I didn't see the native American lookin gear listed? is it because itsj ust prelimary notes? or u think it was the new vanu venu items?
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I didn't see the native American lookin gear listed? is it because itsj ust prelimary notes? or u think it was the new vanu venu items?
I agree (sort of). I think this +DPS change is a necessity for keeping PLD/DRK relatively balanced for cutting edge prog, but I think that PLD could use more defensive/utility-related tweaks overall. I guess they figured that since a large amount of people are still playing PLD that they didn't need to really touch it until 4.0 - even though that's obviously faulty logic.
Realised I'm probably not going to be able to go into Creator Savage day 1 what with the 245 ilvl requirement :(
This will be Wounderous Trails for everyone when it comes out, it's 9 stamps total.
http://i.imgur.com/ZdUEFqW.jpg
Amazing patch, but as a returning player, I'd have loved to have seen the removal of the weekly Midan Gear restriction.
I want all my lvl60's to have a swagtastic Eikonic weapon goddamnit! >.<
Actually, I think that is there exact intent, albeit temporarily. Buffing AST to the point is might rival Scholar will get people to inevitably play it. They can then go back in 3.5 and tweak WHM or even reduce AST a little. Some people may switch back to WHM, but others may just stay AST.
Tanks mitigating damage as their best asset isn't exactly part of the FFXIV meta. You seem to get more out of a heavy hitting Tank that needs more healing than a Tank that can take hits giving healers time to DD. So it's natural that they want to try and give PLD that DD potential since no matter how much you add to their dmg mitigation, it's worthless if their changes don't balance the dmg output of the party to put them on par with WAR/DRK.
You don't need to meet the item level if you queue as a full party, so just use party finder for the first few days.
You have other means to do it than just a flat out potency increase.
For example, they could have increased their mitigation kit to lessen the need for tank stance, thus increasing the personal DPS. But I admit it would have kept PLD as an "MT".
I wonder if it will be interesting to have a PLD as an OT and a WAR as MT now, since PLD's gap between ShO and SwO is widen again.
It's already removed.Quote:
Amazing patch, but as a returning player, I'd have loved to have seen the removal of the weekly Midan Gear restriction.
I want all my lvl60's to have a swagtastic Eikonic weapon goddamnit! >.<
http://img.finalfantasyxiv.com/t/c24...43943ad_52.png
Haha so now when we need to un-target an enemy to turn around and not get "affeared" or whatever, we can cover our eyes too :P
Some good points on here, glad about the weakness debuff not being applied when heal LB3 is used, cause as others have said that kinda did make the LB seems a bit less awesome. Hopefully gonna be swimming in lore too so can get more classes up to at least ilvl230/240ish
The Diadem update doesn't really make me think it'll make it any easier or quicker to get in there... probably have to PF it again which was a bit of a nightmare last time (people just ran off and gathered when we'd gone in to fight, there was another PF exclusively for gathering so why they didn't go into that one I don't know... just left us to deal with the fights...)Quote:
Duty Roulette: Leveling
Before
Allagan tomestones of esoterics: 60
Allagan tomestones of lore: 5
After
Allagan tomestones of lore: 100
Allagan tomestones of scripture: 5
Loving the new Alex gear :D
http://img.finalfantasyxiv.com/t/c24...43943ad_94.png
& this lil guy #squeeee
http://img.finalfantasyxiv.com/t/c24...3943ad_107.png
I know my BF will be glad about this for his gathering at leastQuote:
Players can now freely choose any combination of Eorzea time, local time, and server time to be displayed at the same time.
Only 2 new Hildy quests though :(
Not sure how I feel about platoons tbh but new rank finally at least.
Still kinda feeling reserved about the apartments... would much prefer a little house so... I might wait and see if in 45 days from patch some free up? I don't know... :/
The AST buffs are very interesting... might tempt me to try AST again at least.
THIS (if i'm understanding it right):
Quote:
The Weeping City of Mhach has been adjusted as follows:
The weekly restrictions on rewards obtained from coffers has been removed.
The weekly restriction on obtaining Mhachi pennies has been removed.
time to go back to PoTD to have a look at this too.Quote:
While exploring the Palace of the Dead, players will, on occasion, discover hidden treasure known as the Accursed Hoard.
