With food you go up to 606, which should be cap for M4s, if not really Damm close.
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It breaks my heart when I'm throwing Malefic II and I see MISS. And then hitting a mob with Gravity and only hitting 1 out of 3. I die a little inside
This is more than frustrating. I've honestly cut my dps back by like 75% even if it means just standing there because its no longer a matter of being skilled enough to weave in and out of cleric. Its a matter of how many gcds I want to waste trying to get my Aero I, II and III to stick. I'm usually a cautious healer when it comes to dps but I've become comfortable doing it and the new dungeons actually leave quite a bit of down time for a healer to help out if hots are up and no one is failing mechanics regularly. But I've had to recast dots up to three times to get them to hit and my holy spam is now dangerous because I could usually run in and reliably interrupt cones etc with swiftcast. Nope. Not anymore. Now it can suddenly miss two out of three or four mobs and I find myself smacked in the face.
I get that maybe to reach the cap for high level raids etc you should need to meld /some/ accuracy to your gear. Fine. But as someone who sticks to expert roulette and an occasional extreme trial I don't see why they expect healers to go full accuracy just to reliably hit the broad side of a barn. Frankly it almost seems like they made it a problem just so the whole new thing with materia would seem like a savior. Even though pre 3.2 I could go a whole dungeon without missing. Personally I think it should be addressed. Either drop the accuracy threshold on casual content or give cleric a passive accuracy increase that's enough to hold people over in 4 mans etc. It's just strange. I get they wanted to make tanks into actual tanks again because strength tanking was getting out of hand but it feels like they tried to force us into 'just heal'...only without giving us any reworks like they did for the tank classes.
I gotta say at first I was upset when I started my usual PoM holy, aero III, holy swift cast holy holy holy holy spam and saw the insane amount of misses but now I'm relieved. I can finally just start healing instead of trying to dps too since dps now seems like a waste of mp. Thanks for this accuracy nerf SE :D. All the people who are like "Only incompetent healers don't dps and stand around" can finally go shove it.
The game added a new melding system onto tome/raid gear, as well as crafted 220 gear that is pretty easily made (or items gathered) and you can fully meld it. It is reasonable for the game expect you to use them. Complaining about missing at this point is literally ridiculous - it's your fault. Granted, it may take a week or two to get all fixes up and cap it, but at that point the issues should cease.
so you expect healers to pentameld just so we can do contribute to the dmg and make runs faster, instead of just standing around doing nothing if there is nothing to heal?
sure, requiring some acc melds for alex midas savage is fine, but NOT AT ALL for "casual" content like expert roulette dungeons
this is really getting ridiculous
also, if going full acc melda is required to do dmg without missing half of the hits than that is quite unfair since we can not meld any of the other stats
@SE: just give us acc stats on gear like you did in 2.x (and add an acc buff to CS)!!!!!
It would be an easy fix to put accuracy in Cleric Stance like they have in tank stances. On Calcabrina, both dps sometimes get turned into dolls. It's obvious the healer has to help with dpsing here to free them - but I missed at least thrice in a row with Stone III. I will definitely put accuracy melds into all my gear, but the slots only exist in new raid level gear, and even dungeons are now requiring lots of accuracy...
They might have enhanced the accuracy cap for all the new 3.2 content because we are now allowed to meld accuracy in all stuff
As off heal I guess,i will have to burn some materia in that XD
By that reasoning I should be grateful if someone tied my hands and feet together so long as they left a sharp object somewhere in my vicinity so I can try to cut myself loose. Which is essentially whats happened. Square created a problem by not putting accuracy on our gear and by not attaching any accuracy buff to cleric stance. So instead of getting stats that benefit our heal potency, mana pool etc, healers will be expected to go accuracy just to get back to hitting things with any consistency. Something we could do just fine before 3.2.
That's not even touching how ridiculous it is they expect people who are doing 'casual' content to go to that extreme.
On a side note, does anyone actually know what the cap /is/ for expert? I came in with full 210 aside from my weapon and I'm still missing so much I may as well not bother half the time.
