I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
No work got done on Zodiac Zeta tonight, but with good reason- got to go Primal hunting with my friend and her FC. Ended up with all six horses, finishing the horse quest for the Ki-Rin, and on top of all that the Nightmare dropped for me, too. Went and dealt with Moggle Mog, and then things got interesting.
They pulled me through Minstrel’s Ballad - Ultima’s Bane. Not really all that much to do, but it was nice to finally have all that cleared off. Of course, a bunch of Lv. 90s means it’s pretty much meter goes brrr, but… I liked it.
Then, I thought we were done… but nope.
We sat and finished Binding Coils of Bahamut. I'd never been beyond Turn 3, myself. Got myself a good fair number of drops, too. Observations on it in spoilers.
I hate that this much characterization and development for the twins is hidden behind these optional raids. As you play through them, you really get some much-needed development for them, especially with Alisaie, who was criminally underused in ARR, letting her brother run the show while she faded off into the background after the remembrance ceremonies at Lv. 15. Doing Binding Coils really just feels like finally putting the specter of Bahamut and 1.0 to bed- you get to just crawl on through some ancient Allag ruins, to put down one of the greatest unknown threats to Eorzea, but you'll end up never being able to crow about it like your other ones, because of what happened, storywise. (spoilers behind this spoiler below)
No, seriously, the hidden stuff will spoil pretty much everything of Binding Coil. Don't say I didn't warn you...
You finally get to see what happened at Cartenau- how after you were chucked five years into the future, Louisoix gathered up the aether left behind from the failed cage he'd tried to shut Bahamut up in, and used it and the power of the beliefs people had in him to become the primal Phoenix, who dealt a severe blow to Bahamut, damn near destroying him- but failing, only sending Bahamut into hibernation deep inside the planet, tempering and pulling Louisoix along the way. Pieces of Dalamud- internment hulks, they're called- actually burrowed through the ground from where they fell, seeking out any remaining part of Bahamut to recover and heal. As to why Bahamut didn't completely disperse into aether like the other primals?
The Allagan Empire raided Meracydia thousands of years ago, and captured gods know how many dragons, and stuffed them into special glass cells, where they were tortured to the point of praying for Bahamut's aid, and kept alive in suspended animation. Said dragons were stuffed into the internment hulks and shot into space as part of the maintenence system of Dalamud- to keep Bahamut from popping back into aether, with the neurolink keeping him awake and paralyzed- neither truly dead or truly alive, stuffed into a cage barely big enough for him, unable to stretch out or anything, being used as a living battery and aether processer- and then being stuck like that for gods know how many millennia. Is it any wonder he wanted to destroy the world? For all he knew, we were the Allagan Empire. I can't say I agree with him... but I understand why he'd be so pissed off at being stuck in a cage for thousands of years, having to be bombarded with the pleas for help and aid of thousands of beings tortured for thousands of years and being able to do nothing about it...
But the ending of Turn 13 damn near broke me. All through the Turns, you run into "Nael van Darnus" who turns out to be a scrap of the original Nael that Bahamut remolded into something more subservient to him (and who snuffed it at the end of Turn 9), but you also face off against the tempered Louisoix, and Turn 13 is where you finally get to put him down. And then afterwards, after you've broken the hold Bahamut has on him, you get to watch Louisoix have one last reunion with his grandchildren, and be able to tell one last story, one last lesson, before he fades away to the aetherial plane.
Damned if I wasn't bawling and listening with rapt attention. He reminds me of my great college professors of history and the like- the ones who were able to keep you interested in a subject without getting too dry or too boring, to be able to hold your attention and actually teach you something. Like, you just want to listen to this man talk about anything and everything, under the sun, he's that engaging. And then, he gets to tell his grandchildren he's proud of the people they're becoming, and finally being able to shake Alisaie into finding a reason of her own to fight, instead of just following his cause along blindly- and as she talks about becoming a blade of light, just like you, you can honestly see the spark of what would grow into the Red Mage class- holding a spark and a sword of light. It's also where she gets her change of clothes, after her matching outfit with Alphinaud gets absolutely trashed during the fight.
