As for targeting, assuming you are using a keyboard, the F keys can target the members of your party. You can also sort your party list.
So, if you are healing you can pop up and hit the F key that matches their position in the party list before casting your spell/skill and then tab back to an enemy.
MassivelyOP has a good editorial on the tank meld situation, especially this part:
This is also where that “minimizing headaches” things comes into play. If you’re in a duty roulette with 270 STR accessories equipped, you are officially a bad tank. I don’t care what achievements you have; I care that you’ve decided your damage and playstyle trumps the safety of everyone else in your party. Your goal with strangers should not be to make this run go as fast as possible; it should be to make the run as easy as possible for the entire team.
MassivelyOP has a good editorial on the tank meld situation, especially this part:
This is also where that “minimizing headaches” things comes into play. If you’re in a duty roulette with 270 STR accessories equipped, you are officially a bad tank. I don’t care what achievements you have; I care that you’ve decided your damage and playstyle trumps the safety of everyone else in your party. Your goal with strangers should not be to make this run go as fast as possible; it should be to make the run as easy as possible for the entire team.
That paragraph is essentially tanking, crystallized. Yeah, it's cool if I can hit harder, because that means things die faster and content is cleared faster. But, I'd much rather have buffs to HP and ability enmity generation (in general, and not as a criticism of where tanking currently is) because my job as a tank is to hold all the hate and take all the hits. And being able to do that well mitigates the chances of a wipe, which is the biggest time killer of them all.
PSN/XBL/Nintendo/Origin/Steam: Nightslyr 3DS: 1607-1682-2948 Switch: SW-3515-0057-3813 FF XIV: Q'vehn Tia
MassivelyOP has a good editorial on the tank meld situation, especially this part:
This is also where that “minimizing headaches” things comes into play. If you’re in a duty roulette with 270 STR accessories equipped, you are officially a bad tank. I don’t care what achievements you have; I care that you’ve decided your damage and playstyle trumps the safety of everyone else in your party. Your goal with strangers should not be to make this run go as fast as possible; it should be to make the run as easy as possible for the entire team.
That paragraph is essentially tanking, crystallized. Yeah, it's cool if I can hit harder, because that means things die faster and content is cleared faster. But, I'd much rather have buffs to HP and ability enmity generation (in general, and not as a criticism of where tanking currently is) because my job as a tank is to hold all the hate and take all the hits. And being able to do that well mitigates the chances of a wipe, which is the biggest time killer of them all.
Also lets you maybe pull a bigger trash pack for the mages to AoE.
The worst part of healing expert roulette is the number of tanks wearing 270 accessories that pull like they have the health pool of someone that isn't.
Once in a while, you get a DPS comp with outstanding AoE, and it works out before things turn bad, but the majority of the time, it's some WAR pulling everything to the moss wall in Temple of the Fist and then staring in amazement at how a constant stream of Diurnal Sect heal ticks and Benefic II spam isn't enough while he's using no defensive cooldowns.
We're gonna be out of this weird tank itemization hell once 4.05 launches, but woe is the folks who are working to push Omega savage until it lands.
Dehumanized on
0
turtleantGunpla Dadis the best.Registered Userregular
Thinking about leveling White Mage.
I've got AST at 54, and I like it, but I'm worried by the time I get it to 70 it's going to be to complicated for me to enjoy. I'm already really bad about using cards on cooldown.
And I've got SHC at 70 already since I'm a SMN main, but blech.
We're gonna be out of this weird tank itemization hell once 4.05 launches, but woe is the folks who are working to push Omega savage until it lands.
4.05 is the patch tonight, it should include those changes along with Omega Savage so technically no tank should be trying to push it with 270 accessories.
We're gonna be out of this weird tank itemization hell once 4.05 launches, but woe is the folks who are working to push Omega savage until it lands.
4.05 is the patch tonight, it should include those changes along with Omega Savage so technically no tank should be trying to push it with 270 accessories.
Well, anyone with a static is probably not being stupid about it.
We're gonna be out of this weird tank itemization hell once 4.05 launches, but woe is the folks who are working to push Omega savage until it lands.
