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Final Fantasy XIV |OT6| Casino Royale

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Brutalx2

Member
There's no bad class for newbies as long as you read help messages and tooltips and pay attention. The game handholds so much it's crazy.

Hm...interesting. Good to know.
Question - Does this game have region thing? I mean if i am playing in Europe can i play with US? how does it work in this game ?
 
Hm...interesting. Good to know.
Question - Does this game have region thing? I mean if i am playing in Europe can i play with US? how does it work in this game ?

You can play on NA, EU or JP servers, right now the NA and EU datacenter is in the same place but eventually, EU will get its own.
 
Dragoon dmg wasn't really the main issue in the first place though, it's that they literally cannot survive multiple mechanics in final coil without a blm helping them out because their magic defense is terrible. Their dmg was honestly fine if you count what they do for bards(and you are going to have a bard), it's just that their extra health doesn't make up for their magic defense and without being geared out the ass, they will blow up.

Them nerfing Ninjas would very likely just be their dmg/tp, they will still be able to at least survive mechanics.

Actually no, the raid damage of taking two MNKs has been shown to exceed the raid damage of DRG taking a melee spot to buff BRD (all players being equal skill and hitting high DPS). Don't know if MNK + NIN is better but I would guess so by the way they have just slightly lower DPS output.

We needed a damage buff. Just we more importantly also needed a magic defense buff. Luckily we're getting both. Ninja didn't need a damage nerf, though.
 

DJIzana

Member
Adding a hard mode version of raids seems like a cop out of content (from this last Live Letter). I really wish they'd focus on adding newer content rather than doing this kind of thing.

At least a DX11 video is coming with Tokyo Fan Fest and that we will be able to solo instances...
 

Frumix

Suffering From Success
Adding a hard mode version of raids seems like a cop out of content (from this last Live Letter). I really wish they'd focus on adding newer content rather than doing this kind of thing.

At least a DX11 video is coming with Tokyo Fan Fest and that we will be able to solo instances...

Tiering raids like WoW does is a decent enough solution if they can't afford making multiple raids at once.
Otherwise we get a situation in which there's balls to the wall Coil and Babby Tower and while Coil is getting progressively harder CT is getting progressively dumber. No middle ground, no room for skill growth for people who catch on slower.
 

scy

Member
The DRG took all of those handouts. We do have a fresh barrel of nerfs, if you're interested.

The NINs ordered it and don't seem pleased with it so I'll pass. Guess I'll just order some more status quo.

Just go BLM, it's what I did.

For all the complaining going on about it, I'll still be comfortably over 475-500+ DPS with more of the gear (basically when I get my i130 book). There's a lot of Spell Speed in the gear options but there's also a lot of Accuracy pieces without any. It's fairly easy to reach our Accuracy cap and only pick up two or three Spell Speed slots. Really, it's just a lack of Crit/Det options alongside the absurdly high Accuracy cap we need (535 for T13).

Besides, if I was going to switch classes for raiding purposes it would be Monk. No reason to go double BLM. Probably.
 

WolvenOne

Member
Tiering raids like WoW does is a decent enough solution if they can't afford making multiple raids at once.
Otherwise we get a situation in which there's balls to the wall Coil and Babby Tower and while Coil is getting progressively harder CT is getting progressively dumber. No middle ground, no room for skill growth for people who catch on slower.

Yeah, I do agree with that.

Plus, for people like me, a good chunk of wanting to clear out all of Coil, is to get every last bit of story. Getting nicer equipment is nice, but I can usually throw something together that's respectable with the first few Coil turns, which so far have always been well within my skill level. (Okay maybe I don't learn them as quickly as some other people, but I do learn them!)
 

DJIzana

Member
Tiering raids like WoW does is a decent enough solution if they can't afford making multiple raids at once.
Otherwise we get a situation in which there's balls to the wall Coil and Babby Tower and while Coil is getting progressively harder CT is getting progressively dumber. No middle ground, no room for skill growth for people who catch on slower.

Well, the good side to doing a hard mode is that at least there's new mechanics, new bosses or even a completely new look to those dungeons so... I guess it's not all that bad... but still...
 

