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Final Fantasy 14 thread: Dawntrail

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Posts

  • JarsJars Registered User regular
    mechanics aside I like the 2 dye channel on this

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  • I needed anime to post.I needed anime to post. boom Registered User regular
    edited September 29
    they just announced hard mode 24man Cloud of Darkness designed by Mr Ozma

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    6rugdyfw7ht8.png

    I needed anime to post. on
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  • SCREECH OF THE FARGSCREECH OF THE FARG #1 PARROTHEAD margaritavilleRegistered User regular
    imagine, the PF experience but with your whole static. you and your friends fuming and wishing great pain upon SIXTEEN people instead of seven. this is gonna own unironically

  • JarsJars Registered User regular
    spend like 2 hours forming a group
    one person makes a mistake and 3 people leave
    repeat

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    “Chaotic” is the perfect difficulty name.

  • ph blakeph blake Registered User regular
    Are those the fucking E9S PvP tiles?

    Oh my god this is going to be hilarious

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  • SabreMauSabreMau ネトゲしよう 판다리아Registered User regular
    I have finally finished clearing the savage in Party Finder.
    https://www.youtube.com/watch?v=GR7JafN7LpY

    Getting all twelve of them in wasn't until Week 38 last tier.

  • AldoAldo Hippo Hooray Registered User regular
    I've paused my subscription for the first time in ~8 years. Just more excited about other games and less interest in the story and the grinds. Of course I've already done a bunch of grinds in ffxiv, such as the Island Sanctuary, Bozja, trying to read Urianger's drivel and blue mage.

  • DidgeridooDidgeridoo Flighty Dame Registered User regular
    Yeah I'm holding out for the November patch. Alliance raids are my favorite content in ffxiv, but of that doesn't grab me I'll probably take a subscription break as well

  • JarsJars Registered User regular
    my luck in m4s continues as I rolled a 99 on the red mage weapon. now I'm a red mage with a savage weapon and a neo-kingdom chest. at least I play it better than sam

  • JavenJaven Registered User regular
    If I weren't planning on doing the ultimate I would personally consider leaving until 7.2 It's unfortunate that so much of the expansion content (Limited jobs, field operation, deep dungeon, moon Firmament, criterion dungeons) seems like it's all going to be back-loaded into the second half of the expansion.

  • AldoAldo Hippo Hooray Registered User regular
    I would also really like some more different challenges. I can't handle the memorization (2 minute rotation? I'm tapping out at 20 seconds) needed to do any of the hard content, yet that seems to be the only dial they can tinker with to up the difficultly.

  • JarsJars Registered User regular
    well that's what practice is for. and if I still can't remember I just put it in chat

  • JavenJaven Registered User regular
    Aldo wrote: »
    I would also really like some more different challenges. I can't handle the memorization (2 minute rotation? I'm tapping out at 20 seconds) needed to do any of the hard content, yet that seems to be the only dial they can tinker with to up the difficultly.

    With the game being as unresponsive as it is, and the reality that this isn't going to change anytime soon...kinda, yeah.

    But also, without trying to sound rude...if the ff14 rotations are a bridge too far in terms of meeting a difficulty check, I don't know if just finding a different dial to turn would necessarily be the answer.

  • AldoAldo Hippo Hooray Registered User regular
    I think the memorization game is fun for other players. Just like people enjoy learning to play music on an instrument or dance or practice katas. It's just not for me. Ffxiv has all the casual content that doesn't require memorization, but when they're trying to make something more difficult it's all about memorizing fights. I've tried, I'm not good at it and I don't feel enjoyment from it.

    I like fights that throw puzzle elements at me, or just show me something coming at me and I gotta react to it (Sosano big sword, most of YohRa, Aurum Vale Coin Counter, managing aggro back in Heavensward). More of that would be cool for me. Every expansion there's usually something like that, and it can be actually challenging for me.

    Different MMOs have different challenges, I just like Ffxiv for mostly everything besides the hard group content.

  • DidgeridooDidgeridoo Flighty Dame Registered User regular
    I like MCH because it's got a nice, set rotation. I'm basically playing my fun little rhythm game while dodging mechanics

    My brain cannot handle the jobs with more flexible rotations, but kudos to the folks that gel with them! And healing is right out, I am not able to multitask like that.

    I would love MCH to get a battle rez someday though. Doubt it will, but it'd be nice to be able to help save a run if shit hits the fan

  • JarsJars Registered User regular
    while I like rdm quite a bit it's the only dps job that still has damage on its movement skills and I wish they would drop that. plus it would free up a hotkey, which it's a little strapped for.

  • PolaritiePolaritie Sleepy Registered User regular
    edited October 4
    Jars wrote: »
    while I like rdm quite a bit it's the only dps job that still has damage on its movement skills and I wish they would drop that. plus it would free up a hotkey, which it's a little strapped for.

    I think the closing in button is the only one you can't avoid now, since you have the option of not jumping out for the finisher.

    Other DPS with damage+dash skills: SAM (Gyoten/Yaten), SMN (Crimson Cyclone), DRG (Dragonfire Dive), NIN (Forked Raiju)

    Polaritie on
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  • JavenJaven Registered User regular
    Yeah their decisions to remove damage from gap-closers so far seems to have to do with how busy the rotation is, namely during burst windows

  • Grey GhostGrey Ghost Registered User regular
    Spineshatter Dive my beloved I miss you so much

  • PolaritiePolaritie Sleepy Registered User regular
    Of the other four I mentioned... SAM's dashes compete for resources so they never got used in burst, and the other three are primarily for damage and the movement is just a bonus.

    Steam: Polaritie
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  • ph blakeph blake Registered User regular
    Forked Raiju does more DPS than Fleeting Raiju (Real and True)

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  • CarpyCarpy Registered User regular
    Do people use RPR's teleport -> instant harpe -> hellgate back?