Then comes Turn 14... and we get a chance to get hold of the big guy himself for a very, very much deserved ass-kicking... and that shot of Bahamut poofing back into aether, with his crystal heart shattering and crumbling away... it makes you realize and sigh with relief that Bahamut is finally, truly gone. You did it- you finished what Louisoix and the others at Cartenau couldn't: putting Bahamut down for good.
But you can't say anything about what you found, other than "Bahamut is truly, finally gone". Because if the people knew about Louisoix becoming the primal Phoenix, well... everyone would pray to him and Phoenix, and given the nature of primals, there's enough crystals and aether just floating around that he could be resummoned... and if that happened, it's doubtful even we could stop him. So while we know different, we're part of the only tiny group who could ever know the truth, lest the masses fall on their knees and pray for Phoenix's supplication, locking us into the same thing that's trapped the sahagin, kobolds, etc.- in essence, locking us into the same cycle of tempering and gathering crystals, turning us into just another beast tribe.
So as the rest of the world knows, Louisoix died at Cartenau, and that's the story that we have to tell them.
I love the background music for the first coil- it's a mix of different themes, and I hear parts of Answers, but also parts of the theme that play when you're infiltrating a Garlean castrum, too.
The gear I actually like. When I get to level 80 or 90, I'm going to go back and farm for a few sets, and I'm looking forward to the callouts finishing BC gets you in later content.
In short... do Binding Coils... at least once, to say you did, and be able to understand why people like it.
Just... fair warning: if you go in unsynced, it's sounding like turns 9 and 11 are going to be the hardest- 9 because it has so many bullshit insta-fail mechanics in the second phase of the fight, and 11 because not being able to burn down summoned mobs during the bossfight results in them all combining into one and then just slaughtering you.
Pretty much now, all that's left on the ol' checklist is...
- finishing up my relic weapon
- picking up any leftover crafting ability quests and trying to get my crafts to bring in more gil to support my crafting habit (selling clothes to go ahead and try and fund some stuff- especially the ruined stuff you can fix up- my outlay on that is something like 2 or 3k per piece, so if I can get 30k or so each for them, well...
Then it's finally on to HW... while plinking away at the first 50 floors of PotD to be able to unlock Heaven-on-High when I get to Stormblood. At least I can unlock another class and level it with PotD experience...
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
I do, it's just, I haven't had enough Onions to level her Tank abilities much yet (I put her way into Healer before)
Yeah I'm very glad they learned from binding coil not to put the story behind extremely hard content and just have the hard mode be an optional extra after the story.
Yeah I'm very glad they learned from binding coil not to put the story behind extremely hard content and just have the hard mode be an optional extra after the story.
Yeah I'm very glad they learned from binding coil not to put the story behind extremely hard content and just have the hard mode be an optional extra after the story.
I feel this is a double edge sword as gear is a worse motivator than plot for me. But I'm sure on the whole you're correct.
Guys last night I had to fill in for our tank in p1s. We're not a serious group just some friends working on savage. I'm not exactly super great as warrior, and extremely stressed doing an off-role since usually im white mage.
I got a 0% parse. The worst dps a warrior has logged in p1s ever. Ive never been more proud.
CorriganX on Steam and just about everywhere else.
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
I do, it's just, I haven't had enough Onions to level her Tank abilities much yet (I put her way into Healer before)
There is a Respec item at your GC if you want to change her
Guys last night I had to fill in for our tank in p1s. We're not a serious group just some friends working on savage. I'm not exactly super great as warrior, and extremely stressed doing an off-role since usually im white mage.
I got a 0% parse. The worst dps a warrior has logged in p1s ever. Ive never been more proud.
There apparently is a competitive scene for minimum parses while clearing a fight. Congrats on the top tier parse!
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
I do, it's just, I haven't had enough Onions to level her Tank abilities much yet (I put her way into Healer before)
There is a Respec item at your GC if you want to change her
I like her as a healer tho, it's very helpful overall! I haven't put anything in the DPS track because I don't need it.
