250 exp/bayld per eval for hitting the boss for 0. But if you haven't got col rate over 20% by now your server needs to have a word with itself.
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Hurkan lasts like 5 minutes now, stop complaining.
You complain that everything dies too fast for you to get an evaluation, then you instantly follow it up with "If I don't get it now, noone will be doing it anymore so I'll never get it done." Make your mind up. It will level out now, and unlike in the past people will continue to do the event as there are AHable/RME upgrade rewards now.
And as for not being able to engage and voke a mob before it dies, you select attack, then immediately hit voke macro, the mob will come to you while you experience your lockout, so as long as you're facing the mob, you'll get an attack round in.
Mages are generally using low-tier nukes so that mob doesn't doe before they finish casting (and to save MP), so voke will pull hate. Multple BLMs all casting a T1 nuke, stil only get the individual hate of 1 T1 nuke each, it's not cumulative, just because mob's HP drops substantially.
Since you're going DRK, I'd personally go /RDM. This gives you Fast Cast, Refresh, Cures, Stun for hate/stopping the mob running from you, a bit of MAB so you too can nuke (shock, horror, yes you can join in the mage's own game. Remember your own ilvl weapon gets plenty of Magic Acc on it too). And of course, you can convert to give you some points for curing yourself^^
Now, stop being so aggressive to others on the forum.
You're so wrong on almost all accounts, it's kinda comical.
The people spamming the magic, claim the mobs with stone I before they even pop. So they have more enmity than Provoke generates before you can even target said mob. So when you Provoke it, it does NOT come to you. Not even for one second. Then a second mage casts Stone I and a twelfth mage casts stone I and it's dead, .5 seconds after it appears on screen.
NO ONE will continue to do WKR, the sellable drops are all 100% garbage. With the minor exception of Toro Cape, which btw is for mages. (and some other things that are rarely used anymore).
Though, I do agree that someone who can't get evals can infact melee the megaboss for 0 damage and still get an eval. Also, can sub blm/rdm/sch and get nukes in too, but that is really lame to have to do.
One more point of interest, I'm not going to advertise this more by explaining details, but you can make 30,000 bayld in 10 minutes. So go to the WKR hit the MB for 0 damage 10 times, get 1 eval for 200 exp then just afk.
You WILL get the same reward, and not waste your time trying to do something that cannot be done. Then go make triple the bayld in 1/10th the time.
When I came back to the game after quitting, I was book burning in Oubliette. When I saw the kind of damage BLM was doing with just a 4MP Stone, I thought that was pretty broken too. That is until I saw the MNK do 500-600 with one punch. One of the last things the game needs is further imbalances between the benefits of Melee Vs. Magic (a problem that happens in SO many RPG in the melee's favour). FFXI is currently, IMO, one of the closest RPGs I know of that is KIND OF striking a balance the best.
The solution to fix one event in the game is not to reduce a jobs functionality in all other events.
It was never meant to be complaining about you complaining, just me pointing out that you never said how many fights you went without getting anything at all besides items that NPC for less than 1k, rather you gave a total of all fights to that point both before and after, which made for a poor example of why it was 'still bad'.
Irrelevant information how many pre and post update. All it took was one to know it was still garbage.
That's right, because every mage in WKR is botting.
I go on THF when I CBA to change jobs, and I can flee around the zone until I see a mob pop. Even if it's on the other side of the arena I can be engaged on it before it dies, especially if you have a source of stun. The mob dying too fast isn't the issue, it's the mob jumping from player to player and never standing still.
Admittedly, I have all damage filtered, so I can't say for sure how much damage they are actually dealing, but a 500 dmg stone 1 with -30 enmity is less enmity than provoke. A 400 damage stone only needs -14 enmity to create less enmity than provoke.
And the rme pouches that you can go and do even if you're solo with no hassle of setting up a party. Also, some people will continue to do Hurkan over 41 times, trying to get the drop that they want, right?