If you're not intending to go into hardcore end game content, there's no need to get worked up about spending millions of Gil on pentamelds. Your Lore / Midas pieces all come with slots that are guaranteed and if you happen to have all the AAR Beast tribes unlocked, they reward one random T4 from a pool of 5 Materia (so, up to 12 T4 Materia at day). Also, supposedly you get a free combat T5 materia of your choice from Void Ark every week. It drops a weekly token that you use to trade to a specific Goblin north of the Aetheryte in Idylshire. You won't immediately get the accuracy requirements if you don't spend the Gil, but you'll get it overtime as part of your upgrades.
I don't imagine for the current EX content that you'll need too many Materia to cap out. If I would take a random, massive heaping of salt, guess - +60 Accuracy would be what one needs to cap on current EX content.
Some random food for thought too, I would not recommend using T5 materias for Lore gear until they are upgraded because I'm going to imagine you'll lose the currently slotted materia once you upgrade the pieces.
Well, adding a single +12 accuracy made my miss rate about ~9%. I'm guessing that current Expert Roulettes will only require about 4 Heaven's Eye to be accuracy capped, assuming that scaling is linear. :p
Regardless of the various means to get materia, it's silly to require non-raiders to meld i220 gear in order to meet accuracy checks in i180 dungeons that drop i195 gear.
I've added 48 accuracy so far to get me to 402, and I miss very rarely but it does still happen. Beast tribes give a free IV materia now, you can get up to 6 I believe per day. So pray that the accuracy one appears and it's practically free melds for your progression gear! ;D
Except it's not a requirement and it's also not anything new. Even back when we had accuracy on our gear we still had to meld to reach caps. I love how they're giving us the option to get guaranteed melds on the highest level of gear and yet people still want to complain about it. ;D
For raids, of course but for dungeons? I don't think so.
To me personally I'm not bothered by all this, but I can understand the complaints.Quote:
I love how they're giving us the option to get guaranteed melds on the highest level of gear and yet people still want to complain about it. ;D
As I main healers I tried all expert dungeons with all 3 healers and Anti tower is the worst and I had the most problem with WHM. I agree that something needs to be done about this. This is basic content so why make it so difficult for casual players. Example I have no crafting classes at lvl 60(spent all my time maxing battle classes) I am sure that my FC mates will help me out but this is bad for new players. I understand if this was just implemented in ex primals and savage raids but in basic content NO. What about all the new players trying to catch up.
antitower 2 days ago, as a full 210+ healer : barely 83%
17% "miss" ! that's way too much. Keep doing that SE, and I won't see the point in helping dps at all.
It's not just healers...everyone has melding available now so everyone should be expected to use it. Healers just have the benefit of being lucky and gaining more use from the melds than anyone else. Going from missing to hitting stuff is way better than a DPS adding some crit/det/sp in the quantity it can be melded. TierVs come from easy faceroll content - Void Ark and Diadem. TierIVs (which you will use a lot of melding crafted gear)are inexpensive on the MB, and you get 3x per day from each beastmen quest. This isn't some hardcore thing - they put serious effort into making this stuff accessible.
Actually 17% really doesn't seem that high lol. Especially not enough to make you fail the dolls in Anti-Tower, as mentioned earlier.
As for your other point, according to SE your DPS is pointless anyway. Healer DPS isn't accounted for in anything, it is merely a convenience for time in dungeons and clearing raids without the 'optimum' item levels. I am a SCH who loves to DPS , but I don't mind having to meld accuracy to get there. On the other side of the spectrum a lot of healers don't want to DPS at all so at least they can try justifying your mindset and doing zero.
I'm not saying it isn't accessible. On the contrary I think they did a good job making it so casual players can actually look at using materia. Before the patch dropped I was pretty pleased with the whole idea because it seemed like it would add a small bit of variety and decision making in how you wanted to meld your gear regardless of if you raid or have millions to spend. Healers with more MP vs healers with stronger heals etc etc. But for healers that isn't whats happened instead it looks like this:
Pre 3.2: Miss rate was so small it was hardly ever happening. The amount they could dps depended on skill level in stance dancing.
Post 3.2: Healers are missing noticeably and expected to use materia to achieve the same effect as pre 3.2 instead of to improve in any other way.
It isn't a benefit. We all have melding but only healers are being made to take a step backward so that it looks like we are taking a step forward.