Wilsongt

Member
The NINs ordered it and don't seem pleased with it so I'll pass. Guess I'll just order some more status quo.



For all the complaining going on about it, I'll still be comfortably over 475-500+ DPS with more of the gear (basically when I get my i130 book). There's a lot of Spell Speed in the gear options but there's also a lot of Accuracy pieces without any. It's fairly easy to reach our Accuracy cap and only pick up two or three Spell Speed slots. Really, it's just a lack of Crit/Det options alongside the absurdly high Accuracy cap we need (535 for T13).

Besides, if I was going to switch classes for raiding purposes it would be Monk. No reason to go double BLM. Probably.

When I believed at some point I would actually be doing raiding in 2nd coil, it was a balancing act with SMN for ACC. I had a hodge podge of i90 gear and soldiery gear just to make sure I had enough ACC.

Since I'm not raiding, I just say screw it lol.
 
The NINs ordered it and don't seem pleased with it so I'll pass. Guess I'll just order some more status quo.



For all the complaining going on about it, I'll still be comfortably over 475-500+ DPS with more of the gear (basically when I get my i130 book). There's a lot of Spell Speed in the gear options but there's also a lot of Accuracy pieces without any. It's fairly easy to reach our Accuracy cap and only pick up two or three Spell Speed slots. Really, it's just a lack of Crit/Det options alongside the absurdly high Accuracy cap we need (535 for T13).

Besides, if I was going to switch classes for raiding purposes it would be Monk. No reason to go double BLM. Probably.

time to work on the 3rd nexus
 

WolvenOne

Member
Incidentally, I suspect that they'll do tiered raids like this.

Default Coil Successor will likely be easier than Second Coil in it's default mode, but harder than Final Coil in it's hard mode. They've got to cater to some of the new players that come on board during the expansion, after all.

Crystal Tower's successor will probably be of a similar difficulty level as current CT-CT2, etc. However it's hard mode will probably be closer to a 24 person Primal battle, or a little more forgiving than Coil.

So, ideally they have a learning curve that looks kinda like this.

Easy--CT.S --> CT.S Hard Mode --> Extreme Primals ---> Coil .S ---> Coil .S Hard Mode.---Hardest

Right now the only thing in between CT and Coil in terms of difficulty are Extreme Primal battles, and one Extreme Primal per major patch just isn't enough to keep mid skill tier level players busy for three to six months, let alone enough to provide natural skill progression that works you towards the current hard core tier raiding.
 

Frumix

Suffering From Success

They (Yoshida) said the hard version of the raid is going to be on the current Coil level.
24-man is probably gonna remain casual catchup, which isn't a bad thing in itself, Yoshi has a right idea thinking coordinating this many people is a fool's errand.
 

WolvenOne

Member
They (Yoshida) said the hard version of the raid is going to be on the current Coil level.
24-man is probably gonna remain casual catchup, which isn't a bad thing in itself, Yoshi has a right idea thinking coordinating this many people is a fool's errand.

Well, like I said, I suspected the Hard Mode of the Coil successor would be the natural difficulty progression from the current Final Coil. I rather doubt it won't by, "any," harder, though I suppose the difficulty could end up stemming from new mechanics, rather than Final Coil's half recycled ones.

Regular mode versions should probably run a lot like the nerfed versions of Second Coil, sans echo, and maybe a tiny bit harder. As much as people joke about how nerfed Second Coil is now, without the echo, it still would've wiped a ton of people when they were tackling it back in mostly ilvl90 gear, and didn't know the mechanics.
 

ponpo

( ≖‿≖)
Going to use Eternal Bond to NTR everyone who is trying to marry someone too poor to pay for all of it.
 

WolvenOne

Member
Ninja right now is both top DPS, and a huge utility class for the party. It probably should lean towards one or the other.

Dragoon really ought to be Second Place DPS, given that it adds relatively little utility to a fight. A better disembowel would help with that some, (15%, so that even without dot damage it buffs bards about 10%,) but even that wouldn't compare with Ninja's Goad, silence, group dot, etc.

