't a dead server, Ultros is a really low pop server compared to others. I've been on another server and it was far more active.
What 130 pieces are these that don't even compare to i110, as 90% of the time ilevel is king in this game too. Crafted gear can generally reach above it's level due to all the extra stats it can get but there's a limit. Optimizing secondaries is way overblown by some people, the difference in dps isn't even that large as secondaries suck in general. Classes that get special mechanics from stats like crit for SCH/BRD may be a special exception, but even that has it's limits too.
Both the loot system and the actual stats on the loot ideally need to be changed.
Spend $10 on name change
Mumble apparently finds out immediately
Mumble sucks
Instead of abstract opinion, here are stat weight based on i110 baseline.
EDIT - Actually that reddit thread is all kinds of confusing and I don't have time to read it, so not sure if that's based on i90 or i110 baseline but gives you an idea. Secondary stats can make a significant difference. A 1:3 or 1:4 ratio.
I was AFK for this grand event.
i'm not sure why people said t11 is really hard on blm tbh, the only part i hate about this fight is the egg add
When will they add Echo for T9? >_>
Lockout is problematic, but TBH dropping it won't do anything to help people still in old content. There's a substantial part of the playerbase that has no patience with extended wipes, and the proportions won't change. You'll find a lot of people that will help by ferrying new people through content in close-to or straight carries, but fewer who will just gladly go die for a lockout so that a learning group has enough bodies. They exist, but I'm not really sure there's a good way to increase the population significantly. Wiping for four hours on something you know you can kill can be frustrating.
Dropping the lockout would/will increase the amount of carrying going on, but I don't know how they incentivize experienced people just dying over and over. Short of maybe making the new player bonus stack and multiply so that you instacap soldiery if half the party is new.