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
RDM is a ranged class on paper, but it is affected 0% by being in melee. And now your backflip melee combo finisher doesn't even deal more damage than the "stay close" option anymore, so the only reason to stay farther away is better arena visibility
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
RDM is a ranged class on paper, but it is affected 0% by being in melee. And now your backflip melee combo finisher doesn't even deal more damage than the "stay close" option anymore, so the only reason to stay farther away is better arena visibility
My standing offer to anyone on the Chaos data center to help them get through any Binding Coils turns unsynced. The turn that is impossible to do alone is easy to do with me on BLU kamikaze'ing at around 70% to skip the insta-kill mechanics.
In game I'm Kenelm Pijay.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I did all of the turns alone at 80 on PLD, I would have thought 90 would be quite simple - might be tank privilege.
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
RDM is a ranged class on paper, but it is affected 0% by being in melee. And now your backflip melee combo finisher doesn't even deal more damage than the "stay close" option anymore, so the only reason to stay farther away is better arena visibility
Hell it's actually usually more beneficial to just stay where you are and use that attack, because there's less of an animation lock so you can pop off an OGCD in between finishing your melee combo and doing your magic finishers
Honestly, I'm going to chalk Heaven on High up to Allag somehow. Since literally everything terrible is usually their fault.
"Hey, what if we build a space elevator?" "That sounds great, but seems like a lot of work. What if we build something to build it for us?" "Great, no oversight needed." Whatever systems are running it scanned local culture and incorporated it into the interior designs.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
RDM is a ranged class on paper, but it is affected 0% by being in melee. And now your backflip melee combo finisher doesn't even deal more damage than the "stay close" option anymore, so the only reason to stay farther away is better arena visibility
And to look cool, naturally.
Any coolness I accumulate seems to evaporate when I inevitably backflip into a killzone or off the arena
I will say it's clunkier than I'd like for solo play because monsters just get up in your face anyway so you can't do the intended gameplay of "pepper dude from a distance, then jump in and STAB!" but it is lots of fun.
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
RDM is a ranged class on paper, but it is affected 0% by being in melee. And now your backflip melee combo finisher doesn't even deal more damage than the "stay close" option anymore, so the only reason to stay farther away is better arena visibility
And to look cool, naturally.
Any coolness I accumulate seems to evaporate when I inevitably backflip into a killzone or off the arena
Any coolness I accumulate seems to evaporate when I inevitably backflip into a killzone or off the arena
That ought to be an achievement. It sure is a "now you're a real Red Mage!" moment.
RDM x DRG solidarity. Backflipping out of a deadly AoE only to fall off the edge of the platform. Or into another deadly AoE. Or into the boss' landing zone. Or--
(as I say to healers when I do duty finder: "I'm DPSing the floor SO HARD right now!!!")
Was half bored, so started messing around with the sightseeing log, just to see if the rumors were true.
Found a timer online that told me where stuff was, and went to do the one at Apkallu Falls in Old Gridania. Spent some time wandering, looking for the place, and then was convinced something was wrong because the vista wasn’t triggering.
Then… I looked it up. I watched as the guide showed me how to jump up a semi-hidden path just outside the falls, up to a ledge… and then jumped along the string of lamps to the one nearest the falls, the last jump being an absolute pain, and the point… is on top of the last lamppost.
The ones in the wilds I have zero problems with because I can just fly to the place. But the ones in cities, where flying is disabled, are hot fucking garbage. Finishing Stormblood’s requires you to defeat the Kugane Tower jumping puzzle, and I couldn’t beat it five years ago… and then jump off perfectly to land on a fucking lamppost. Which means if you miss it, you’ve wasted your time climbing up in the first place.
What kind of psychopath thought this was a good idea? I mean, I could see it in something like Assassin’s Creed, that was designed for exploration.., but FFXIV wasn’t designed for this shit. Either they need to enable flying in towns or create easier ways to get to some of these places in towns. Good grief.
Was half bored, so started messing around with the sightseeing log, just to see if the rumors were true.
Found a timer online that told me where stuff was, and went to do the one at Apkallu Falls in Old Gridania. Spent some time wandering, looking for the place, and then was convinced something was wrong because the vista wasn’t triggering.
Then… I looked it up. I watched as the guide showed me how to jump up a semi-hidden path just outside the falls, up to a ledge… and then jumped along the string of lamps to the one nearest the falls, the last jump being an absolute pain, and the point… is on top of the last lamppost.