I guess it depends on perspective. The way I look at it, healers have the ability to improve their in-game performance via melding more than any other job. I guess that's good post-melding and bad pre-melding. It was gonna be true for raiding anyway, but now it's dungeons too...so be it. But given the abundance of crafted gear, materia and the fact that it's not only Midas Savage gear with a few slots, but also tome and Midas normal gear - I prefer to look at it from the post melded lense, as that's where any player who cares is going to be in pretty short order. 2-4 weeks for most players, in a tier that lasts 6-7 months.
Just wanna say I've crafted some 220 gear and melded with accuracy and crit and wow, scholars are even more broken than usual this patch. I never miss anymore and I'm critting every other adlo nearly, it's insane.
This is what I've always wanted. ;; Thank you SE. Now just please don't nerf me kthx.
Yes, all the crafted gear that costs twice the price of a small house or more. That's such a reasonable option for most people...
And you can tell me how easy gil is to get until you're blue in the face...doesn't mean I will think it's a good idea to make players feel like they have to dump millions into items they wouldn't have otherwise just to accommodate a terrible stat.
Hey you're on my server, if you want crafted healer gear hit me up. I'll do it for free if you get the materials together just to prove to you that it doesn't cost even one million. Just buy the ESO mats and the rest are easy, most expensive is frost cotton bolls that cost about 15k each. :)
While I appreciate the offer, I am going to have to respectfully decline. Not everyone is going to have that kind of opportunity, and I don't want to encourage the developers to have achieving boring stat requirements tied to purchased gear. I have nothing wrong with the crafters or what they're selling, but that kind of gear should be saved for min/maxing, glamour, or catch up/role changing for people in a hurry. No being able to hit things in 4 man content.
It's not a rare opportunity though. I've never met a crafter who wouldn't do something for relatively cheap if you provided all the materials.
Most I've ever seen is a 500k crafting charge at most, but there's plenty of people who will do it for 200k or even 100k. It's really not much...
Though I do agree that dungeons shouldn't be a place where you have to consider accuracy. .-. They should at least make cleric stance give an acc bonus.
The current crafted gear is only expensive because it's brand new. In terms of effort to craft and acquire - it's very minimal. Right now, if you are buying off the MB you're kinda screwed. But because of the lack of effort needed to make the items, the prices are going to come down in very short order. And even if they don't, spend 5 minutes to hit a node, spend 160 esoterics, and send a crafted an HQ seafood stew and 250k to a crafter friend. Item acquired. Honestly, for how good the gear is, it's crazy how easy the items are to make. Not a single ingredient takes any time investment.
Now, I am not gonna disagree Accuracy is kind of a dumb stat. If they removed it from the game, I wouldn’t complain. But it doesn't matter, I don't make the game – I play it…and this game has accuracy. The point is, in this game, as it currently exists - it's stupid for healers to complain about accuracy, since that's a problem they themselves have the ability to easily alleviate.
*Once you've fully leveled mining and botany, unlocked the necessary folklore books, and achieved at least 720 gathering and 740 perception for HQ. Seems like a lot of needless effort just to regain the ability to hit things competently in 4 man content.
Please do explain how accuracy as a stat enhances the experience of this game. Or any MMO for that matter.
Look man - I don't remember the last time I upgraded gear or spent put in any effort on my botanist, and all I need is some NQ Dhalmel food and I can do it. 3.0 released like 8 months ago, I have some of the 150 gear melded gear, a red scrip main hand, and bought the offhand...although they now just released a scrip equivalent. My miner is close enough that if I wanted something with it, its just an upgrade or two away. Regardless, it's been 7 months where you could have casually got your gatherer up to speed to be ready for whats next. You didn't? Ok. But where is personal accountability in all of this? Instead of complaining why not thing "Oh man, maybe I should have, at somepoint over the last 7 months gotten my gatherers up. well I didn't so now I should so that I can more easily cap my healer acc for the new content." Done. Why is the reaction to come and complain on a forum about 3.2 healer accuracy instead of fixing your gatherer up, waiting a week and spending some gil...whatever the myriad of options you have available to you - and getting the ACC you need. You could have had gatherer reqs for 6-7 months. If you don't - that's YOUR fault. So be it, no big deal. But don't...complain...fix it. This is an MMO, time investment in your character leads to better charter performance...as it should. If you ever get to a point where you feel like your character progress is slowed or hindered, you always should look at what you can do first. If the game has given you the tools the developer has done their part. And when there isn't a solution (like AST at 3.0 release) make a case.