  • PolaritiePolaritie Sleepy Registered User regular
    ph blake wrote: »
    Forked Raiju does more DPS than Fleeting Raiju (Real and True)

    They both have 700 potency, I don't know what you mean by that.

    Steam: Polaritie
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    Switch: SW-5185-4991-5118
    PSN: AbEntropy
  • AldoAldo Hippo Hooray Registered User regular
    Carpy wrote: »
    Do people use RPR's teleport -> instant harpe -> hellgate back?

    No? Shouldn't you just in melee and do your rotation? Or if you can't get into melee then just standing still and casting harpe is a lot less finicky and about as long.

    Or maybe you dodge out of melee to avoid something and combine that with an instant harpe. Not sure I've ever been in a fight where the hellgate back is going to be worth it.

  • JarsJars Registered User regular
    gyoten has damage on it, but it's dps neutral so you'd never actually use it for damage. spineshatter and shoulder tackle had their damage removed, slither and egress never had it at all because they realized it's bad design.

    the others.. are pretty loose in terms of being movement skills. drg and nin already have regular movement skils and smn is pretty hard to call a movement skill like smudge/between the lines

  • JavenJaven Registered User regular
    There was a time when gyoten was optimal during pot windows but honestly since the 7.0.5 changes I haven't kept up with the SAM rotation so that may no longer be true

  • JarsJars Registered User regular
    also there's another DDOS

  • JarsJars Registered User regular
    Javen wrote: »
    There was a time when gyoten was optimal during pot windows but honestly since the 7.0.5 changes I haven't kept up with the SAM rotation so that may no longer be true

    you can throw one in during 2m if you don't have 25 kenki but I don't because we're talking about like 100 potency over the course of a fight unless you have a really buff heavy comp

    even with a gyoten the rdm opener is quite a bit busier than sam with 12 ogcds. not quite drg levels, but up there

  • ph blakeph blake Registered User regular
    Polaritie wrote: »
    ph blake wrote: »
    Forked Raiju does more DPS than Fleeting Raiju (Real and True)

    They both have 700 potency, I don't know what you mean by that.

    Forked Raiju shows conviction so the game rewards you with more DPS

    (I am memeing, they do the same damage)
    technically the damage application for Forked Raiju is like .1 second faster for some reason, so if the boss is about to jump away and you barely have time to get in one last GCD then Forked is a better choice to prevent your GCD from ghosting

    This literally never matters, maaaaaaybe it can come up in M4S before the knock to the other platform if you are behind for some reason (but even then it doesn't actually matter)

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  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Carpy wrote: »
    Do people use RPR's teleport -> instant harpe -> hellgate back?

    for potency? no. The Harpe doesn't become an oGCD, it just doesn't have a cast time anymore

    it is useful for the 12,000 mechanics that force you out of melee this tier

  • BahamutZEROBahamutZERO Registered User regular
    endwalker's bosses were too generous about never making you get out of melee range imo, this level of it is more normal and why they gave melees those "get out, keep some uptime" abilities in the first place

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  • SCREECH OF THE FARGSCREECH OF THE FARG #1 PARROTHEAD margaritavilleRegistered User regular
    my excitement for dawntrail pre-release was at its highest when they showed the hitbox for the first raid boss

  • AshtonDragonAshtonDragon AKA The Nix Registered User regular
    M4S cleared! A bit late to the party, but I'm pretty stoked about it. Definitely not the hardest tier I've cleared, but a bunch of my friends stuck together until it was cleared this time. And I also got the mount, so that's a nice bonus.

    I think if I had my time back (and I could influence PF), I'd do normal Sunrise. Uptime isn't hard per se, but it's the kind of mechanic where people will get someone murdered and not realize they were at fault, so they don't learn.

  • ph blakeph blake Registered User regular
    edited October 6
    At this point I feel like doing uptime sunrise is trolling because if you are progging/going for the clear then just doing normal is simpler and the maaaaaybe extra 2-3 gcds of melee uptime does not matter with current gear. And yeah it's not that normal is easier per se, but it is much easier to see what exactly went wrong when someone dies in normal sunrise vs the "no I swear I was in the perfect spot it must have been someone else" dance that happens when you wipe in uptime

    And if you are parsing/speedkilling than you should honestly just be skipping sunrise entirely

    But none of this matters at all because NA PF is a fiend for any strat with the word "uptime" in the name so thems the breaks

    ph blake on
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  • SCREECH OF THE FARGSCREECH OF THE FARG #1 PARROTHEAD margaritavilleRegistered User regular
    yeah uptime sunrise is a trap. the tier is easy enough dps check wise that if you were seeing it week 1 or 2, you didn't need the dps. and if you needed the dps way later in the tier, either gear was more than handling it for you or your group had other, bigger problems

  • JarsJars Registered User regular
    I find uptime to be easier, but you can skip sunrise so it doesn't matter much

  • JavenJaven Registered User regular
    Uptime sunrise is a mechanic that tells you very explicitly if there are any carries in the group, and if you do you should abandon doing uptime sunrise immediately

  • JarsJars Registered User regular
    I don't know if it's because of the 40 second swiftcast but it feels like I never cast jolt anymore. I looked at my best log for ex1 and I had 6 jolt casts, that's less than one jolt per minute and I overwrote like 7 procs

  • ZythonZython Registered User regular
    Jars wrote: »
    I don't know if it's because of the 40 second swiftcast but it feels like I never cast jolt anymore. I looked at my best log for ex1 and I had 6 jolt casts, that's less than one jolt per minute and I overwrote like 7 procs

    Well, some of those Jolts are going to be Grand Impacts, so that’s part of it.

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