I tend to agree that Monk should be top DPS, since they're relatively low utility outside that Heal Up move of theirs, Mantra, and since their rotation is more complex than Dragoon, even if it's currently a lot more forgiving.

After they soften the positional requirements, playing Dragoon well will become a whole lot easier than DRG. So, yeah, 2nd place highest DPS would be a good place for the class after that.

That said, I think all melee classes should be, "relatively," close to each other, in terms of damage output. That way even being third place isn't all that big a deal. That sort of thing really only becomes a problem when one class pulls far ahead of the rest, or another class falls way behind, (as was the case with Dragoon.)
 

scy

Member
I tend to agree that Monk should be top DPS, since they're relatively low utility outside that Heal Up move of theirs, Mantra, and since their rotation is more complex than Dragoon, even if it's currently a lot more forgiving.

Monk is currently top DPS and the best defensive utility with DK + Mantra. NIN is highest if you count Trick Attack damage as theirs and super competitive with MNK simply due to WAR being more common for Storm's Eye than second MNK for Dragon Kick.
 

Valor

Member
DRG should probably end up doing the most damage because their utility is pretty shit. That being said, I don't think that teams would bring MNK over DRG if DRG numbers end up being flat out better than MNK. Their utility isn't the reason people use them in raid groups. NIN, on the other hand, do good damage and have fantastic utility. The only thing a MNK has on a NIN at current, in my opinion, is that they can flat out do more damage than a Ninja can. Take that away from them and... why would you bring a MNK? It's a difficult balancing act.
 

WolvenOne

Member
Well, with the Positional requirements relaxed, there isn't any question that DRG will be easier to play competently than Monk. I mean, what with the plethora of Positional on monk, vs the two on Dragoon.

With that in mind, i don't mind Monk being at the top of the heap. So long as Dragoon is competitive, I don't mind Monk having that additional reward for mastery of their class.

Again, I think Ninja should be a very close third, at least until they do something to add additional utility to Dragoon. Granted, improved Disembowel might accomplish just that.

Monk utility is fine. They have Mantra, Dragon Kick, and can silence in a pinch. That's more utility than Dragoon even if they improve Disembowel.
 

WolvenOne

Member
Lowering Magic damage is huge, especially in conjunction with Warriors damage debuff on the boss. Heck, it's so huge that I'm a bit embarrassed that I forgot about it earlier.

Not only does it make fights easier to learn, but it also makes it easier for Healers to get in on the DPS action, which benefits everyone.

So, no, not niche at all.
 

Valor

Member

So, no, not niche at all.


I was under the assumption that scy was talking mostly about the HP barrier of T13. I thought this because typically DPS don't carry VIT accessories and the only reason to be carrying VIT accessories is if you're struggling to hit an HP threshold in the game, of which there are basically three (Titan HM, Turn 9, Turn 13) only one of which has any current relevance. Once players accumulate enough i120/i130 gear you aren't going to need to bring VIT accessories to meet HP checks because you already make HP checks with your left side since you won't need as many melded i110 pieces just to be up to par in content that is technically surpassing your current ilevel. Therefore, if you're i130, or close, you aren't going to be needing VIT accessories unless you're a tank, in which case you're carrying VIT accessories anyway (unless you're super manly WAR tank).

In summation, the issue (not having to carry VIT accessories because of DK) is temporary (gear level) and niche (people pushing t13 before they have mostly i120/i130/natural HP that reaches the required level) in the community, and isn't exactly, in my opinion, a reason as to why or how MNK would maintain relevance if DRG buffs suddenly make them the highest parsing damage dealing melee class.
 

BadRNG

Member
Not to sound too dense, but that's a temporary and very niche issue.
It only affects progression groups, but then progression groups are the only ones who should care about super optimal raid set ups in the first place.

We don't even know the particulars of the DRG buffs (it could be very minor dps increase, outside of the QoL fixes) so it's a bit early to worry about MNK being replaced, but unless the disparity between the two classes is absolutely huge - like it is now in the opposite direction - the make up of most groups won't change considerably. All they need to do is make them hit similar long-term numbers and people will be happy to bring either-or for most groups. See the BLM/SMN situation.
 

scy

Member
Not to sound too dense, but that's a temporary and very niche issue.