If you're only doing 1 eval, it probably explains why you aren't getting drops from Hurkan. I heard that you need 2k min for an eval, though I got the helm from Kamihr with only 1200 (I got there late).
No, a single kill is all it took to know they did not make you get a drop 100% of the time, there is no way with a single kill you can accurately determine weather the effects were good or not, otherwise I can go to Abyssea, kill a seal NM without proc, and say Abyssea seal drop rates are horrible, I killed a NM and no seals dropped 1 time, its garbage.
Typically.
If we could post videos without getting banned, you'd see just how wrong you actually are.
They don't actually wear enmity- they don't change gear either.
WKR do not drop pouches, only singles, and only if the pebble doesn't take it's spot. At least I've never heard a single person shout, yay I got a pluton case.
1 Eval, 300 Evals, capped bayld, 100 bayld = same rewards, regardless.
And at no point did I ever say that I do this, it was just advice that it CAN be done.
If there is no reward to be gotten, there is no reason to go, therefor all it took was 1 attempt of receiving nothing, to conclude failure.
The fight itself is fine, what's complete failure is the drop system, and/or lack of repeatable "Order Up".
Well, no, really the fights are fail too, but you can't stop stupid people from mpking.
Not sure when videos started getting people banned...
WKR can drop cases (rarely).
You see, Karah has every drop besides the primary drops, and selling them would be stupid apparently, so it doesn't matter, its head or gtfo at this point, which is why I stopped caring.
So, let me get this right, Karah:
On Carbuncle, every mage in WKR is botting, and not one of them is wearing emp head or feet +2. None of them get an enmity- aug on their Hagondes gear. None of them are wearing any accessories that offer -enmity as well as +MAB. Not one of them is using Baqil Staff either.
Strange.
OK, I get it. You're just blatantly lying to try and prove a point. In which case I concede. In your hypothetical world, you are entirely right, and we can't do anything at all on a melee job in a WKR.
Those of us in the real world will find that it's not strictly true though.
Just got done with a 2hr 15min Kumhau , BUT at 4% left I freeze....... Yes I know I'm not the only one, there are lots of us, especially Xbox players.....I get logged back in and Kumhau is at @1%, battle ends 2 min later and I get an adaman ingot. Is there any solution to this besides me quitting WKR, cause it's happened 4/5 fights I've done. I'm 99.9% sure that a 2hr 15min fight would land me more than an ingot.....
Greetings,
We have been receiving a lot of feedback regarding the Wildskeeper Reive drop rates and how they feel low. We took a moment to speak with the developers about the reward system and what we can share so you can get a better idea of how the system works:
- Special rewards such as weapons, armor, accessories, job mantles/job accessories, and magic scrolls/materials are all separated into different drop slots.
- Depending on your performance, you can earn points and increase your drop percentages for each respective slot. (The way drop percentages increase is different for each slot.)
- You will still have a chance to receive drops even if you earned a low amount of points for a slot, but the drop percentage will be quite low as well. If you have no points earned in a slot, the drop percentage will be zero.
- Because Naakual equipment is rare, if you receive the same piece of equipment that you already have, you will not receive a reward for that specific slot. Due to this, the drop rate might feel lower as you earn more equipment.
We understand that as users receive more equipment from Wildskeeper Reives, there will be less motivation there is to repeat this content. Producer Matsui introduced plans to revamp Naakual equipment and has an update on this:
Guess I have to level a Mage job to spam stone for points to be eligible for better drops.
Or SMN~!