All in all - am looking forward to updates :)
Yeah that was the reason. The Hildy emote is practically the same as the old highlander one, but available to others only through the quest, and so associated with Hildy more than regular highlanders. Now by giving it to everyone right off the bat the quest reward becomes just a slight variation on an emote you already have, which is kind of sad.
That is nice. It will be easier to get gear I want for sub jobs.Quote:
The weekly entrance restriction on entering all areas of Alexander: Midas (Savage) has been removed.
The weekly restriction on rewards obtained from coffers has been removed.
Uh oh. I'm not sure how I feel about this.Quote:
Players may now proceed directly to any area of Alexander: Midas (Savage).
Players may now enter Alexander: Midas (Savage) via the Duty Finder.
It is already very hard to find a good group for "Duty Completion" even with Raid Finder. What I mean, it is easy to find a group. But it is hard to find a group that knows the mechanics.
By allowing it in Duty Finder AND allowing people to go to any stage they want, I think many groups will have a tough time clearing it. Does it mean anyone with sufficient Item Level can just queue up for A8, without even having tried A5? Even if they have never practiced before.
Wait. So this means 7 people with IL 240+ and one person with IL whatever can enter any instance as a full party and help that IL-whatever person get a clear?Quote:
It is no longer required to adhere to the average item level requirement when registering as a full party.
I wonder what the purpose was in making this adjustment??
Like them all.Quote:
The following additions and adjustments have been made to the Palace of the Dead.
Lovely QoL improvement!Quote:
Players can now specify the number of items to be exchanged at certain NPC shops.
NPC shops that require an exchange of tokens such as Allagan tomestones or beast tribe currency will now allow players to specify the number of items to be purchased.
Yes!! I was looking forward to this!!Quote:
The level cap for desynthesis has been increased.
The following items can now be sold, desynthesized, or submitted for expert delivery missions.
Folklore books?Quote:
New items are available from the scrip exchange NPC in Idyllshire (X:5.7 Y:7.0).
Wonderful!Quote:
The materia melding window will now display the maximum parameters for an item in addition to the resulting parameters for the selected materia.
But still missing a ton of other really important ones. Like "The Minstrel's Ballad: Thordan's Reign".Quote:
New phrases have been added to the auto-translation dictionary.
So in 3.4 there will be also more ways to farm in order to get the tank mounts unlocked with achievements for those interested :
http://image.noelshack.com/fichiers/...sans-titre.png
I feared that too, looking at the image
http://img.finalfantasyxiv.com/t/c24...43943ad_48.png
The duties on the right that have been completed (faded out) don't match up with the tiles on the right.
RNG at its finest.
Edit: Infact just read it.
Quote:
Upon completing the objectives corresponding to the squares in the journal, you will receive up to nine seals at random that can be added to your journal.
Gating Savage behind gear levels is actually a really good move. People won't be able to rush and try to clear it on day one.
While true to some extent, the real design philosophy is that PLD uses direct mitigation outside of attacks, and WAR uses attacks to mitigate. (inner beast and blood bath being examples, where you need to land an attack, in order to perform, where PLD has far more moves that dont require you to attack to do them.) Their increased DPS was more so a mistake in their design in the OT position, before tank swaps became a thing.
I think they were too focused on giving people what they wanted for the expansion (a DPS stance and DPS moves for that stance), they sorta over jumped their mark.
Talking to people about this before, we knew AST sheilds would get increased, when what they really need is a lower cast time to match SCH. (They were already higher than SCH)
But we talked about the changes to buffs duration, and the CD of draw.
(pretty much what happened, but stronger)
But the idea was that it was only locked to one set, so they only get longer buffs, if they are Off Healing, and not main healing.
(Which, based on WHM complaints already, would make for a great balance)
So here is my 2 cents on making the change only apply to their sheild stance, which i forget which that one is called atm.
So so so SO excited for this patch!! Especially being able to easily report RMT. But I'm curious. How come the changes to soil don't include Grade 3? I was looking forward to this so much since it sucks being able to get only ONE grade 3 soil in a 24-hour game time period.
