I believe Dragoon has a leap ability that reduces enmity, and Archer has an ability that makes them generate less enmity through their attacks. Black Mages can use the Archer ability. However Conjurers (and White Mages) have the best enmity dropper in Shroud of Saints (and it also gives back mana, double bonus!).
I don't know about FC but there's been plenty of uncalled for snark all around.
People have different takes on tanking and that's fine. If the dungeon get cleared, and with PA people that's hardly something I'm concerned about, who cares?
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.
Problem with bind is that is doesn't stop healer threat generation like sleep does, so mobs go straight for them when it breaks, and the tank will take forever to catch up on threat.
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
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.
Thanks for the response, Jubal. As Joshmvii noted, the bombs for the even don't drop it or I'd be Overpowering the Fate every time it spawned. From what I've read, regular bombs drop it an an uncommon drop. I'm better off just getting to 26 on MIN and working the level 30 Rocky Outcroppings.
I also find a little humor that at this pace, I may hit 50 as a MIN before I get there as a MRD.
Sadly, the only taunt in the game is from GLD at 22.
Yeah I did the grind for that the other day. Provoke is definately not your other game's taunt. From what I have read it is a top threat + 1 only. And because the GCD is slower in this game it can take a bit of time to max that aggro back. So when taunt is called you have to give the tank some time to grain back aggro or it will just drop again. Curently my tanking life in the game has been very fun. I havent had this much fun playing a tank class since Lancer in Tera. The main difference I suppose is that threat in this game has a bit more fine line in it than other games.
As a warrior I could spam flash and OP over and over and probably maintain AoE aggro just fine but this also makes the healer go crazy healing as well at least in the 40+ dungeons. I have found, unless you are in a bard/BLM or other heavy AoE group, that using the AoE threat abilities to get a headstart on healer aggro and then proceeding to focus down seems to make runs go smoother and a bit faster (anedoctal). Doing this combined with CC allows me to cycle in my dps and survival CDs properly and thus allows the Healer to join in on the DPS aspect. And it in allowing me to cycle in my DPS CDs and such properly I also put out higher DPS. I would be interested to see a DPS meter/study on this. But I still have not installed a DPS meter on principal.
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.
The Chimera part of the relic weapon quest. If your stuns result in the paladin's interupt failing, the party will wipe.
That said, I've yet to see a Dragoon mess up against Chimera, whereas I've seen it many times against Ifrit. I've actually wondered if the stun attempts on Chimera just always work.
I use a gamepad and action slots are kind of at a premium right now. Marking is a little bit of a pain in the ass. Not the end of the world for sure, and often very helpful, but it is a tiny bit of a pain in the ass.
____________________
That said, I'd like to clear up a misconception about focused damage, because while it is, in fact, awesome and the way to do things unless you are AoE burning packs, every comment I have seen from other people indicates it makes the mobs go down faster, which it does not.
You can test this yourself with a little napkin math, but in essence, focussing down targets mathematically, means less damage taken. Total combat time remains the same, but the other side will produce less damage in that time.
There are of course many other advantages, such as single target also makes it much easier for the tank to maintain threat on the additional targets, and less healing means less threat for the healer as well.
If all dps have a stun then I missed mine as a bard. Unless you count silence which is most definitely not a stun and seems to affect jack and a bit of squat. Do we get to grab someone else's? If so please point me in that direction!
If all dps have a stun then I missed mine as a bard. Unless you count silence which is most definitely not a stun and seems to affect jack and a bit of squat. Do we get to grab someone else's? If so please point me in that direction!
Not everyone has one, I don't believe BLM or BRD do. Not sure about MNK.
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The Bard's silence is still quite useful. A few bards can actually get the job done against Chimera if you don't have a paladin, although it's a lot harder.
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.
Since we are talking about tanks and stuff. - Has anyone figured out the math on how STR actually benefits you. Yes i understand that more STR means more block/parry mitigation, but im asking like...10 pts in str = 1% mitigation etc?
I might just drop my STR and go full VIT because...i want my HP numbers to be higher.
As a WHM, when I pull aggro I like to use Fluid Aura (knockback + bind) and then immediatly follow up with Repose (sleep). This is usually needed when the tank misses a target during a pull and my first heal sucks it to me, or occasionally if a new add has just appeared. Of course that depends on if I have time to cast Repose and if I've got 3 guys on me its no good. But for most trash pulls with a bad tank, it gets me by.
