Yeah, that Bard job seems genuinely interesting, but with a relatively high skill curve, but when executed properly, can the the biggest X factor in a group.
You're right about bullet pointing the responsibilities of each role, but the tank and healer roles are a bit more reactionary in nature, and their actions/techniques a bit more dependent on what the mob is doing, so that tends to breed a little more awareness of what's going on around them.
EDIT: I admit it, I'm usually a clicker. Have been in WoW for near ten years. It's just always been easier for me, especially with the extremely short GCD, I don't trust my fingers enough to hit the same key everytime, across at least four hotbars. This is the game that made me start transitioning into going all keyboard for hotbar actions in combat, because I just can't afford to look at my action bars anymore.
Yeah, that Bard job seems genuinely interesting, but with a relatively high skill curve, but when executed properly, can the the biggest X factor in a group.
You're right about bullet pointing the responsibilities of each role, but the tank and healer roles are a bit more reactionary in nature, and their actions/techniques a bit more dependent on what the mob is doing, so that tends to breed a little more awareness of what's going on around them.
Definitely agreed. DPS are the least reactionary role, for sure, but perhaps with a change of mindset it would actually be more interesting. A race to be the most efficient DPS possible while staying just under aggro is pretty compelling gameplay, in my opinion.
Yeah, that Bard job seems genuinely interesting, but with a relatively high skill curve, but when executed properly, can the the biggest X factor in a group.
You're right about bullet pointing the responsibilities of each role, but the tank and healer roles are a bit more reactionary in nature, and their actions/techniques a bit more dependent on what the mob is doing, so that tends to breed a little more awareness of what's going on around them.
I can also add that as a SMN I have a metric fuckton of stuff to manage
Between keeping my DoTs rolling on all targets, to managing the buffs on my Pet or healing it from AoEs to managing Aetherflow stacks, weaving in Ruins, and throwing blind up on multiple targets to lessen incoming damage to the Tank (As well as timing my shield on the Tank for the same reason) and throwing out the occasional spot heal in tight spots.
I love it though, it is an incredibly fun class to play
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Yeah, that Bard job seems genuinely interesting, but with a relatively high skill curve, but when executed properly, can the the biggest X factor in a group.
You're right about bullet pointing the responsibilities of each role, but the tank and healer roles are a bit more reactionary in nature, and their actions/techniques a bit more dependent on what the mob is doing, so that tends to breed a little more awareness of what's going on around them.
Definitely agreed. DPS are the least reactionary role, for sure, but perhaps with a change of mindset it would actually be more interesting. A race to be the most efficient DPS possible while staying just under aggro is pretty compelling gameplay, in my opinion.
But I am a healer, so what do I know
I guess my point is, focusing on the rotation and nothing but the rotation will lessen the degree to which people are able to grasp a better understanding on how the fight mechanics work, and what they can do to make the situation better.
All melee classes, tanks and DPS alike, have a stun. The PLD one is far and away better than everyone elses, but the WAR, MNK and DRG stuns are all just about the same potency/cooldown. Most also have slows, or binds, which make positioning or possible aggro transitions or add situations easier on the group at large. Problem is, most of these abilities are either additional effects on DPS abilities, so they're often used on cooldown with no regard as to their benefits other than numbers. DPS are definitely in the worst position to learn mechanics through virtue of experiencing them, and that's mostly the fault of current encounters not putting any strain to do so.
Guys I may be doing this wrong. I've got lvl 24 MRD and lvl 25 MIN. And when I log in, I'll probably get enough EXP to 26 because I want to start getting bomb ash to make Steel Ingots. Quests? WTF are those, I'm busy working this rock over.
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I'm a little torn. I've got a 35 WHM who's just beat titan and has 70 leves saved. However, I just really fell in love with crafting and got Botany and Weaving up to 20. I've got a nice long 3 day weekend starting tomorrow, and I can't decide if I want to even out my crafting levels to my combat level or just put my head down and grind story to get as close to 50 as possible.