The ones in the wilds I have zero problems with because I can just fly to the place. But the ones in cities, where flying is disabled, are hot fucking garbage. Finishing Stormblood’s requires you to defeat the Kugane Tower jumping puzzle, and I couldn’t beat it five years ago… and then jump off perfectly to land on a fucking lamppost. Which means if you miss it, you’ve wasted your time climbing up in the first place.
What kind of psychopath thought this was a good idea? I mean, I could see it in something like Assassin’s Creed, that was designed for exploration.., but FFXIV wasn’t designed for this shit. Either they need to enable flying in towns or create easier ways to get to some of these places in towns. Good grief.
The lamppost at least can be cheated via Self-Destruct and someone already on top of it to revive you.
Was half bored, so started messing around with the sightseeing log, just to see if the rumors were true.
Found a timer online that told me where stuff was, and went to do the one at Apkallu Falls in Old Gridania. Spent some time wandering, looking for the place, and then was convinced something was wrong because the vista wasn’t triggering.
Then… I looked it up. I watched as the guide showed me how to jump up a semi-hidden path just outside the falls, up to a ledge… and then jumped along the string of lamps to the one nearest the falls, the last jump being an absolute pain, and the point… is on top of the last lamppost.
The ones in the wilds I have zero problems with because I can just fly to the place. But the ones in cities, where flying is disabled, are hot fucking garbage. Finishing Stormblood’s requires you to defeat the Kugane Tower jumping puzzle, and I couldn’t beat it five years ago… and then jump off perfectly to land on a fucking lamppost. Which means if you miss it, you’ve wasted your time climbing up in the first place.
What kind of psychopath thought this was a good idea? I mean, I could see it in something like Assassin’s Creed, that was designed for exploration.., but FFXIV wasn’t designed for this shit. Either they need to enable flying in towns or create easier ways to get to some of these places in towns. Good grief.
This is exactly my feeling about it. I love the jumping puzzles in Guild Wars 2... because Guild Wars 2 was designed from the ground up to have jumping puzzles. You even have class abilities that can be super helpful in jumping puzzles (Engineer's rifle jump, several of the Warrior dashes, and that's not even getting into Mesmer portals -- the latter of which were designed to be used in jumping puzzles!). And even beyond that, having dodge on command is a part of said puzzles -- there are jumps that become MUCH easier if you jump-dodge, for instance.
FFXIV's movement system was absolutely not designed with this in mind whatsoever. That stupid Stormblood one is the worst example -- jumping just isn't precise enough. In GW2, 1) getting to the top of the tower would be easy peasy and 2) they probably wouldn't make you land on the damn lamp post, and 3) even if you did, there'd be a Mesmer parked up there for the sole purpose of getting you back up to it. And now there's the Prototype Position Rewinder device that lets you reset your position if you miss! But like, the camera controls & way jumping works means that making those jumps is basically 50/50 on whether I can actually do them. It's frustrating as hell.
Was half bored, so started messing around with the sightseeing log, just to see if the rumors were true.
Found a timer online that told me where stuff was, and went to do the one at Apkallu Falls in Old Gridania. Spent some time wandering, looking for the place, and then was convinced something was wrong because the vista wasn’t triggering.
Then… I looked it up. I watched as the guide showed me how to jump up a semi-hidden path just outside the falls, up to a ledge… and then jumped along the string of lamps to the one nearest the falls, the last jump being an absolute pain, and the point… is on top of the last lamppost.
The ones in the wilds I have zero problems with because I can just fly to the place. But the ones in cities, where flying is disabled, are hot fucking garbage. Finishing Stormblood’s requires you to defeat the Kugane Tower jumping puzzle, and I couldn’t beat it five years ago… and then jump off perfectly to land on a fucking lamppost. Which means if you miss it, you’ve wasted your time climbing up in the first place.
What kind of psychopath thought this was a good idea? I mean, I could see it in something like Assassin’s Creed, that was designed for exploration.., but FFXIV wasn’t designed for this shit. Either they need to enable flying in towns or create easier ways to get to some of these places in towns. Good grief.
no these are good actually, do more of these SE
just no specific weather+time of day+unclear emote requirements
The Endwalker soundtrack album comes out in less than a couple weeks, so the Square-Enix Youtube account (not the FFXIV one, which is why I didn't see it right away) uploaded a sampler of all the tracks included in the expansion.