As a WHM, when I pull aggro I like to use Fluid Aura (knockback + bind) and then immediatly follow up with Repose (sleep). This is usually needed when the tank misses a target during a pull and my first heal sucks it to me, or occasionally if a new add has just appeared. Of course that depends on if I have time to cast Repose and if I've got 3 guys on me its no good. But for most trash pulls with a bad tank, it gets me by.
I see a few WHM do this and it's fucking amazing. It very visually eliminates one target and knocks them out for awhile.
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gaming_librarianTurn your face to the sun...Registered Userregular
On the subject of crafting, I know so very little about it in FFXIV. While gathering, for example, do you have combat abilities to protect yourself if attacked while mining, etc.? Are workstations required to craft items, or do you just sit down anywhere and start weaving, smithing, etc.? I picked up the quest get Weaver once I hit level 10, but I haven't completed it yet.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Since we are talking about tanks and stuff. - Has anyone figured out the math on how STR actually benefits you. Yes i understand that more STR means more block/parry mitigation, but im asking like...10 pts in str = 1% mitigation etc?
I might just drop my STR and go full VIT because...i want my HP numbers to be higher.
Stength also mean more damage... more damage = more enmity. You probably don't want to go straight VIT.
If all dps have a stun then I missed mine as a bard. Unless you count silence which is most definitely not a stun and seems to affect jack and a bit of squat. Do we get to grab someone else's? If so please point me in that direction!
Not everyone has one, I don't believe BLM or BRD do. Not sure about MNK.
Monk has two stuns. One is on a 40 second timer I believe, while the other is kind of a wonky gap closer on a long cooldown that can only be used if you are X distance away from the target.
Since we are talking about tanks and stuff. - Has anyone figured out the math on how STR actually benefits you. Yes i understand that more STR means more block/parry mitigation, but im asking like...10 pts in str = 1% mitigation etc?
I might just drop my STR and go full VIT because...i want my HP numbers to be higher.
Stength also mean more damage... more damage = more enmity. You probably don't want to go straight VIT.
I've actually heard of a lot of people doing endgame content with all VIT. It seems like they still pull enough aggro to stay ahead of everyone else, and the extra survival ability is pretty important sometimes.
I"m not saying that it's definitely right, as I don't play a tank, but all VIT certainly isn't bad.
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.
Me and my buddy do that exact combo. We noticed we also seem to generate tons of limit break bar since we started doing so. But that may just be our wishful thinking in hoping there's rewards for coop play
Since we are talking about tanks and stuff. - Has anyone figured out the math on how STR actually benefits you. Yes i understand that more STR means more block/parry mitigation, but im asking like...10 pts in str = 1% mitigation etc?
I might just drop my STR and go full VIT because...i want my HP numbers to be higher.
Stength also mean more damage... more damage = more enmity. You probably don't want to go straight VIT.
I'm doing something like a 60/40 split on VIT / STR right now as a MRD.
I do get the 25% bonus to HPs, but I do also get regen via damage. I'm trying it out, and seeing how it affects me solo / in group for a while.
On the subject of crafting, I know so very little about it in FFXIV. While gathering, for example, do you have combat abilities to protect yourself if attacked while mining, etc.? Are workstations required to craft items, or do you just sit down anywhere and start weaving, smithing, etc.? I picked up the quest get Weaver once I hit level 10, but I haven't completed it yet.
For gathering you get an ability called Stealth which renders you invisible to monsters up to a certain level (higher levels of stealth increase this range) which allows you to gather in peace, however you move much slower while stealthed.
You can craft anywhere, all you do is equip your crafting tool in your main hand to switch to the Crafting class, open your Crafting log (defaults to N) and select the recipe you would like to craft.
You can decide which materials you want to use if you have both NQ and HQ versions, and once you start the craft your character will enter craft mode.
In crafting mode you have access to abilities along your hotbar, the first one you start with is Basic Synth.
Basic Synth has a 90% chance of success, uses up 10 durability, and will fill the progress bar on your craft based on your craftmanship stat and the level of the craft you are attempting.
So long as you fill the progress bar before your durability on the item is depleted you will succeed in making the item.
Once you level up you'll get an ability called Basic Touch.
Basic touch has a 70% chance of success, uses up 10 durability and an amount of Crafting Points (CP), and does not fill the progress bar at all. However it DOES increase the quality of the item you are making.
By increasing the quality of the item you increase the chance that you will get a High Quality item (HQ) nd you also increase the EXP you get from completing the item. However since it costs durability to do this you need to make sure you save enough durability to finish the craft with your Basic Synth ability.
The more you level your crafting class the more abilities you will gain access to that alter how your craft will go. Some examples are things like Master's Mend which replenishes your durability by 30 for a large chunk of CP (around 90 I think), or better versions of Basic Touch and Basic Synth which cost more CP but have better efficiency.