#firstworldproblems
Do the one that you'll have the most fun doing. It sounds like crafting at the moment. And if you get bored... switch to some story stuff!
But I think it may be more useful for console players who dont have keyboard access when it comes to pubs. Typing is a pain, thus marking provides a quick way to communicate. If anyone but the tank marks, the tank will have less control over the situation because he may be building aggro on a different mob than the mark.
Also, I like enemies being marked because it helps me focus on my DOTs. Im usually not going to DOT a primary because I can do more damage hitting it with Stone or Ruin or whatever before it dies. Same with refreshing dots, I am going to prioritize enemies depending on the mark to maximize the damage done with them. Its not just "who to focus on". Like I said before, it also helps determine who to CC. Throw some dots on 4, push him away and bind him and now hes getting hurt but isnt touching the tank and I have little risk of someone hitting him to break bind or sleep or whatever.
I mean, the marking discussion is basically over. There are literally two people in the last two pages who have decided its not elite enough for them, and one of them has been a snipey asshole both in the thread and in FC. So simply don't run dungeons with him. Problem solved. Being in a PA guild doesn't give you the right to be a dick to people. Especially when you're opinion is goosey as hell.
I can safely assume you are referring to me as the one out of FC (because I have said nothing about this there) but please stop putting words into my mouth and ignoring significant portions of what I say. I never said I am too elite to mark. I never said I will not, do not, or am opposed to doing it. I simply decided to defend the fact that it IS possible to have a smooth run without it and to not be so closed minded and think that the whole topic was about "either you are for or against it".
I do not like to think in black and white, and thus I guess I got involved in an arguement that had already become quite a black and white topic. But I will NEVER tell a group to stop marking, I will NEVER yell at anyone for requesting marks, or feeling it is a good idea, or feeling like they need it to play. So please don't give me that label thanks.
Not that it matters anyway because I am going to almost always be healing and that means I am exempt from this responsibility :winky:
@Greg USN I'll dps Wanderer's if you need someone to.
sure, PT is going to be Delphi, Kubi and I so you are welcome to come. I've only done it once so should be fun After a run or two we will be doing a little ifrit for weapons. See my post above for times.
FFXIV Petra Ironheart Infinity Mog 21 and over Free Company Sargatanas Server. Recruitment currently closed.
After going a bit in some DPS jobs, I'm a bit worried they don't have enough responsibility in groups, to be honest. Aside from not standing in spell effects, which is an equal burden on everyone, there's little reason to look up from the hotbar. I'm seeing a lot of boss fights where DPS have the ability to slow, or bind, or stun, would be an incredible boon to the group, except no one knows how to use it properly, because it isn't part of their regular DPS rotation. That's going to breed an awful lot of bad players.
That's a legitimate concern, but, I mean, none of the three roles really have much more to do than the DPS.
-DPS primarily makes sure their rotation is as efficient as possible, and secondarily makes sure they don't steal aggro ever, as well as watching for and dispatching adds.
-Healer primarily fills up empty bars, and secondarily buffs or removes debuffs when appropriate.
-Tank generates as much aggro as possible as fast as possible, and secondarily attempts to ensure the mob(s) are in an opportune place for the fight.
And then everyone has to follow mechanics, dodge templates, etc. Some jobs have more responsibility, like bards, who have the DPS job as well as watching the healer's mana, etc.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
After going a bit in some DPS jobs, I'm a bit worried they don't have enough responsibility in groups, to be honest. Aside from not standing in spell effects, which is an equal burden on everyone, there's little reason to look up from the hotbar. I'm seeing a lot of boss fights where DPS have the ability to slow, or bind, or stun, would be an incredible boon to the group, except no one knows how to use it properly, because it isn't part of their regular DPS rotation. That's going to breed an awful lot of bad players.
That's a legitimate concern, but, I mean, none of the three roles really have much more to do than the DPS.
