Hmmm....the absurdly low drop rates may be boiling down in part to choice of where people are farming for them. For example:
Cape has wind as the dominant weather, and prone to pop a good bit even during the non-sunny forecasts (a lot of the fire cycles there are actually not forecast, and pop during the Sunny forecasts randomly), and a good bit of the mobs can take a bit longer to kill depending on the job you are on. If you are using somewhere like the Cape or Mt. Z, etc. you are more likely to have better results gathering the wind or earth based drops to sell on AH and flip that gil into the fire rocks through the AH (Ifrit's can be bad for the fact that water is dominant, and Aqua tends to be a poor seller for converting to flame).
On the other hand, somewhere like QSC can be better because most the fire cycles are forecasted (more accurate planning), and the mobs are considerably lower and easier to hunt/kill to keep your chances for drop higher. Soil can be a very common drop here when fire is out of season too, which comes handy if you are interested in converting them to other elements through the AH/Bartering--but I found it to be one of the better areas for scoring flame drops by day/weather.
Regardless of where you farm them though, the drop rates in general simply have a pretty stupid restriction on them that needs to be removed. Just lifting the cooldown timer alone could potentially bring them in the ballpark of @ 10-20% or so naturally--don't think that would be too game breaking, and would go a LOOOONG way towards easing people's frustrations over geode availability.


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