Then you factor in the condition of the Item itself, which can be normal (white orb), Good (orange orb), Excellent (rainbow orb) or poor, (purple orb) which is essentially a modifier to how much quality you will gain on a successful Touch action performed.
Crafting becomes a balance of trying to get the Quality as high as possible but still complete the Craft using your abilities at the right time to maximize the condition of the item, and ends up requiring quite a bit of strategy utilizing all your abilities.
I should also note that it is important if you are serious about crafting, to level up other Crafts to lvl 15 to gain access to their cross class abilities for use on your main class (Weaver, Leatherworking and Carpentery have amazing cross class lvl 15 abilities)
If you don't actually care much about being serious with crafting you can always just power through by spamming Basic Synth but you will be losing out on a lot of EXP and wasting materials. You can also use Quick synthesis at lvl 10 but it's really only useful for crafting bulk items you don't get much exp for anyways while you go do something else.
Delphinidaes on
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Kai_SanCommonly known as Klineshrike!Registered Userregular
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.
@Renzo Oh hey the CNJ was me! I was using those first dungeons to test he boundries and stuff since they are so easy. I saw the skill on my bar and noticed the Cd was short enough that I could contribute by doing something with it. I did notice that you were starting to bind things after my bind wore off. It was really cool and I felt pretty good about that too.
And this is a prime example of things going well without planning. I do not think a single word was said I just started doing it, the tank understood and went with it, and you saw what was happening and went with it too. It was literally completely unnecessary cause I coulda healed him through double pulls in that dungeon its so easy, but thats why I was experimenting - so if in a hard dungeon later I notice problems I know I can do that to help out.
I woulda done the sleep thing but I was still too low (it being Sastasha and all that). I also tried to knock them back towards a wall so they were out of the way but still close enough for flash (which the tank was using to keep them on him while they were binded)
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.
Me and my buddy do that exact combo. We noticed we also seem to generate tons of limit break bar since we started doing so. But that may just be our wishful thinking in hoping there's rewards for coop play
You get more limit meter for doing cool things and using abilities at key times. (Healing someone when they are very low for example) so I wouldn't put it past them to reward limit meter for combo moves like that.
Delphinidaes on
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Since we are talking about tanks and stuff. - Has anyone figured out the math on how STR actually benefits you. Yes i understand that more STR means more block/parry mitigation, but im asking like...10 pts in str = 1% mitigation etc?
I might just drop my STR and go full VIT because...i want my HP numbers to be higher.
Stength also mean more damage... more damage = more enmity. You probably don't want to go straight VIT.
I'm doing something like a 60/40 split on VIT / STR right now as a MRD.
I do get the 25% bonus to HPs, but I do also get regen via damage. I'm trying it out, and seeing how it affects me solo / in group for a while.
It just comes down to passive healing vs active healing. With Vit you get 300 ish more HP from the stat points as a War @ 50 w/ Defiance. If you go straight Vit in Materia you will get another ~800 or so HP and so an extra 11? hp per tick regen. With Defiance you get a nice buff to incoming healing that also buffs self healing. To me this points more towards Str as the better option than Vit. With Str you can use your Bloodbath/Conv/Second Wind/Inner Beast/ etc CDs approrpiately to smooth down spike dmg and with the added Str you will get a 20% or so increase in the self heal abilities as well (ie about 11ish per Storms Path from what I am reading) Which can be spammed if you are in a high dmg intake fight.
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.
Since we are talking about tanks and stuff. - Has anyone figured out the math on how STR actually benefits you. Yes i understand that more STR means more block/parry mitigation, but im asking like...10 pts in str = 1% mitigation etc?
I might just drop my STR and go full VIT because...i want my HP numbers to be higher.
You guys got me thinking today. I went and looked up dps numbers for white dmg based off of naked vs geared. This gent did a test with a difference of 111 str @ 50 against the same type of mob to see what would pop out. He got an increase of 32% dmg to his white dmg on that 50 mob by "adding" 111 str. This is a rough number but extrapolating numbers that would add 10-15% dmg for the 30pts from stats and thus the passive 11hp regen you gain (plus the bigger health pool) is accounted for by an ~ 10% increase to the self healing abilities you do as part of your rotation. It would appear the mechanics in this game are very tight. But I still have further research to do.
So, I'm 20 minutes from patch install and I really want to be Tanky McTankaroo, TELL ME WHAT TO DO!
Level the right classes to get you into either PLD or WAR.