In general, I don't like the accuracy stat. Sadly, I am not a paid developer of this game. I play it, I don't make it. And since there is accuracy...and now you can meld it onto gear with ease, I don't see the point in complaining about it. The game has enough problems that you literally can't alleviate in game that this just seems like an bad poor use of complaining time.
Simple answer, I don't like gathering, and up to this point it's never played a major factor in playing healer in the content I usually do. I play this game for the social experience. Doing enjoyable activities with people I care about. I sure as shit am not going to spend what little time I do have in the week huddled in some lonely corner of the world brainlessly clicking the same 3 or 4 nodes because 'oh no, SE might all of a sudden change how things have been up to this point'.
When you're online admonishing people in a game about personal accountability and taking a hardcore approach to casual content, it may be time to take a step back and reevaluate things. What's interesting is on the one hand you seem to agree that the accuracy stat sucks...and yet you don't want people to say anything negative about the state of the game. It is okay to like something and still make note of its flaws, friend.
People complained about story being locked behind Coil because they didn't want to raid. But if you make the decision not to raid, isn't it logical to assume you may miss out on something like story (now we have this normal mode crap which is a total waste of design space - we already have dungeons and 24 mans for faceroll content)? When the new relic were released, they items cost about 4m to complete and people were complaining that you needed gil for stuff. But gil exists in this game, shouldn't there be stuff you can buy with it? And if you don't make gil because you don't enjoy and gil making activities - isn't it logical to assume at some point you are going to miss out on something, or something will be more difficult for you to obtain because you've elected not to make money? Same thing with botany/mining - items for this new equipment is makeable with it...if you don't enjoy it fine - but do so with the understanding that at some point its going to be harder for you to acquire things which would be the fruits of that labor. We can't predict the future - skipping any sort of character development or content may cause issues for you in the future. That's not a bad thing.
There are things in this game I don't enjoy doing. I simply won't do them - and I don't do them knowing there are things I will never have as a result - I live with it because it's my choice. You will never hear me complaining about not having those rewards from those things, ever - because it's a choice I've made. It just annoys me to no end people intentionally forgoing content for whatever reason - but then complaining about not having whatever is locked behind the stuff they choose not to do.
And to me, if accuracy should or shouldn't be in the game and it's validity as a stat is a totally different discussion than boo-hoo I'm missing even though I could go make myself not miss. I'd support the first if SE decided to change it - and the second is just whining when you have the power to fix the situation on your own.
If Final Fantasy is pretty good at something I like to think it is at 2 things:
Story Telling
Some kind of Difficult/time consuming content.
The Issue is that, that Main Story based stuff was never traditionally locked behind difficult/time consuming content. Nor do I believe should it be. Imagine locking Aerith's Death and all content beyond that point behind Emerald Weapon. Or Story behind Dark Aeons in FFX. Really any relevant plot behind some what is meant to be endgame content. Additional information on the world/lore is fine.... But Coil unlocks some really important stuff with some really important people... It's Main Storyline material for sure. The only other game in the franchise that did do this was FFxi, And sure, I felt like a snowflake for completing the Promys months ahead of everyone else. But Promys locked out an entire god damn expansion including it's areas. And some people never did beat them until they got nerfed a year or 3 later. I was lucky and leveled summoner specifically to be able to do that on launch.
And yeah, it's fine if people don't want to do Coil or Savage Alexander, just like it's fine if people don't want to fight the Dark Aeons and Emerald Weapon. Or it's fine not to Mine... It's W/e.. That is there choice. But I don't believe it's acceptable to lock what they locked behind coil in terms of plot progression and they understood what they did and fixed the problem with Alexander. I don't think doing what they did with Alexander in 2 different skill classifications is a bad thing. Most people aren't challenging Savage either because of time restraints, lack of people, not wanting the headache, ect. At least with this Step down in difficulty they have a chance at experiencing a fun fight with some rewards PLUS the story. Having more content for more people is never a bad thing.