-DPS primarily makes sure their rotation is as efficient as possible, and secondarily makes sure they don't steal aggro ever, as well as watching for and dispatching adds.
-Healer primarily fills up empty bars, and secondarily buffs or removes debuffs when appropriate.
-Tank generates as much aggro as possible as fast as possible, and secondarily attempts to ensure the mob(s) are in an opportune place for the fight.
And then everyone has to follow mechanics, dodge templates, etc. Some jobs have more responsibility, like bards, who have the DPS job as well as watching the healer's mana, etc.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
Did I... did I imply that you shouldn't be using those tools?
After going a bit in some DPS jobs, I'm a bit worried they don't have enough responsibility in groups, to be honest. Aside from not standing in spell effects, which is an equal burden on everyone, there's little reason to look up from the hotbar. I'm seeing a lot of boss fights where DPS have the ability to slow, or bind, or stun, would be an incredible boon to the group, except no one knows how to use it properly, because it isn't part of their regular DPS rotation. That's going to breed an awful lot of bad players.
That's a legitimate concern, but, I mean, none of the three roles really have much more to do than the DPS.
-DPS primarily makes sure their rotation is as efficient as possible, and secondarily makes sure they don't steal aggro ever, as well as watching for and dispatching adds.
-Healer primarily fills up empty bars, and secondarily buffs or removes debuffs when appropriate.
-Tank generates as much aggro as possible as fast as possible, and secondarily attempts to ensure the mob(s) are in an opportune place for the fight.
And then everyone has to follow mechanics, dodge templates, etc. Some jobs have more responsibility, like bards, who have the DPS job as well as watching the healer's mana, etc.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
It's not that they're not being used, but rather used with little/no regard as to whether the stun/slow was actually used to any beneficial effects, such as the stun interrupting a spell cast of some kind, of the slow used to slow down a mob or an add running for the healer.
After going a bit in some DPS jobs, I'm a bit worried they don't have enough responsibility in groups, to be honest. Aside from not standing in spell effects, which is an equal burden on everyone, there's little reason to look up from the hotbar. I'm seeing a lot of boss fights where DPS have the ability to slow, or bind, or stun, would be an incredible boon to the group, except no one knows how to use it properly, because it isn't part of their regular DPS rotation. That's going to breed an awful lot of bad players.
That's a legitimate concern, but, I mean, none of the three roles really have much more to do than the DPS.
-DPS primarily makes sure their rotation is as efficient as possible, and secondarily makes sure they don't steal aggro ever, as well as watching for and dispatching adds.
-Healer primarily fills up empty bars, and secondarily buffs or removes debuffs when appropriate.
-Tank generates as much aggro as possible as fast as possible, and secondarily attempts to ensure the mob(s) are in an opportune place for the fight.
And then everyone has to follow mechanics, dodge templates, etc. Some jobs have more responsibility, like bards, who have the DPS job as well as watching the healer's mana, etc.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
Did I... did I imply that you shouldn't be using those tools?
Sorry, I meant that because you said something about it "not being a part of their rotation", and I use both my stun and my slow as a part of my rotation at all times when soloing.
After going a bit in some DPS jobs, I'm a bit worried they don't have enough responsibility in groups, to be honest. Aside from not standing in spell effects, which is an equal burden on everyone, there's little reason to look up from the hotbar. I'm seeing a lot of boss fights where DPS have the ability to slow, or bind, or stun, would be an incredible boon to the group, except no one knows how to use it properly, because it isn't part of their regular DPS rotation. That's going to breed an awful lot of bad players.
That's a legitimate concern, but, I mean, none of the three roles really have much more to do than the DPS.
-DPS primarily makes sure their rotation is as efficient as possible, and secondarily makes sure they don't steal aggro ever, as well as watching for and dispatching adds.
-Healer primarily fills up empty bars, and secondarily buffs or removes debuffs when appropriate.
-Tank generates as much aggro as possible as fast as possible, and secondarily attempts to ensure the mob(s) are in an opportune place for the fight.