4.05 is the patch tonight, it should include those changes along with Omega Savage so technically no tank should be trying to push it with 270 accessories.
Well, anyone with a static is probably not being stupid about it.
I try not to underestimate anyone's ability to be stupid about anything.
We're gonna be out of this weird tank itemization hell once 4.05 launches, but woe is the folks who are working to push Omega savage until it lands.
4.05 is the patch tonight, it should include those changes along with Omega Savage so technically no tank should be trying to push it with 270 accessories.
Well, anyone with a static is probably not being stupid about it.
Anyone with a static would have been planning to run with full str accessories, then scale back if the reduced max HP isn't workable until you hit the point where you have enough leeway. Up to 50% more tank damage is no joke. Unless the tank is literally one-shotted, getting an extra 800-1200 DPS at the expense of a healer doing ~300 DPS less is well worth the extra effort. Both tanks pushing out an extra 1.2k DPS each is like having an expanded Balance on your DPS permanently.
The big problem of course is that the high risk option requires everyone to be playing their part in enabling that sort of play. The healers need to understand there's less if not no leeway against spike damage. The DPS need to find opportunities to use their external mitigation CDs as well as reducing their threat as much as possible. The tanks need to know every bit of damage they'll be hit with, and plan how to mitigate every single spike.
And, you do not expect that outside of a static situation. The moment you spend an extra GCD in tank stance outside of the opening threat build up, you've tossed out the value of the i270 strength accessories as a tank.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Applied to GHOST. What's a Linkshell?
The tank tutorial thing was pretty impressive for what they teach, but it was missing one crucial thing; noting that position matters for keeping your team out of the area of effect for some enemy attacks.
Linkshells are basically chat channels, usually used for more specific purposes than guild chats. You can have some that focus on RP, or some that focus on specific end-game stuff like hunting specific mobs, or raiding specific stuff. You can only be in one Guild/Free Company but multiple linkshells.
CorriganX on Steam and just about everywhere else.
0
turtleantGunpla Dadis the best.Registered Userregular
My very selfish opinion on the tank itemization thing is that if tanks aren't allowed to try and gear for DPS over survive-ability then I'm that much less likely to get grouped with a tank that overworks the healer and causes us to wipe because they wanted to be a prima donna and do MAD DEEPS and possibly waste my 30 minute long queue.
I mean it will still happen when you get the folks that seem to be allergic to the Grit/Shield Oath/Defiance button, but every bit helps.
+1
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Since the maintenance time is a little silly, does anyone know up-to-date websites to do some reading up on the game in detail? Basic info, theorycrafting, whatever it may be.
My character on the PA server is ready to do the dungeon story line stuff, and seeing as she's a tank, I figure I may as well read a thing or two and make sure I don't ruin things for other players.
For general information I usually use the ConsolegamesWiki as I think the other wiki got hacked or something a while back and I haven't looked at it much since then.
If you go to the Dungeon/Raid page you can click on a dungeon for a full description, and it will probably have a Youtube guide as well (usually either MTQCapture or Mr. Happy or sometimes both for some reason). There's also a page for Trials.
Though for your first time you may want to avoid scrolling too much if you care about spoilers. The Dungeon page shouldn't be too bad since it mostly just lists the names of the dungeons and what quest unlocks them unless you click on them for more information, but the Trials page actually has who the boss is in each trial right in the list.
Also of interest to a new player would be the Content Unlock Guide which tells you what level you can unlock everything (though it hasn't been updated for Stormblood). Again, if you care about spoilers you may not want to scroll much past your current level.
Edit: Note that most of those video guides were made when the content was current, and nowadays some mechanics may get skipped or significantly downplayed due to characters having a higher item level and such.
Lars on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
That ConsolegamesWiki has some old / incorrect info in it. I guess a lot of it is due to relevancy, like the class pages are ignored but the job pages get updated accordingly.