AST now shields significantly better than an SCH, and close compared to crit Adlo. ._. (468 non crit for shield alone compared to 300 and 701 compared to 900.)
The card buffs were nice, but I'm sure we'll hear some more about it.
All the QoL fixes are amazing.
The patch looks fantastic, really excited. Thank you Yoshi!!!
Right, but being able to queue from Raid Finder day one had me concerned that people would blow themselves out trying to push through with solo/small queues and getting frustrated at randoms. It's good that the ilvl requirements are high enough to delay that a bit.
Maybe it will change more in the future? Retainers can help buff gr 3 for now still. As it was the acquisition of gr 1 and 2 made it so that gr 3 was pretty much the only choice to go with anyway. This at least may give gr 1 and 2 a place for the time being. While gr 3 was on a timed node, gr 1 and 2 were strictly RNG and I know I would take the timed node over RNG.
Mostly play AST among my healers and these still look like overbuffs to me. I can give a 50% longer Raging Strikes and Rampart at will now, really? In the meanwhile, Spear remains unusable, and the only mitigation of the RNGness is another cooldown reduction, this time to Redraw at least. Still zero Nocturnal synergy for Time Dilation and Celestial Opposition.
...Why are power buffs the only way SE seems to know how to correct their oversights?
More appropriate changes, imo:
General:
- Allow for shield stacking, but only one shield may be consumed at a time.
- Players can now carry up to three card buffs, and up to two from each AST.
- Cleric Stance is now a cooldown of two GCDs, rather than a hard 5 seconds.
- The 2.5s Stoneskin is now baseline.
WHM:
WHM has thus far been lacking in flair and bankable utility, especially in terms of control for its procs, leaving it a powerhouse, but not especially tactical or well equipped in feel. Its procs have therefore been mostly exchanged with bankable stacks from normalized RNG, while additional offensive reliability, utility, and synergy has been added.
- Wisp of Winds trait at level 16. Your wind abilities (Aero, Aero II, Aero III) have a 50% reduced chance to miss and generate Wisp of Winds, which reduces the cast and recast times of your following curative or earth abilities by 20%. Stacks up to three times (meaning 20% reduction on next three casts). (Enhanced Medica is now baseline.)
- Water's Wake trait at level 32. Your water abilities (Esuna, Fluid Aura, Asylum) generate Water's Wake, which reduces the mana cost, decrease the recast time, and increase the critical strike chance of following water abilities by 20%, stacking up to three times. Esuna may now strike critically, leaving Water's Wake on the target to absorb the next debuff within 7 seconds. (Freecure has been absorbed into Healer's Flow at level 44.)
- Earthen Ward trait at level 36. Your earth abilities (Stone I, Stone II, Stone III) duplicate 5% of their damage into Earthen Ward for 14 seconds, which is siphoned to increase the effectiveness of your Stoneskin casts, increasing the amount absorbed by up to 20% of target max HP.
- Healer's Flow trait at level 44. Your Cure spells now have a {normalized} 50% chance to generate a stack of Healer's Flow, which reduces the mana cost of your next Cure II by 33% for 15 seconds, and your Cure II spells have a chance {normalized} 50% to generate Healer's Wake II, which reduces the mana cost of your next Cure III by 16.7% for 15 seconds. Stacks to 100% chance. This normalization allows for more efficient and rotatable use and neglect of the mechanic.
AST:
AST currently suffers from poor RNG control and certain missing synergies due to certain oversights. These oversights have been fixed, and RNG control has been mitigated by making each card choice more viable without empowering it directly. A tiny bit of gameplay flair has also been added to diversify Sects, which can now be swapped in combat, and to improve pre-Gravity AoE.
- Diurnal Sect now increases attack speed and decreases mana costs by 7%.
- Nocturnal Sect now increases all potencies by 5%.
- You can now chance Sect in combat. Instant-cast Spell, 15-second cooldown.
- Time Dilation now duplicates all effects you placed on the target, to be applied when the original falls off. Now has synergy with Nocturnal Sect by duplicating shields.