I have all the drops I want from WKRs and I just do:
* Chain-spam BPs using Astral Conduit. This does about 70k damage against Hurkan. Can be as low as 20-30k damage against the other monsters (or 0 vs. Kumhau, in which case I don't do it)
* Use BP Rages every 45 seconds and otherwise use AoE healing/buffing BPs. I generally try to keep Haste and Enfire up on the melee.
just increase drop rate for REM items case and boxes and a lot of ppl will do wildskepeers lol, that is motivation, the drop rate for REM items on cases is low, i assume boxes is just worst
I concur. I have spent over 1 million bayld on yumcax. I only want ixtab so I van actually play warrior. Every time its the same crap... 4 hour yumcax struggle for a lovely arrowwod log. O correction. Since the last update arrowwoodlog + crappy ah junk that I dont need. Just make some conditions to repeat library quest or something. NEVER being able to get the ONE item I want is bull and it doesnt entice/encourage me to SPAM more wkr like you guys intend. It makes me loathe the game and angry thay I ever leveled war. Stop adding all these CRAP drops amd make it POSSIBLE to get the stuff we ACTUALLY want. Higher GOOD item drop rate/ repeatable library quest and REM case drop rat e is what we want. Nobody cares about ilvl or current Hp we can find that out in a shout. How about actually making a worthwhile adjustment next!
The only people who will care what the current HP of the WKR is are the people that wait till <50% to contribute. This will not end well.
Showed up @ 17%
[00:48:20]Your insulator tablet is destroyed, but you are able to successfully press forward.
[00:53:18]Karah gains 2582 limit points.
[00:53:18]Karah obtained 2582 bayld!
[00:53:18]Obtained: Pluton.
[00:53:18]Obtained: Uk'uxkaj cap.
[EXP 3270]
Good system;
I show up @ 90-100% 60 times, cap out 25,000 exp get NOTHING.
I show up @ 17% fight one NQ mob, get 1k exp obtain the hat.
Lesson learned;
1) show up late
2) contribute nothing
3) ???
4) profit
1k~ exp for fighting, 2582 for winning, learn2math.
You get 25k cap for the battle, and a free 2.5k exp for the ending regardless how much you contribute in the actual battle.
I thought the loot pools were getting adjusted for these to not have worthless drops, not sure how many WKR of hurkan and Yumcax i have done where I received arrowwood log, or another log or pebble velkk mask, and just now moko grass.... seriously cap xp and bayld and get something I can harvest anywhere at lvl 1, and hurkan is a joke now takes 15 mins for a group to kill cannot hardly get enough evals in for a drop
lol WKR is dead already, they need increase drop rate on rem ITEMS making 3-5 per fight + a good chance at getting case or no one will care about this event in 1 or 2 weeks more
Some suggestions for WKR as follows:
1) Make it where NM will always drop a REM item 100% of the time as long as you contribute.
2) Depending on the contribution, make it where it is guaranteed to drop X items. Examples:
0k exp/bayld = starting point, 25k exp/bayld = maximum contribution
1k-6k = guaranteed 1 REM item, 7k-12k = guaranteed 2 items (1 REM item), 13k-19k = guaranteed 3 items (1 REM item), 20k-25k = guaranteed 4 items (1 REM item)
In addition, make it where you are guaranteed 100% on a REM single item but have a 15% chance of getting a case of REM items or 5% chance of getting a box of REM items instead of a single. This would be a good incentive to do improve participation.
3) Make the pick your item quest repeatable from the Library. This should be doable once per real life day or even once per conquest. I don't see how this would harm anything.
The WKR system itself is a good system. It just needs tweaking.
So with WKRs dying/dead, does everyone still want magic damage to be nerfed? lol
Isn't dying on Lakshmi, not yet anyway. As for magic damage, there needs to be a cap on base D prior to dINT being added. Currently +MDAM equipment makes the tier 1 nukes stupidly overpowered.
http://wiki.bluegartr.com/bg/Magic_Damage#Calculating_D
Stone should not be going from a 10 base damage to a 205 base damage by wearing a single staff. The Tier I and II nukes get insanely strong by using that staff due to the base value being uncapped which renders all other nukes utterly useless. Place a simple cap on the lower tiers, around ~100 and 200 depending on the specific nuke.
Compared to a MNK's fists, this is perfectly fair. If anything requires adjusting, it's the higher tier nukes to make it worth expending so much MP.