Key to note in all older content (non 4.0 designed content) is that DPS in general will be a fair bit higher than what the content was designed for. Even accounting for ilvl synching because all of a sudden, people are packing Direct Hit instead of a secondary stat that did no throughput (Accuracy)
Key to note in all older content (non 4.0 designed content) is that DPS in general will be a fair bit higher than what the content was designed for. Even accounting for ilvl synching because all of a sudden, people are packing Direct Hit instead of a secondary stat that did no throughput (Accuracy)
Well, also because most content isn't designed for players having maxed gear across the board - the level sync is equivalent to having max level gear with max melds basically. Even before Stormblood a lot of early bosses mechanics were completely ignorable because of how high that put DPS (this can be seen in several dungeons <50).
Above even the ilvl synch breaking older content, direct hit is another ~50% increase on damage. Pulling 700 DPS at level 50 is just insane when it was a massive achievement to get into the '400 DPS club' back in the day.
The theorycrafting for this game is pretty rudimentary and there is a lot of bad models getting used. You will get a lot of pronouncements for how things work, but rarely get any supporting evidence. If you do some digging you can sometimes find some data but if you have any theorycrafting skills or statistical analysis skills your results have as good of a chance as being right as the majority of things you'll find out there.
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Okay sounds like nothing different from my time with WoW. Although I must say, I didn't know the enemy list was also providing a sort of shortcut view of aggro status. I like it. I already have that list front and center though, prior to reading this, so yay.
Okay sounds like nothing different from my time with WoW. Although I must say, I didn't know the enemy list was also providing a sort of shortcut view of aggro status. I like it. I already have that list front and center though, prior to reading this, so yay.
One thing it doesn't quite mention? Basically everyone else has some button they can press to reduce their aggro. NIN's buttons manipulate the aggro of party members both ways. Nothing will get a group to stick to you faster than a NIN handing you all his aggro generation, and they can break enemies off of someone who's drawn too much aggro. It's still your job as the tank, and honestly 99% of NINs aren't going to use those buttons because they're so rarely relevant, but it's a unique toolkit they have at endgame.
I don't look at what tanks are wearing but the only time I had one die was in kurogane on when they tried mass pulling the pulls that have summoners which is a bad idea
Started up 50-60 roulette on my new lvl 50 DRK with 22 minutes to go until maintenance. Got Lost City of Amdapor. Hadn't tanked it before. My teammates were awesome, and we completed it with 2 minutes left on the clock.
Okay sounds like nothing different from my time with WoW. Although I must say, I didn't know the enemy list was also providing a sort of shortcut view of aggro status. I like it. I already have that list front and center though, prior to reading this, so yay.
One thing it doesn't quite mention? Basically everyone else has some button they can press to reduce their aggro. NIN's buttons manipulate the aggro of party members both ways. Nothing will get a group to stick to you faster than a NIN handing you all his aggro generation, and they can break enemies off of someone who's drawn too much aggro. It's still your job as the tank, and honestly 99% of NINs aren't going to use those buttons because they're so rarely relevant, but it's a unique toolkit they have at endgame.
I wish bards/machinists had this. My bard can do some decent spike dame for the first few moments of any engagement. I've accidentally grabbed aggro a few times.
McMoogle on
0
BeezelThere was no agreement little morsel..Registered Userregular
Foul Cost reduced to 0
¯\_(ツ)_/¯
PSN: Waybackkidd
"...only mights and maybes."
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I looked it up, apparently that spell requires being under a specific status condition / buff?
The conditions for getting it never changed and once acquired, could be stored for a free cast even if you aren't under the effect of enochian. You only needed like some 400 odd mp to cast it, which was paltry.
PSN: Waybackkidd
"...only mights and maybes."
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited July 2017
Wait what the hell, I just noticed an email I got. I got 15 days of game time for getting a character to level 30?
Edit - Oh shit it's because of the server population thing. I also get 1,000,000 gil just like that.
Edit Edit - Oh wait the million gil is for new worlds, which I dunno if there were any. But preferred worlds still get the 15 days.
Foul not needing any MP means that you can immediately start casting it when you hit Umbral, which guarantees an MP tick for you to then Thunder III -> B4 -> F3 whatever without breaking the Always Be Casting ABCs.