The video clips included are spoiler if you haven't gotten there yet, but the title and thumbnail aren't and it's an official upload.
Posts
That's more a problem of being a ranged DPS playing solo than it is being with the job, as many of the moves often are more effective if you have time to stand back and use them, as opposed to if you have your opponents are in your face all the time. That's why you should always have your chocobo out when soloing.
They pulled me through Minstrel’s Ballad - Ultima’s Bane. Not really all that much to do, but it was nice to finally have all that cleared off. Of course, a bunch of Lv. 90s means it’s pretty much meter goes brrr, but… I liked it.
Then, I thought we were done… but nope.
We sat and finished Binding Coils of Bahamut. I'd never been beyond Turn 3, myself. Got myself a good fair number of drops, too. Observations on it in spoilers.
I hate that this much characterization and development for the twins is hidden behind these optional raids. As you play through them, you really get some much-needed development for them, especially with Alisaie, who was criminally underused in ARR, letting her brother run the show while she faded off into the background after the remembrance ceremonies at Lv. 15. Doing Binding Coils really just feels like finally putting the specter of Bahamut and 1.0 to bed- you get to just crawl on through some ancient Allag ruins, to put down one of the greatest unknown threats to Eorzea, but you'll end up never being able to crow about it like your other ones, because of what happened, storywise. (spoilers behind this spoiler below)
No, seriously, the hidden stuff will spoil pretty much everything of Binding Coil. Don't say I didn't warn you...
You finally get to see what happened at Cartenau- how after you were chucked five years into the future, Louisoix gathered up the aether left behind from the failed cage he'd tried to shut Bahamut up in, and used it and the power of the beliefs people had in him to become the primal Phoenix, who dealt a severe blow to Bahamut, damn near destroying him- but failing, only sending Bahamut into hibernation deep inside the planet, tempering and pulling Louisoix along the way. Pieces of Dalamud- internment hulks, they're called- actually burrowed through the ground from where they fell, seeking out any remaining part of Bahamut to recover and heal. As to why Bahamut didn't completely disperse into aether like the other primals?
The Allagan Empire raided Meracydia thousands of years ago, and captured gods know how many dragons, and stuffed them into special glass cells, where they were tortured to the point of praying for Bahamut's aid, and kept alive in suspended animation. Said dragons were stuffed into the internment hulks and shot into space as part of the maintenence system of Dalamud- to keep Bahamut from popping back into aether, with the neurolink keeping him awake and paralyzed- neither truly dead or truly alive, stuffed into a cage barely big enough for him, unable to stretch out or anything, being used as a living battery and aether processer- and then being stuck like that for gods know how many millennia. Is it any wonder he wanted to destroy the world? For all he knew, we were the Allagan Empire. I can't say I agree with him... but I understand why he'd be so pissed off at being stuck in a cage for thousands of years, having to be bombarded with the pleas for help and aid of thousands of beings tortured for thousands of years and being able to do nothing about it...
But the ending of Turn 13 damn near broke me. All through the Turns, you run into "Nael van Darnus" who turns out to be a scrap of the original Nael that Bahamut remolded into something more subservient to him (and who snuffed it at the end of Turn 9), but you also face off against the tempered Louisoix, and Turn 13 is where you finally get to put him down. And then afterwards, after you've broken the hold Bahamut has on him, you get to watch Louisoix have one last reunion with his grandchildren, and be able to tell one last story, one last lesson, before he fades away to the aetherial plane.
Damned if I wasn't bawling and listening with rapt attention. He reminds me of my great college professors of history and the like- the ones who were able to keep you interested in a subject without getting too dry or too boring, to be able to hold your attention and actually teach you something. Like, you just want to listen to this man talk about anything and everything, under the sun, he's that engaging. And then, he gets to tell his grandchildren he's proud of the people they're becoming, and finally being able to shake Alisaie into finding a reason of her own to fight, instead of just following his cause along blindly- and as she talks about becoming a blade of light, just like you, you can honestly see the spark of what would grow into the Red Mage class- holding a spark and a sword of light. It's also where she gets her change of clothes, after her matching outfit with Alphinaud gets absolutely trashed during the fight.