- Celestial Opposition now duplicates all effects you placed on the target, at 50% duration, to be applied when their originals fall off. Shields are instead duplicated at 50% potency. Now has synergy with Nocturnal Sect, but no longer favors Expand. Aspected Benefic is extended by 9 seconds, while shields are duplicated at 50% of original strength. Cards are duplicated at 50% (RR-affected) duration.
- The damage reduction from Collective Unconscious now lingers for 10 seconds after leaving the spell area, and may be refreshed by re-entering.
- Royal Road - Expand will now always equal at least 200% effect between its affected targets, and its diminished potency is now split between duration and potency. This should give it more spot-buff effectiveness. For instance, a Balance will generate +10% damage for 30 seconds on 2 players, 8% for 24 seconds on 3 players, and 6.7% for 20 seconds for 4+ players.
- Royal Road - Enhance will now double the effectiveness of the embonused card.
- Royal Road - Extend still doubles the duration of the card. Aided by changes to maximum card buffs per player and to Time Dilation as not to be an inferior choice.
- Royal Road cooldown reduced to 3 seconds.
- Redraw cooldown reduced to 30 seconds.
- Draw buff time increased to 30 seconds, allowing the player to wait out for a Redraw or Shuffle. A "Discard" ability has been added to the Actions & Traits list at the same level, serving as an easily set aura cancel.
- Ewer and Spire now both affect MP and TP. Ewer restores both directly, over time, while Spire reduces their costs, to a greater cap.
- Spear now additionally doubles the cooling rate of abilities over its duration. (Cooling an additional 20 seconds' worth off all CDs over its 20 seconds.) This now makes extended Spear superior to empowered Spear if the cooldowns affected are shorter than 90 seconds.
- Bole now additionally increases the effectiveness of healing done to the target 10%.
- Arrow's attack speed buff increased to 12% and now also reduces TP and MP costs by 15%. Stacks with Spire. No longer as inferior to Balance.
- Enhanced Benefic changed to Turning Heavens, which changes effect based on Sect. In Nocturnal Sect, your single-target overhealing creates Nightveil, which increases the effectiveness of your next Benefic II by up to 50%, siphoning from Nightveil. In Diurnal Sect, your Benefic II casts and your Aspected Benefic ticks have a chance to create Daystar, which causes your next Benefic to trigger no mana cost or global cooldown.
Scale expanded royal road to always total at least 200% among the affected members. 100% at 2 people, 66.7% at 3, 50% at 4+.Enhanced Disable made baseline. Replaced with Celestial Bodies, which causes Combust and Combust II to radiate 20% of their periodic damage as an AoE, and Gravity to deal increased damage to targets affected by either.
SCH:
Three QoL improvements added. That is all.
- Using Sic no longer prevents manual use of your abilities. All pet abilities can now be used even while casting Embrace.
- Shadowflare can now be easily queued. Once queued, at the end of the current cast Shadowflare will be cast at the queued position.
- Pet movement speed increased by 45% by default, but decreases back to current over 3 seconds of movement, and regenerates over up to 6 seconds while stationary. Allows for quicker repositioning for those who actually have their pet dodge certain AoE, etc.
I can't get my Seph bird. I'm going to go lay down in traffic.
Your close :)
Aspected benifec total potency = 250*1.1*2.7(shield + normal) = 742
Aspected Helios = 150*1.1*2.7= 445 potency
Scholar =
Adlo: 600 potency and 900 on crit
Succor is 300 potency
If we average potency of crits and normal and assuming a 30% crit rate gives an average of 694 potency.
So baseline Ast shields are better now with the exception of a crit adlo deployment
Can we please stop with pvp changes. Dark knight needs pve tweaks more than it needs pvp, still nothing about plds tp issues in long fights.
It's great you wanna push pvp abit more but remember pve is the main focus here and many jobs still need tweaks that you are ignoring in favour of pvp.
Way I read it is -
1. Complete an objective
2. Get 1-9 seals/stamps that go in that far right sideboard. Seal #s and positions do not map to objectives.
3. Repeat 1-2 as necessary.
4. You can place any seals you have obtained, up to a maximum of nine, on the bingo square.
5. Rewarded when turning in.