My only experience with MMO's so far is WoW where I had a warrior, paladin and shaman-and small escapes to other mmo's, but my experience is mostly in years of WoW-I was pretty big into endgame, from original Molten Core (and OG Naxx ughhhh) up to Wrath of the Lich King where I quit-do they pretty much share the same types as in if I go War or Paladin I'll be fairly comfortable?
Well, it looks like my Square copy has been shipped before the cancellation was processed, and my BB copy is in the mail as well. So I should have two copies by monday, if square doesn't approve digital downloads this weekend I'd be happy to offer someone a copy.
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People have different takes on tanking and that's fine. If the dungeon get cleared, and with PA people that's hardly something I'm concerned about, who cares?
Problem with bind is that is doesn't stop healer threat generation like sleep does, so mobs go straight for them when it breaks, and the tank will take forever to catch up on threat.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Thanks for the response, Jubal. As Joshmvii noted, the bombs for the even don't drop it or I'd be Overpowering the Fate every time it spawned. From what I've read, regular bombs drop it an an uncommon drop. I'm better off just getting to 26 on MIN and working the level 30 Rocky Outcroppings.
I also find a little humor that at this pace, I may hit 50 as a MIN before I get there as a MRD.
Yeah I did the grind for that the other day. Provoke is definately not your other game's taunt. From what I have read it is a top threat + 1 only. And because the GCD is slower in this game it can take a bit of time to max that aggro back. So when taunt is called you have to give the tank some time to grain back aggro or it will just drop again. Curently my tanking life in the game has been very fun. I havent had this much fun playing a tank class since Lancer in Tera. The main difference I suppose is that threat in this game has a bit more fine line in it than other games.
As a warrior I could spam flash and OP over and over and probably maintain AoE aggro just fine but this also makes the healer go crazy healing as well at least in the 40+ dungeons. I have found, unless you are in a bard/BLM or other heavy AoE group, that using the AoE threat abilities to get a headstart on healer aggro and then proceeding to focus down seems to make runs go smoother and a bit faster (anedoctal). Doing this combined with CC allows me to cycle in my dps and survival CDs properly and thus allows the Healer to join in on the DPS aspect. And it in allowing me to cycle in my DPS CDs and such properly I also put out higher DPS. I would be interested to see a DPS meter/study on this. But I still have not installed a DPS meter on principal.
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That said, I've yet to see a Dragoon mess up against Chimera, whereas I've seen it many times against Ifrit. I've actually wondered if the stun attempts on Chimera just always work.
I use a gamepad and action slots are kind of at a premium right now. Marking is a little bit of a pain in the ass. Not the end of the world for sure, and often very helpful, but it is a tiny bit of a pain in the ass.
____________________
That said, I'd like to clear up a misconception about focused damage, because while it is, in fact, awesome and the way to do things unless you are AoE burning packs, every comment I have seen from other people indicates it makes the mobs go down faster, which it does not.
You can test this yourself with a little napkin math, but in essence, focussing down targets mathematically, means less damage taken. Total combat time remains the same, but the other side will produce less damage in that time.
There are of course many other advantages, such as single target also makes it much easier for the tank to maintain threat on the additional targets, and less healing means less threat for the healer as well.
Not everyone has one, I don't believe BLM or BRD do. Not sure about MNK.
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Oh, nice. Good to know!
I feel accomplished.
And now...I don't know what to do next. I can still do the story, but I've been pushing that along for quite some time.
I could craft.
I could level up a DPS or Heal class.
I'm stuck. Too much to do!
I'm not sure why this question keeps coming up when the answer is obviously crafting. Craft until you can craft no more.
I might just drop my STR and go full VIT because...i want my HP numbers to be higher.
I see a few WHM do this and it's fucking amazing. It very visually eliminates one target and knocks them out for awhile.
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Stength also mean more damage... more damage = more enmity. You probably don't want to go straight VIT.
Monk has two stuns. One is on a 40 second timer I believe, while the other is kind of a wonky gap closer on a long cooldown that can only be used if you are X distance away from the target.
I"m not saying that it's definitely right, as I don't play a tank, but all VIT certainly isn't bad.
Me and my buddy do that exact combo. We noticed we also seem to generate tons of limit break bar since we started doing so. But that may just be our wishful thinking in hoping there's rewards for coop play
I'm doing something like a 60/40 split on VIT / STR right now as a MRD.
I do get the 25% bonus to HPs, but I do also get regen via damage. I'm trying it out, and seeing how it affects me solo / in group for a while.
For gathering you get an ability called Stealth which renders you invisible to monsters up to a certain level (higher levels of stealth increase this range) which allows you to gather in peace, however you move much slower while stealthed.