That of course assumes that you've got an Umbral -> Astral cycle that's 30s or longer, which would be the case if you used B4. The MP cost reduction on Fire I also leads me to suspect that the DPS solution they're trying to get people to use is B4 -> F3 -> F4 x2 -> (Sharpcast) F1 -> F4 x2 -> F3/F1 -> F4 x1/2 -> [F3] -> B3 -> Foul -> T3 or some variant
Quietus: The additional effect "Restores own MP" has been added.
Oh hell yeah. Abyssal Drain just got even better.
Dreadwyrm Trance: Aetherflow actions are no longer required to inflict an effect on a target to gain Aethertrail Attunement.
Oh hell yeah! This doesn't fix the problem of losing up to 3 minutes if you die, but that issue has been a problem for a LONG time. Summoners no longer need to worry about how punishing it is to fail an Aetherflow action. Because you cannot fail them anymore.
Quickened Aetherflow: Reduction to the recast time of Aetherflow changed from 10 to 5 seconds. Chance to reduce the recast time of Aetherflow increased from 20% to 100%.
Interesting. So the effect per trigger is less, but it's now a guarantee. Meaning that a Scholar's Aetherflow is now effectively on a cooldown of 45 seconds, provided that they use all 3 Aetherflow actions in that time frame.
WHM's new systems seem to have been overhauled. 100% chance of lilies when using Cure 1, and party members get indulgences for being healed by Medica, Medica 2, or Cure 3.
Posts
So, if you are healing you can pop up and hit the F key that matches their position in the party list before casting your spell/skill and then tab back to an enemy.
There are also macros for mouse-over targeting.
That paragraph is essentially tanking, crystallized. Yeah, it's cool if I can hit harder, because that means things die faster and content is cleared faster. But, I'd much rather have buffs to HP and ability enmity generation (in general, and not as a criticism of where tanking currently is) because my job as a tank is to hold all the hate and take all the hits. And being able to do that well mitigates the chances of a wipe, which is the biggest time killer of them all.
Switch: SW-3515-0057-3813 FF XIV: Q'vehn Tia
Also lets you maybe pull a bigger trash pack for the mages to AoE.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Once in a while, you get a DPS comp with outstanding AoE, and it works out before things turn bad, but the majority of the time, it's some WAR pulling everything to the moss wall in Temple of the Fist and then staring in amazement at how a constant stream of Diurnal Sect heal ticks and Benefic II spam isn't enough while he's using no defensive cooldowns.
*i'm not at all bitter about this*
I've got AST at 54, and I like it, but I'm worried by the time I get it to 70 it's going to be to complicated for me to enjoy. I'm already really bad about using cards on cooldown.
And I've got SHC at 70 already since I'm a SMN main, but blech.
4.05 is the patch tonight, it should include those changes along with Omega Savage so technically no tank should be trying to push it with 270 accessories.
Well, anyone with a static is probably not being stupid about it.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I try not to underestimate anyone's ability to be stupid about anything.
Anyone with a static would have been planning to run with full str accessories, then scale back if the reduced max HP isn't workable until you hit the point where you have enough leeway. Up to 50% more tank damage is no joke. Unless the tank is literally one-shotted, getting an extra 800-1200 DPS at the expense of a healer doing ~300 DPS less is well worth the extra effort. Both tanks pushing out an extra 1.2k DPS each is like having an expanded Balance on your DPS permanently.
The big problem of course is that the high risk option requires everyone to be playing their part in enabling that sort of play. The healers need to understand there's less if not no leeway against spike damage. The DPS need to find opportunities to use their external mitigation CDs as well as reducing their threat as much as possible. The tanks need to know every bit of damage they'll be hit with, and plan how to mitigate every single spike.
And, you do not expect that outside of a static situation. The moment you spend an extra GCD in tank stance outside of the opening threat build up, you've tossed out the value of the i270 strength accessories as a tank.
The tank tutorial thing was pretty impressive for what they teach, but it was missing one crucial thing; noting that position matters for keeping your team out of the area of effect for some enemy attacks.