And then everyone has to follow mechanics, dodge templates, etc. Some jobs have more responsibility, like bards, who have the DPS job as well as watching the healer's mana, etc.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
Did I... did I imply that you shouldn't be using those tools?
Sorry, I meant that because you said something about it "not being a part of their rotation", and I use both my stun and my slow as a part of my rotation at all times when soloing.
I didn't actually say anything about stuns and slows not being part of anybody's rotation though
I never mentioned anything about the actual content of a rotation at all
@Greg USN I'll dps Wanderer's if you need someone to.
sure, PT is going to be Delphi, Kubi and I so you are welcome to come. I've only done it once so should be fun After a run or two we will be doing a little ifrit for weapons. See my post above for times.
Cool, 9 in the one true time zone.
+1
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
If you are Stunning Ifrit and are not the off tank, you will make the off tank sad and your casters are going to have a bad time. That's the only time i currently know of where you wouldn't want to though.
FFXIV Petra Ironheart Infinity Mog 21 and over Free Company Sargatanas Server. Recruitment currently closed.
After going a bit in some DPS jobs, I'm a bit worried they don't have enough responsibility in groups, to be honest. Aside from not standing in spell effects, which is an equal burden on everyone, there's little reason to look up from the hotbar. I'm seeing a lot of boss fights where DPS have the ability to slow, or bind, or stun, would be an incredible boon to the group, except no one knows how to use it properly, because it isn't part of their regular DPS rotation. That's going to breed an awful lot of bad players.
That's a legitimate concern, but, I mean, none of the three roles really have much more to do than the DPS.
-DPS primarily makes sure their rotation is as efficient as possible, and secondarily makes sure they don't steal aggro ever, as well as watching for and dispatching adds.
-Healer primarily fills up empty bars, and secondarily buffs or removes debuffs when appropriate.
-Tank generates as much aggro as possible as fast as possible, and secondarily attempts to ensure the mob(s) are in an opportune place for the fight.
And then everyone has to follow mechanics, dodge templates, etc. Some jobs have more responsibility, like bards, who have the DPS job as well as watching the healer's mana, etc.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
It's not that they're not being used, but rather used with little/no regard as to whether the stun/slow was actually used to any beneficial effects, such as the stun interrupting a spell cast of some kind, of the slow used to slow down a mob or an add running for the healer.
As a LNC, if I see the enemy has used a skill that gives them Haste, I'll hit them with the slow attack to cancel it. If I see an opportunity to interrupt a big attack, I'll use the stun. Otherwise, I'm just going through the rotation one enemy at a time, and using the limit break on bosses when it's needed. Should I be using the slow attack more often? And since the slow attack has diminishing returns, is there an optimum time to start using it?
PSN ID - BlitzAce1981 FFXIV - Raiden Solitaire (Sargatanas)
Anyway, to maybe provide a learning opportunity from all this, here's how you tie marks to abilities:
/marking (/mk) type
Set a sign on the specified target. Uses current target when not specified.
>>Target types:
attack1(up to 5)
bind1 (up to 3)
ignore1 (up to 2)
circle
cross
square
triangle
off (Turns off enemy sign.)
Macro Ex: /marking attack1 (Sets sign ―Target to Attack 1 on current target.)
(a tank could want this woven into one of his attack to alwaus mark the target he/she's attacking)
Macro Ex: /marking attack1
/action "Tomahawk" <t>
A quick caveat: Applying the same mark on an enemy that already has that mark, deletes it. So be careful if you're spamming abilities, or if it's an ability you intend on using a lot during the fight.
I like Tomahawk, because I almost always pull with it, it generates a lot of threat, and is also usable in melee for when the original target dies. An equally good idea would be for all CC classes to bind a CC mark to sleep, or whatever they have. This ensures that, if original CC is broken or expires, they can reapply while still communicating to the group DO NOT TOUCH.
I ran Sastasha with some Ghosts a few days ago, partially because I still needed the mapping achievement for it, and because some Ghosts did the same for me when I was level 15.