Then comes Turn 14... and we get a chance to get hold of the big guy himself for a very, very much deserved ass-kicking... and that shot of Bahamut poofing back into aether, with his crystal heart shattering and crumbling away... it makes you realize and sigh with relief that Bahamut is finally, truly gone. You did it- you finished what Louisoix and the others at Cartenau couldn't: putting Bahamut down for good.
But you can't say anything about what you found, other than "Bahamut is truly, finally gone". Because if the people knew about Louisoix becoming the primal Phoenix, well... everyone would pray to him and Phoenix, and given the nature of primals, there's enough crystals and aether just floating around that he could be resummoned... and if that happened, it's doubtful even we could stop him. So while we know different, we're part of the only tiny group who could ever know the truth, lest the masses fall on their knees and pray for Phoenix's supplication, locking us into the same thing that's trapped the sahagin, kobolds, etc.- in essence, locking us into the same cycle of tempering and gathering crystals, turning us into just another beast tribe.
So as the rest of the world knows, Louisoix died at Cartenau, and that's the story that we have to tell them.
I love the background music for the first coil- it's a mix of different themes, and I hear parts of Answers, but also parts of the theme that play when you're infiltrating a Garlean castrum, too.
The gear I actually like. When I get to level 80 or 90, I'm going to go back and farm for a few sets, and I'm looking forward to the callouts finishing BC gets you in later content.
In short... do Binding Coils... at least once, to say you did, and be able to understand why people like it.
Just... fair warning: if you go in unsynced, it's sounding like turns 9 and 11 are going to be the hardest- 9 because it has so many bullshit insta-fail mechanics in the second phase of the fight, and 11 because not being able to burn down summoned mobs during the bossfight results in them all combining into one and then just slaughtering you.
Pretty much now, all that's left on the ol' checklist is...
- finishing up my relic weapon
- picking up any leftover crafting ability quests and trying to get my crafts to bring in more gil to support my crafting habit (selling clothes to go ahead and try and fund some stuff- especially the ruined stuff you can fix up- my outlay on that is something like 2 or 3k per piece, so if I can get 30k or so each for them, well...
Then it's finally on to HW... while plinking away at the first 50 floors of PotD to be able to unlock Heaven-on-High when I get to Stormblood. At least I can unlock another class and level it with PotD experience...
I can has cheezburger, yes?
I do, it's just, I haven't had enough Onions to level her Tank abilities much yet (I put her way into Healer before)
https://podcast.tidalwavegames.com/
Well, mostly. Baldesion Arsenal.
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I feel this is a double edge sword as gear is a worse motivator than plot for me. But I'm sure on the whole you're correct.
I got a 0% parse. The worst dps a warrior has logged in p1s ever. Ive never been more proud.
CorriganX on Steam and just about everywhere else.
There is a Respec item at your GC if you want to change her
There apparently is a competitive scene for minimum parses while clearing a fight. Congrats on the top tier parse!
I like her as a healer tho, it's very helpful overall! I haven't put anything in the DPS track because I don't need it.
https://podcast.tidalwavegames.com/
RDM is a ranged class on paper, but it is affected 0% by being in melee. And now your backflip melee combo finisher doesn't even deal more damage than the "stay close" option anymore, so the only reason to stay farther away is better arena visibility
And to look cool, naturally.
My standing offer to anyone on the Chaos data center to help them get through any Binding Coils turns unsynced. The turn that is impossible to do alone is easy to do with me on BLU kamikaze'ing at around 70% to skip the insta-kill mechanics.
In game I'm Kenelm Pijay.
...waitwaitwait. A kettle. That requires 50 Alexandrite. And drops from Ifrit, Titan and Garuda EX?
...sigh.
...this had better make the best goddamned Irish Breakfast tea I've ever had. I mean it.
(Really, it shouldn't take that long, just need ten maps and three EX runs... and I ought to have enough tomestones...)
I can has cheezburger, yes?
like
I understand Palace, it's a weird liminal space where the aether of those with Unfinished Business gets stuck and yells at you
the explanation given at rank 30 doesn't make sense and they already lied once, so
what's really going on here
https://podcast.tidalwavegames.com/
Mechanically or thematically?