Bear in mind that I almost never play BLM or other nuking jobs, so I'm not just saying this because I want my favourite jobs to be over-powered. I play THF, RUN and DRG as a preference, SMN and BRD if needed. The rest of my jobs are 'meh', including BLM. Most are capped skill/merit wise, and even geared well, it's just lacking proper gear swap macros and augs could be better on skirmish gear.
Maybe alter his crazily overpowered AoE doom/death TP move that it's unavoidable and does massive damage would be a good start; same for Hurkan.That 4-7k AoE Static Prison is unnecessarily powerful. Most players have 1.5-2k HP unless they're monks, does it need to be a "Ha-ha, you die" move with such a long range? If it did 1000-2000 damage it would still be devastating but to do 4k damage through shell and buffs is a little ridiculous.
Yumcax ain't no thang. He dies way faster than Hurkan, Kumhau, or Tchakka if things are done right.
It's those #$^@$^@ MPKers who are pulling panopts to the party, and the brilliant strategists who insist on everyone standing in a space the perfect size for everyone in the reive to be wiped in a few seconds....
But then again, that small space is the only spot not ruled by the all-powerful Yumcax's Watchman.
A lot of times it's not even someone actively running adds to the entrance. Every alliance has shared hate so if you have people who are killing adds and you're killing Yumcax. If it kills them and no one grabs it, it will dart for you and anyone else in the alliance. Players go back there to recover and end up dying again when another of their party dies. Would be nice just to removed the shared enmity, would remove a lot of frustration. I've had to remove myself from LS members going as a group to Yumcax, simply because as soon as they start dying then I end up getting their leftovers.
No offense here, but isn't that a bit melodramatic? There are a ton of species in the "plantoid" category. Switching panopts to another plant would not disturb lore. The reason Yumcax is so painful is the amount of devastating aoes and little place to hide from danger. No other Naakaul's arena is this naturally dangerous. In all the other areas there is plenty of space to recover if necessary without fear of being immediately trampled with multiple AoE.Quote:
Originally Posted by Akihiko Matsui
Suggestions would be:
- Remove alliance hate as I really don't see the purpose in my face being ripped off from across the arena if I did nothing to provoke it.
- Make the wandering space for Yumcax and his adds small enough that you can recover on the outer edge.
- Remove that moogle that no one is talking to and put an impassible bush in front of the roots people keep getting stuck in.
- Replace some of the panopts and snapweeds with a 3rd plantoid species that doesn't have AoE. Devs get to keep their precious annoying panopts and we can get some reprieve with a less likelihood of area of effect damage spam.
Actually your doing WAY more damage then any melee can on their own. The difference between you and that MNK is we can throw two BRDs, 2 COR's and a haste spell onto him to triple if not quadruple his damage output while simultaneously jacking the NM's defense. There's not much you can do to BLMs to increase their damage, some MAB and M.Acc buffs at best but when your packing that much MAB already the bonus isn't gonna do much. Also melee's are expected to tank, they keep the NM's attention centered on them at point blank range. BLM's on the other hand are glass cannons, you'll cap enmity pretty quickly and when that happens you'll have the NM running over to the mages and wiping everyone with aoe's.
So a BLM or SCH is much stronger then an unsupported Melee DD while a supported Melee DD is much stronger then a support BLM or SCH. A Melee DD has much better defense gear and HP to withstand the fury of the NM's overpowered attacks.
That's the reason you see army's of BLM's and SCH's at solo events but never inside alliance events.
This is what happens when you don't have actual tanks in this game. You have paladins that can't keep hate due to damage being the biggest generator of enmity, and Rune Fencers who can't keep hate or take physical damage because they lack something like an ochain/aegis. In FF14, paladins and warriors are expected to keep hate off of everyone, and they can do it, because their weaponskills are specifically tailored to generating enmity. 11 doesn't have that. You got flash, provoke, lunge, etc. that don't draw enough hate compared to weaponskills/spells the DD jobs have. If a paladin can keep the hate off of everyone else fighting a mob, the DDs can actually focus on killing what they're fighting. The 'holy trinity' (heal/support, tank, and dps) in this game is broken, tanks are the third wheel and are broken.