As for Accuracy Issues, I'm also experiencing them on Scholar. I won't be melding Accuracy on anything because unless Square-Enix changes their stance on Healer Dmg, It'll all soon be an exercise in futility anyways. I mean it's only gonna get worse as time goes on and content gets more difficult to hit, unlike the recent tank nerf, content difficulty is slowly taking care of us Healers Dmg.
Believe you me, if they don't increase my to-do list to make up for not being able to land Dots/do some dmg on Sch and i'm sitting there with my thumbs up my ass. I'll just switch to a DPS.
I said this in the tank section cuz I also Warrior. But I'll say it here:
"Tanks and Healers are the only 2 class categories in the game which are effectively losing access to skills as they get into group content, where as DPS skill-sets expand through positionals and utility."
We lose complexity, DPS gain complexity. Well then... *slow clap*
I'm not really digging the whole... lowering of the skill ceiling on tank/healer classes just because daddy told us we shouldn't be doing Dmg.
I wouldn't really mind it if they made the new Savage raid actually give healers, y'know, stuff to HEAL. I don't find using maybe 75% of the spells in my toolkit in a raiding environ particularly hard just because "OMG I have to push these DPS buttons". I want a raid so healing intensive that it makes me puke blood. One where I can't just solo heal 90% of it and watch my raid SCH's fairy do the remaining 10%. One where I'm using all the spells in my arsenal, and praying my MP, attention span, and tendons in my mouse hand don't just give up and break down. (I can't be the only masochist that wants this, yeah?)
...But missing about 1/3 of my offensive spells in zzzzzz boring easy mode content is just infuriating. It's like Square WANTS me to put up A.Benefic and twiddle my thumbs while watching Netflix. I certainly won't complain if they lower the acc caps on faceroll content to healer-accessible levels (and quit conflating Cleric Stance with difficulty re: raid-level healing, but I haven't attempted Midas Savage yet so here's hoping).
You seem to be confusing me for someone who complains about not having what everyone else has. On the contrary, I generally don't covet the accomplishments of others. If someone persevered through the horrid crafting and gathering grinds of Heavensward, they should totally reap the financial reward of that standing, they certainly earned it. On the same note, if someone has bought and melded their gear, I'm totally okay with them having a higher dps potential than what my equipment allows, because again they've earned that. Up to this point, those kinds of things haven't really impacted the way I played the game. What does bother me, however, is the sudden paradigm shift that SE seemed to implement in 3.2. Prior to the patch, in casual content like expect roulette, if I missed it felt sufficiently rare for me to shrug it off. And it's been that way since 2.0. Since the most recent patch, however, my miss rate in the same brand of content has shot up noticeably. So much so, that crafted gear suddenly feels more necessary than it ever has in the 2.5 year history of the re-release of this game. All so I can satisfy a nuisance stat that trumps player skill with a random number generator, a stat you've now agreed multiple times is poorly implemented. And as Kaeoni pointed out, the accuracy cap in these kinds of dungeons, the accuracy cap is only going to grow. I don't envy new players that finish leveling up a healer in 3.3 and beyond who don't yet have a decent supply of heaven's eye materia.
When it gets down to it, this seems to be the solution you're suggesting. If you want to reach accuracy cap, please gear in fully melded ilvl 220 pieces and bring your best accuracy raising consumables. For content that's...designed for ilvl 180 and rewards ilvl 195. Does it really not strike you as odd that we need to so massively out gear the dungeon just to achieve the hit cap? Really?
You'd need about 1 left side crafted melded with accuracys, and then some accuracy in the 1 or 2 slots on your tome/alex gear. But if not? Missing is annoying, but you aren't losing in the dungeon. Even at 80% ACC you're helping add some dps. If it was required to clear the dungeon I'd agree with you...but it's not. Just alleviates an annoyance while simaeltaneously prepping you for other content. Anyway, I think that's it for me here, I've said my piece - and the world wold be so boring if everyone agreed on everything!
Mmmm, lore gear accuracy melds. I wanna do it, but if im not going to meet the accuracy cap required to hit 100% of the time, is it even worth it?
This is the question that's holding me back from going ham with accuracy on my scholar.
Has anyone figured out on the acc needed. Was thinking of adding acc to all the accessories will that be enough