3DS Friend Code: 3110-5393-4113
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Thematically.
Mechanically I understand perfectly well that it's a psudo-roguelite in the same vein as Palace (and a great place to level).
https://podcast.tidalwavegames.com/
"Hey, what if we build a space elevator?" "That sounds great, but seems like a lot of work. What if we build something to build it for us?" "Great, no oversight needed." Whatever systems are running it scanned local culture and incorporated it into the interior designs.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Any coolness I accumulate seems to evaporate when I inevitably backflip into a killzone or off the arena
Sounds like you've mastered the class.
the kettle is kind of a joke monk weapon IIRC, glowy as shit but it's just kettles
If you're asking if there's more story to HoH beyond floor 30, there isn't.
Steam: pazython
There's one turn where you need to stand on two activation circles?
I also thought T11 was impossible, but it seems that became possible at lv80.
You dont need to stand on them at the same time, you just activate one then the other.
CorriganX on Steam and just about everywhere else.
I swear that wasn't always the case ._.;;
That ought to be an achievement. It sure is a "now you're a real Red Mage!" moment.
https://na.finalfantasyxiv.com/lodestone/topics/detail/4c39f8a03713f8fcbab25ebf908c16837c5faaba
Coolness ought to be the third mana bar
RDM x DRG solidarity. Backflipping out of a deadly AoE only to fall off the edge of the platform. Or into another deadly AoE. Or into the boss' landing zone. Or--
(as I say to healers when I do duty finder: "I'm DPSing the floor SO HARD right now!!!")
https://podcast.tidalwavegames.com/
Found a timer online that told me where stuff was, and went to do the one at Apkallu Falls in Old Gridania. Spent some time wandering, looking for the place, and then was convinced something was wrong because the vista wasn’t triggering.
Then… I looked it up. I watched as the guide showed me how to jump up a semi-hidden path just outside the falls, up to a ledge… and then jumped along the string of lamps to the one nearest the falls, the last jump being an absolute pain, and the point… is on top of the last lamppost.
The ones in the wilds I have zero problems with because I can just fly to the place. But the ones in cities, where flying is disabled, are hot fucking garbage. Finishing Stormblood’s requires you to defeat the Kugane Tower jumping puzzle, and I couldn’t beat it five years ago… and then jump off perfectly to land on a fucking lamppost. Which means if you miss it, you’ve wasted your time climbing up in the first place.
What kind of psychopath thought this was a good idea? I mean, I could see it in something like Assassin’s Creed, that was designed for exploration.., but FFXIV wasn’t designed for this shit. Either they need to enable flying in towns or create easier ways to get to some of these places in towns. Good grief.
I can has cheezburger, yes?
The lamppost at least can be cheated via Self-Destruct and someone already on top of it to revive you.
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This is exactly my feeling about it. I love the jumping puzzles in Guild Wars 2... because Guild Wars 2 was designed from the ground up to have jumping puzzles. You even have class abilities that can be super helpful in jumping puzzles (Engineer's rifle jump, several of the Warrior dashes, and that's not even getting into Mesmer portals -- the latter of which were designed to be used in jumping puzzles!). And even beyond that, having dodge on command is a part of said puzzles -- there are jumps that become MUCH easier if you jump-dodge, for instance.
FFXIV's movement system was absolutely not designed with this in mind whatsoever. That stupid Stormblood one is the worst example -- jumping just isn't precise enough. In GW2, 1) getting to the top of the tower would be easy peasy and 2) they probably wouldn't make you land on the damn lamp post, and 3) even if you did, there'd be a Mesmer parked up there for the sole purpose of getting you back up to it. And now there's the Prototype Position Rewinder device that lets you reset your position if you miss! But like, the camera controls & way jumping works means that making those jumps is basically 50/50 on whether I can actually do them. It's frustrating as hell.
https://podcast.tidalwavegames.com/
no these are good actually, do more of these SE
just no specific weather+time of day+unclear emote requirements
The video clips included are spoiler if you haven't gotten there yet, but the title and thumbnail aren't and it's an official upload.