Anyway, the Conjurer was using an attack with knockback on the tougher enemies that we weren't focusing on, and I got the idea to use my Bind shot on them after being knocked back, before they could get back to us. It usually held them in place long enough for us to almost kill the target we were focusing on.
Bind breaks when the target receives damage, but since we were focusing elsewhere like we should, it worked perfectly.
So that was cool! I hadn't had the opportunity to combine abilities like that, and it was fun and effective. I want to see stuff like that more often.
After going a bit in some DPS jobs, I'm a bit worried they don't have enough responsibility in groups, to be honest. Aside from not standing in spell effects, which is an equal burden on everyone, there's little reason to look up from the hotbar. I'm seeing a lot of boss fights where DPS have the ability to slow, or bind, or stun, would be an incredible boon to the group, except no one knows how to use it properly, because it isn't part of their regular DPS rotation. That's going to breed an awful lot of bad players.
That's a legitimate concern, but, I mean, none of the three roles really have much more to do than the DPS.
-DPS primarily makes sure their rotation is as efficient as possible, and secondarily makes sure they don't steal aggro ever, as well as watching for and dispatching adds.
-Healer primarily fills up empty bars, and secondarily buffs or removes debuffs when appropriate.
-Tank generates as much aggro as possible as fast as possible, and secondarily attempts to ensure the mob(s) are in an opportune place for the fight.
And then everyone has to follow mechanics, dodge templates, etc. Some jobs have more responsibility, like bards, who have the DPS job as well as watching the healer's mana, etc.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
It's not that they're not being used, but rather used with little/no regard as to whether the stun/slow was actually used to any beneficial effects, such as the stun interrupting a spell cast of some kind, of the slow used to slow down a mob or an add running for the healer.
As a LNC, if I see the enemy has used a skill that gives them Haste, I'll hit them with the slow attack to cancel it. If I see an opportunity to interrupt a big attack, I'll use the stun. Otherwise, I'm just going through the rotation one enemy at a time, and using the limit break on bosses when it's needed. Should I be using the slow attack more often? And since the slow attack has diminishing returns, is there an optimum time to start using it?
No, that's pretty much where it's at. I guess you could maybe coordinate with other classes with slow attacks to prevent diminishing returns from getting too severe, too quickly, but that's really getting into heavy min/maxing territory and I doubt will ever be really required.
Do any DPS classes have an "oh shit" button when they pull aggro? Like Hunters or Rogues in Wow, for instance?
I think all DoW DPS classes have a thing that reduces enmity, but I'm not sure by how much. Nothing to the degree of vanish or feign death, but I think lancers have a pretty potent aggro drops. I think casters may be on their own, though.
Yeah, that Bard job seems genuinely interesting, but with a relatively high skill curve, but when executed properly, can the the biggest X factor in a group.
You're right about bullet pointing the responsibilities of each role, but the tank and healer roles are a bit more reactionary in nature, and their actions/techniques a bit more dependent on what the mob is doing, so that tends to breed a little more awareness of what's going on around them.
Definitely agreed. DPS are the least reactionary role, for sure, but perhaps with a change of mindset it would actually be more interesting. A race to be the most efficient DPS possible while staying just under aggro is pretty compelling gameplay, in my opinion.
But I am a healer, so what do I know
I guess my point is, focusing on the rotation and nothing but the rotation will lessen the degree to which people are able to grasp a better understanding on how the fight mechanics work, and what they can do to make the situation better.
All melee classes, tanks and DPS alike, have a stun. The PLD one is far and away better than everyone elses, but the WAR, MNK and DRG stuns are all just about the same potency/cooldown. Most also have slows, or binds, which make positioning or possible aggro transitions or add situations easier on the group at large. Problem is, most of these abilities are either additional effects on DPS abilities, so they're often used on cooldown with no regard as to their benefits other than numbers. DPS are definitely in the worst position to learn mechanics through virtue of experiencing them, and that's mostly the fault of current encounters not putting any strain to do so.