Temporary, sure, but I wouldn't say niche. I have a good amount of left side drops from Final Coil and I still need 25 more VIT from somewhere to be comfortable surviving. I don't with DK. This is a month in and with arguably abnormal loot luck (on average one drop for me per week) and with two left-side poetics pieces purchased.

Basically, DK helps cut down the damage with no real extra thought involved vs, say, Succor/Sacred Soil or Stoneskins in place. It means less reliance on VIT from equipment to survive. It'll eventually be unnecessary, yes, but it's a fairly big deal. Monk + Ninja is the best melee combo right now for progression: One cuts down on the damage taken and the other helps with the burn needed.

Edit: I took too long but, yeah, your second post basically. That out of the way, it helps on T10, T11, and T12 learning though. It pretty much gives everyone one free VIT accessory worth of HP when it comes to things like Wild Charge, Cyclonic Chaos, Nerve Cloud, etc. which helps the healers out when learning.
 

Valor

Member
Temporary, sure, but I wouldn't say niche. I have a good amount of left side drops from Final Coil and I still need 25 more VIT from somewhere to be comfortable surviving. I don't with DK. This is a month in and with arguably abnormal loot luck (on average one drop for me per week) and with two left-side poetics pieces purchased.

That's fair. Mage health is typically lower than everyone else, so I can see where that can come in handy. Even with full i130 on the left side you're looking at probably sub 6k health, but it should be boosted over that in party. I don't know much about caster end-game food and whatnot, but it seems logical you'd be able to hit the required health rather easily. Plus, don't casters have a higher MDef? That should ease some of the burden on its own.

Monk and Dragon Kick is useful, sure, and yeah it's good for progression, but for more/casual/slightly-less-hardcore-than-progression groups it shouldn't be an issue, which is why I called it niche.

Edit: which you've talked about already. I know we're on the same page with this stuff (more or less) which is why I phrased my initial post in the way I did.
 

Kagari

Crystal Bearer
That's fair. Mage health is typically lower than everyone else, so I can see where that can come in handy. Even with full i130 on the left side you're looking at probably sub 6k health, but it should be boosted over that in party. I don't know much about caster end-game food and whatnot, but it seems logical you'd be able to hit the required health rather easily. Plus, don't casters have a higher MDef? That should ease some of the burden on its own.

Monk and Dragon Kick is useful, sure, and yeah it's good for progression, but for more/casual/slightly-less-hardcore-than-progression groups it shouldn't be an issue, which is why I called it niche.

Have fun surviving Giga Flare.
 

scy

Member
That's fair. Mage health is typically lower than everyone else, so I can see where that can come in handy. Even with full i130 on the left side you're looking at probably sub 6k health, but it should be boosted over that in party. I don't know much about caster end-game food and whatnot, but it seems logical you'd be able to hit the required health rather easily. Plus, don't casters have a higher MDef? That should ease some of the burden on its own.

Monk and Dragon Kick is useful, sure, and yeah it's good for progression, but for more/casual/slightly-less-hardcore-than-progression groups it shouldn't be an issue, which is why I called it niche.

Fair enough. Probably splitting hairs over the terminology at that point~ I'd still say that if you count NIN utility as high, though, then MNK one is just as high.

And I use Risotto and need 500 total VIT to be in "RNG didn't screw me over on the damage taken" territory basically. I have contemplated using that new Piety food just for the bonus VIT. And, well, Piety.
 

squadr0n

Member
Hi guys i ran into this game and i would like to try it, atm i am downloading the game and i'll try the 14 days free trial.
My pick is going towards Dark mage, any suggestion on mage type class that is fun to play ?

Here is a great guide for newcomers to FFXIV ARR after the 2.4 patch. Its really helpful in a general sense and the black mage is a great way to go. Just dont expect que times to be very short during peak hours for the dungeon finder lol, but thats every DPS's problem atm.

http://www.reddit.com/r/ffxiv/comments/2mn7j7/new_players_guide_to_leveling_and_gearing_in_a_24/
 
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