You can craft anywhere, all you do is equip your crafting tool in your main hand to switch to the Crafting class, open your Crafting log (defaults to N) and select the recipe you would like to craft.
You can decide which materials you want to use if you have both NQ and HQ versions, and once you start the craft your character will enter craft mode.
In crafting mode you have access to abilities along your hotbar, the first one you start with is Basic Synth.
Basic Synth has a 90% chance of success, uses up 10 durability, and will fill the progress bar on your craft based on your craftmanship stat and the level of the craft you are attempting.
So long as you fill the progress bar before your durability on the item is depleted you will succeed in making the item.
Once you level up you'll get an ability called Basic Touch.
Basic touch has a 70% chance of success, uses up 10 durability and an amount of Crafting Points (CP), and does not fill the progress bar at all. However it DOES increase the quality of the item you are making.
By increasing the quality of the item you increase the chance that you will get a High Quality item (HQ) nd you also increase the EXP you get from completing the item. However since it costs durability to do this you need to make sure you save enough durability to finish the craft with your Basic Synth ability.
The more you level your crafting class the more abilities you will gain access to that alter how your craft will go. Some examples are things like Master's Mend which replenishes your durability by 30 for a large chunk of CP (around 90 I think), or better versions of Basic Touch and Basic Synth which cost more CP but have better efficiency.
Then you factor in the condition of the Item itself, which can be normal (white orb), Good (orange orb), Excellent (rainbow orb) or poor, (purple orb) which is essentially a modifier to how much quality you will gain on a successful Touch action performed.
Crafting becomes a balance of trying to get the Quality as high as possible but still complete the Craft using your abilities at the right time to maximize the condition of the item, and ends up requiring quite a bit of strategy utilizing all your abilities.
I should also note that it is important if you are serious about crafting, to level up other Crafts to lvl 15 to gain access to their cross class abilities for use on your main class (Weaver, Leatherworking and Carpentery have amazing cross class lvl 15 abilities)
If you don't actually care much about being serious with crafting you can always just power through by spamming Basic Synth but you will be losing out on a lot of EXP and wasting materials. You can also use Quick synthesis at lvl 10 but it's really only useful for crafting bulk items you don't get much exp for anyways while you go do something else.
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@Renzo Oh hey the CNJ was me! I was using those first dungeons to test he boundries and stuff since they are so easy. I saw the skill on my bar and noticed the Cd was short enough that I could contribute by doing something with it. I did notice that you were starting to bind things after my bind wore off. It was really cool and I felt pretty good about that too.
And this is a prime example of things going well without planning. I do not think a single word was said I just started doing it, the tank understood and went with it, and you saw what was happening and went with it too. It was literally completely unnecessary cause I coulda healed him through double pulls in that dungeon its so easy, but thats why I was experimenting - so if in a hard dungeon later I notice problems I know I can do that to help out.
I woulda done the sleep thing but I was still too low (it being Sastasha and all that). I also tried to knock them back towards a wall so they were out of the way but still close enough for flash (which the tank was using to keep them on him while they were binded)
You get more limit meter for doing cool things and using abilities at key times. (Healing someone when they are very low for example) so I wouldn't put it past them to reward limit meter for combo moves like that.
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It just comes down to passive healing vs active healing. With Vit you get 300 ish more HP from the stat points as a War @ 50 w/ Defiance. If you go straight Vit in Materia you will get another ~800 or so HP and so an extra 11? hp per tick regen. With Defiance you get a nice buff to incoming healing that also buffs self healing. To me this points more towards Str as the better option than Vit. With Str you can use your Bloodbath/Conv/Second Wind/Inner Beast/ etc CDs approrpiately to smooth down spike dmg and with the added Str you will get a 20% or so increase in the self heal abilities as well (ie about 11ish per Storms Path from what I am reading) Which can be spammed if you are in a high dmg intake fight.
I'm guessing strength? It kind of seems like all melee are str based if i read that pane right.
Why the hell did we name the FC without Ghosts plural? That makes so much more sense!
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Level the right classes to get you into either PLD or WAR.
My only experience with MMO's so far is WoW where I had a warrior, paladin and shaman-and small escapes to other mmo's, but my experience is mostly in years of WoW-I was pretty big into endgame, from original Molten Core (and OG Naxx ughhhh) up to Wrath of the Lich King where I quit-do they pretty much share the same types as in if I go War or Paladin I'll be fairly comfortable?
Paladins have swords and shields and WARs have hueg axes.
Paladins have tiny daggers and sissy shields and WARs have huge bad ass axes and tank with their manliness. Fixed that for you.