I do want to add just for general knowledge that the SMN has a Stun as well in the form of Ifrit-Egi. I can (and often do) command him to auto attack only and then manually use the Stun when a fight calls for it (This is great for Boss #1 in Sunken Temple because you can interrupt every Doom cast if you alternate with the Tanks stuns.)
Just an FYI.
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Guys I may be doing this wrong. I've got lvl 24 MRD and lvl 25 MIN. And when I log in, I'll probably get enough EXP to 26 because I want to start getting bomb ash to make Steel Ingots. Quests? WTF are those, I'm busy working this rock over.
I didnt see this answered for you Gyral and sorry if it did already but you farm those from bombs. If you are good at tagging mobs you can get them in bomb fates as well but as a MRD it might be difficult. If I remember correctly there was a bomb fate in Costa on the southern beach that gave bomb ash as a reward but it could be the wrong kind. There are spots where there are plenty of bombs to farm though. Not like Dire Webs if you take up weaving in the future. Those spawns are a pain to get.
Do any DPS classes have an "oh shit" button when they pull aggro? Like Hunters or Rogues in Wow, for instance?
I think all DoW DPS classes have a thing that reduces enmity, but I'm not sure by how much. Nothing to the degree of vanish or feign death, but I think lancers have a pretty potent aggro drops. I think casters may be on their own, though.
We get an "oh fuck!" backwards leap at 35 as a Dragoon on a 2 minute cooldown.
Guys I may be doing this wrong. I've got lvl 24 MRD and lvl 25 MIN. And when I log in, I'll probably get enough EXP to 26 because I want to start getting bomb ash to make Steel Ingots. Quests? WTF are those, I'm busy working this rock over.
I didnt see this answered for you Gyral and sorry if it did already but you farm those from bombs. If you are good at tagging mobs you can get them in bomb fates as well but as a MRD it might be difficult. If I remember correctly there was a bomb fate in Costa on the southern beach that gave bomb ash as a reward but it could be the wrong kind. There are spots where there are plenty of bombs to farm though. Not like Dire Webs if you take up weaving in the future. Those spawns are a pain to get.
The FATEs are for the summer event and it's a different ash. Bomb Ash is something miners get from mining nodes. You have to get your mining to 26 before you open up the nodes that have bomb ash in them.
I ran Sastasha with some Ghosts a few days ago, partially because I still needed the mapping achievement for it, and because some Ghosts did the same for me when I was level 15.
Anyway, the Conjurer was using an attack with knockback on the tougher enemies that we weren't focusing on, and I got the idea to use my Bind shot on them after being knocked back, before they could get back to us. It usually held them in place long enough for us to almost kill the target we were focusing on.
Bind breaks when the target receives damage, but since we were focusing elsewhere like we should, it worked perfectly.
So that was cool! I hadn't had the opportunity to combine abilities like that, and it was fun and effective. I want to see stuff like that more often.
That's the type of thing that separates good DPS ones from average ones, using your CC and stuff in smart ways. Just a heads up though, the conjurer knockback already has a bind attached to it, so you could actually hold your bind shot until his/her bind was wearing off to put it on.
Posts
Tomorrow I'll start a melee char on the PA server and try to actually pay attention.
Let me know when you do and i'll get you into the FC forthwith.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
You're right about bullet pointing the responsibilities of each role, but the tank and healer roles are a bit more reactionary in nature, and their actions/techniques a bit more dependent on what the mob is doing, so that tends to breed a little more awareness of what's going on around them.
EDIT: I admit it, I'm usually a clicker. Have been in WoW for near ten years. It's just always been easier for me, especially with the extremely short GCD, I don't trust my fingers enough to hit the same key everytime, across at least four hotbars. This is the game that made me start transitioning into going all keyboard for hotbar actions in combat, because I just can't afford to look at my action bars anymore.
read: I want to be able to verbally bother people to help me run Sunken Temple.
