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[FFXIV:Stormblood] Rise of a New Sun (Patch 4.2) rises Jan 30th [Prelim Patch Notes]
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The Role In Need bonus is available every time, not just the first one each day.
It's been a reliable part of my gil income.
Daily and in need are separate bonuses, and in need is always available.
There's just something incredibly satisfying about getting the timing on it just right.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
2nd Favorite fight theme too.
I've been doing some MSQ in the morning before work and it's nice while mainlining the morning's coffee.
I went over to the Wolves Den Pier this morning to play around with the PVP actions and I like how that works.
So I totally understand why folks are just saying "pay some money and skip that shit".
But yes, this is a reoccurring theme throughout FFXIV. New content will sometimes have you backtrack through old content to provide additional manpower for those who are starting out.
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That makes sense, though I'm still confused about the choice of that particular dungeon. I guess I should just be thankful it wasn't Aurum Vale.
If you're not in a hurry, it's probably best to mix it with doing other stuff (like Beast Tribes, or the Hildibrand questline which unlocks some fun trials). The story does start getting good in the second half of 2.X though.
There is a ton of stuff to do in the game, so if you feel the MSQ or any other part is burning you out, you can always try and switch gears to something else. Unless you're really trying to get to the Stormblood areas asap.
I think it's slightly faster to get to Vesper Bay via Limsa Lominsa > Arcanist Guild > take the ferry.
Be thankful they give you any at all, when they first came out they didn't! But yeah 101 quests from 2.0 until 3.0. I believe someone somewhere said that if you do them all on the same job you end up being at 53 by the time you get to HW. Not sure the validity of that but you should be at least at 52.
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It's 550 potency. Attacks at that level are almost always on a cooldown.
I hit 52 doing them and no other real content outside of that.
Which I then abandoned to take a Heavensward job, but hey! Armory bonus!
By the end of the ARR post-patch stuff, I liked the story direction but those quests are brutal. Not a lot of emphasis on the game's strengths, or on real gameplay. I came back with the returner bonus and used almost all my aetheryte tickets on teleporting around due to those damn quests!
but no, gotta give ninjas more shitty cooldowns to press that don't line up at all for an insignificant damage increase.
Hellfrog is 400 AoE and no cooldown.
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Midare Setsuguke requires eight GCDs to build to, plus a windup, and also requires the SAM to forgo either their DoT or group attack. In comparison, Bhavacakra is an oGCD attack that is easily woven into their combos. And 80 ninki isn't all that much of a cooldown.
Like, compare Hellfrog Medium and Bhavacackra to a DRK's Quietus and Bloodspiller. The DRK skills pull from a meter, but stay as GCDs.
But that's exactly it - they're GCDs, and can't be woven in like an oGCD.
80 ninki is 14 auto attacks, which are the same as GCDs. so it actually takes longer to build up one ninki attack than midare. the other abilities aren't good comparisons either. it's not like ninja don't have to pick between aoe or single target. plus the dot does even more total damage than midare.
hellfrog does not have a cooldown- which is why the comparison between it and bhavacakra is so stark. both are very powerful, both have built in cooldowns, only one has a double cooldown.
Um, NIN's autos come out faster than SAM's by a decent bit.
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Skill speed impacts auto attacks now.
The point of the double CD is for you to save up to it when it's up and spam frog when it's not.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Any other pairs of guage consuming moves like that, like fester/pain flare or SAM's aoe/single target guage burners, OR pairs of moves on a cool down like bloodletter/rain of death are all balanced around one doing more damage total to multiple targets and one doing more if there's only one target. And then you choose the more effective option.
It's a pretty singular design choice, especially for a class that already has a couple pretty non-interactive, long cool down single target attacks.
Skill Speed increases auto attack damage, not the rate of auto attacks I believe. There was a mistake in the writing of the patch notes, they had to post a correction.
CorriganX on Steam and just about everywhere else.
"...only mights and maybes."
Yeah, but a 90 second CD is quite the limiting factor on Mug.
it impacts them just not the way that you think. skillspeed increases the damage on auto attacks not the speed because SE apparently really fuckin hates skillspeed.
mug is .6 ninki increase per auto attack, or a 1% increase. so nothing.