CorriganX on Steam and just about everywhere else.
I mean it will still happen when you get the folks that seem to be allergic to the Grit/Shield Oath/Defiance button, but every bit helps.
My character on the PA server is ready to do the dungeon story line stuff, and seeing as she's a tank, I figure I may as well read a thing or two and make sure I don't ruin things for other players.
If you go to the Dungeon/Raid page you can click on a dungeon for a full description, and it will probably have a Youtube guide as well (usually either MTQCapture or Mr. Happy or sometimes both for some reason). There's also a page for Trials.
Though for your first time you may want to avoid scrolling too much if you care about spoilers. The Dungeon page shouldn't be too bad since it mostly just lists the names of the dungeons and what quest unlocks them unless you click on them for more information, but the Trials page actually has who the boss is in each trial right in the list.
Also of interest to a new player would be the Content Unlock Guide which tells you what level you can unlock everything (though it hasn't been updated for Stormblood). Again, if you care about spoilers you may not want to scroll much past your current level.
Edit: Note that most of those video guides were made when the content was current, and nowadays some mechanics may get skipped or significantly downplayed due to characters having a higher item level and such.
The other wiki is back online now, and it looks like it's class pages might be updated.
If I remember right, that wiki is harder to navigate and is mostly lists of information, but was usually better at being up-to-date.
The first wiki is fine, especially RE: class stuff because the Jobs info has to cover those details anyway.
CorriganX on Steam and just about everywhere else.
Well, also because most content isn't designed for players having maxed gear across the board - the level sync is equivalent to having max level gear with max melds basically. Even before Stormblood a lot of early bosses mechanics were completely ignorable because of how high that put DPS (this can be seen in several dungeons <50).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
One thing it doesn't quite mention? Basically everyone else has some button they can press to reduce their aggro. NIN's buttons manipulate the aggro of party members both ways. Nothing will get a group to stick to you faster than a NIN handing you all his aggro generation, and they can break enemies off of someone who's drawn too much aggro. It's still your job as the tank, and honestly 99% of NINs aren't going to use those buttons because they're so rarely relevant, but it's a unique toolkit they have at endgame.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
CorriganX on Steam and just about everywhere else.
By the way, I ain't even mad about the Holy Spirit nerf.
Glad to see Machinist got some...buffs? I'm pretty sure? I haven't played mine too much.
I wish bards/machinists had this. My bard can do some decent spike dame for the first few moments of any engagement. I've accidentally grabbed aggro a few times.
¯\_(ツ)_/¯
"...only mights and maybes."
The conditions for getting it never changed and once acquired, could be stored for a free cast even if you aren't under the effect of enochian. You only needed like some 400 odd mp to cast it, which was paltry.
"...only mights and maybes."
Edit - Oh shit it's because of the server population thing. I also get 1,000,000 gil just like that.
Edit Edit - Oh wait the million gil is for new worlds, which I dunno if there were any. But preferred worlds still get the 15 days.
That of course assumes that you've got an Umbral -> Astral cycle that's 30s or longer, which would be the case if you used B4. The MP cost reduction on Fire I also leads me to suspect that the DPS solution they're trying to get people to use is B4 -> F3 -> F4 x2 -> (Sharpcast) F1 -> F4 x2 -> F3/F1 -> F4 x1/2 -> [F3] -> B3 -> Foul -> T3 or some variant
CorriganX on Steam and just about everywhere else.
Oh hell yeah. Abyssal Drain just got even better.
Oh hell yeah! This doesn't fix the problem of losing up to 3 minutes if you die, but that issue has been a problem for a LONG time. Summoners no longer need to worry about how punishing it is to fail an Aetherflow action. Because you cannot fail them anymore.
Interesting. So the effect per trigger is less, but it's now a guarantee. Meaning that a Scholar's Aetherflow is now effectively on a cooldown of 45 seconds, provided that they use all 3 Aetherflow actions in that time frame.
WHM's new systems seem to have been overhauled. 100% chance of lilies when using Cure 1, and party members get indulgences for being healed by Medica, Medica 2, or Cure 3.