Definitely agreed. DPS are the least reactionary role, for sure, but perhaps with a change of mindset it would actually be more interesting. A race to be the most efficient DPS possible while staying just under aggro is pretty compelling gameplay, in my opinion.
But I am a healer, so what do I know
I can also add that as a SMN I have a metric fuckton of stuff to manage
Between keeping my DoTs rolling on all targets, to managing the buffs on my Pet or healing it from AoEs to managing Aetherflow stacks, weaving in Ruins, and throwing blind up on multiple targets to lessen incoming damage to the Tank (As well as timing my shield on the Tank for the same reason) and throwing out the occasional spot heal in tight spots.
I love it though, it is an incredibly fun class to play
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Infinity Mog 21 and over Free Company Sargatanas Server. Recruitment currently closed.
Awesome. Not sure when I'll be able to log in, so I won't hold you to that
I guess my point is, focusing on the rotation and nothing but the rotation will lessen the degree to which people are able to grasp a better understanding on how the fight mechanics work, and what they can do to make the situation better.
All melee classes, tanks and DPS alike, have a stun. The PLD one is far and away better than everyone elses, but the WAR, MNK and DRG stuns are all just about the same potency/cooldown. Most also have slows, or binds, which make positioning or possible aggro transitions or add situations easier on the group at large. Problem is, most of these abilities are either additional effects on DPS abilities, so they're often used on cooldown with no regard as to their benefits other than numbers. DPS are definitely in the worst position to learn mechanics through virtue of experiencing them, and that's mostly the fault of current encounters not putting any strain to do so.
Do the one that you'll have the most fun doing. It sounds like crafting at the moment. And if you get bored... switch to some story stuff!
But I think it may be more useful for console players who dont have keyboard access when it comes to pubs. Typing is a pain, thus marking provides a quick way to communicate. If anyone but the tank marks, the tank will have less control over the situation because he may be building aggro on a different mob than the mark.
Also, I like enemies being marked because it helps me focus on my DOTs. Im usually not going to DOT a primary because I can do more damage hitting it with Stone or Ruin or whatever before it dies. Same with refreshing dots, I am going to prioritize enemies depending on the mark to maximize the damage done with them. Its not just "who to focus on". Like I said before, it also helps determine who to CC. Throw some dots on 4, push him away and bind him and now hes getting hurt but isnt touching the tank and I have little risk of someone hitting him to break bind or sleep or whatever.
I can safely assume you are referring to me as the one out of FC (because I have said nothing about this there) but please stop putting words into my mouth and ignoring significant portions of what I say. I never said I am too elite to mark. I never said I will not, do not, or am opposed to doing it. I simply decided to defend the fact that it IS possible to have a smooth run without it and to not be so closed minded and think that the whole topic was about "either you are for or against it".
I do not like to think in black and white, and thus I guess I got involved in an arguement that had already become quite a black and white topic. But I will NEVER tell a group to stop marking, I will NEVER yell at anyone for requesting marks, or feeling it is a good idea, or feeling like they need it to play. So please don't give me that label thanks.
Not that it matters anyway because I am going to almost always be healing and that means I am exempt from this responsibility :winky:
I'll be on tonight around 7PSTish maybe 730 then plan on me being occupied for a few hours. After that i am happy to help.
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sure, PT is going to be Delphi, Kubi and I so you are welcome to come. I've only done it once so should be fun
Infinity Mog 21 and over Free Company Sargatanas Server. Recruitment currently closed.
So...should I *not* be slowing and stunning as often as possible as a lancer? Because that's what I've been doing in both solo and group play. Why wouldn't people be using those abilities?
Did I... did I imply that you shouldn't be using those tools?
It's not that they're not being used, but rather used with little/no regard as to whether the stun/slow was actually used to any beneficial effects, such as the stun interrupting a spell cast of some kind, of the slow used to slow down a mob or an add running for the healer.
Sorry, I meant that because you said something about it "not being a part of their rotation", and I use both my stun and my slow as a part of my rotation at all times when soloing.
I didn't actually say anything about stuns and slows not being part of anybody's rotation though
I never mentioned anything about the actual content of a rotation at all
Cool, 9 in the one true time zone.
I would not be surprised if they specifically kept sales locked down until that feature made it through testing.
chair to Creation and then suplex the Void.
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As a LNC, if I see the enemy has used a skill that gives them Haste, I'll hit them with the slow attack to cancel it. If I see an opportunity to interrupt a big attack, I'll use the stun. Otherwise, I'm just going through the rotation one enemy at a time, and using the limit break on bosses when it's needed. Should I be using the slow attack more often? And since the slow attack has diminishing returns, is there an optimum time to start using it?
/marking (/mk) type
Set a sign on the specified target. Uses current target when not specified.
>>Target types:
attack1(up to 5)
bind1 (up to 3)
ignore1 (up to 2)
circle
cross
square
triangle
off (Turns off enemy sign.)
Macro Ex: /marking attack1 (Sets sign ―Target to Attack 1 on current target.)
(a tank could want this woven into one of his attack to alwaus mark the target he/she's attacking)
Macro Ex: /marking attack1
/action "Tomahawk" <t>
A quick caveat: Applying the same mark on an enemy that already has that mark, deletes it. So be careful if you're spamming abilities, or if it's an ability you intend on using a lot during the fight.
I like Tomahawk, because I almost always pull with it, it generates a lot of threat, and is also usable in melee for when the original target dies. An equally good idea would be for all CC classes to bind a CC mark to sleep, or whatever they have. This ensures that, if original CC is broken or expires, they can reapply while still communicating to the group DO NOT TOUCH.
Anyway, the Conjurer was using an attack with knockback on the tougher enemies that we weren't focusing on, and I got the idea to use my Bind shot on them after being knocked back, before they could get back to us. It usually held them in place long enough for us to almost kill the target we were focusing on.
Bind breaks when the target receives damage, but since we were focusing elsewhere like we should, it worked perfectly.
So that was cool! I hadn't had the opportunity to combine abilities like that, and it was fun and effective. I want to see stuff like that more often.
No, that's pretty much where it's at. I guess you could maybe coordinate with other classes with slow attacks to prevent diminishing returns from getting too severe, too quickly, but that's really getting into heavy min/maxing territory and I doubt will ever be really required.
I think all DoW DPS classes have a thing that reduces enmity, but I'm not sure by how much. Nothing to the degree of vanish or feign death, but I think lancers have a pretty potent aggro drops. I think casters may be on their own, though.
I do want to add just for general knowledge that the SMN has a Stun as well in the form of Ifrit-Egi. I can (and often do) command him to auto attack only and then manually use the Stun when a fight calls for it (This is great for Boss #1 in Sunken Temple because you can interrupt every Doom cast if you alternate with the Tanks stuns.)
Just an FYI.
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I didnt see this answered for you Gyral and sorry if it did already but you farm those from bombs. If you are good at tagging mobs you can get them in bomb fates as well but as a MRD it might be difficult. If I remember correctly there was a bomb fate in Costa on the southern beach that gave bomb ash as a reward but it could be the wrong kind. There are spots where there are plenty of bombs to farm though. Not like Dire Webs if you take up weaving in the future. Those spawns are a pain to get.
We get an "oh fuck!" backwards leap at 35 as a Dragoon on a 2 minute cooldown.
But no, no real "oh shit" button.
Just gotta be careful.
The FATEs are for the summer event and it's a different ash. Bomb Ash is something miners get from mining nodes. You have to get your mining to 26 before you open up the nodes that have bomb ash in them.
That's the type of thing that separates good DPS ones from average ones, using your CC and stuff in smart ways. Just a heads up though, the conjurer knockback already has a bind attached to it, so you could actually hold your bind shot until his/her bind was wearing off to put it on.