prelim patch notes do not list items and recipes, that's for the full patch notes when the server goes down.
Printable View
Aethernet in Idyllshire.. I guess one of them will take you to Hinterlands and the city is getting bigger as it was a gobbieplan from the start
So I assume there's no PF for explorations? So people like me with empty friend's lists and no FC will have to... socialize?
SAY IT ISN'T SO SE!!!
I believe they said they're working on it, but that they wanted to have an actual event built around new ranks, rather than just the same "Go farm X Seals for a promotion" that we had for 2.0. I'm hoping for a revival of Hamlet Defense, personally. Was pretty meh in 1.23, but the crafting aspect was nice, hopefully they can make something more akin to XIs Besieged/Campaign with the new servers... That could mirror Diadem actually... Diadem; Combat and Gathering. Hamlet Defense; Combat and Crafting. I'd hope we're getting something new in 3.2 at least, they said nothing new for Airship Exploration until 3.3 IIRC, and we're only getting two dungeons from now on so they can "try new things", so either 3 dungeons for 3.2 or 2 and something new please!
Also, I think Hunts may have screwed over Grand Companies in the short term... I'm fairly sure their initial plan was to have new Grand Company ranks with the Elite gear, Hunts was something they quickly threw together to appease demand for "XI style NMs", seems like new ranks and accompanying gear got thrown under that bus...
That was supposed to be humorous but since I suck at such things...
Anyway apparently I lack patch reading comprehension. Hopefully Exploration DF won't be populated with the same stereotypical lot in standard dungeons DF.
I know this is hard for people to wrap their heads around, but the world doesn't revolve around raids. Raids make up a tiny percentage of the total game at the moment, and there are plenty of enemies in other content which are still vulnerable to pacification. And, by the by, there are still enemies even in Alexander which are vulnerable to pacify.
Still, I don't understand this mentality of "you weren't using it anyway, so let's make sure you never want to use it again". How is that logic? Surely if it's not being utilized to it's fullest, it should be buffed, not nerfed! I don't really care if I'm in the minority of players who actually use this skill regularly. There are Scholar's out there who never touch Eye for an Eye, and Bards who never touch Wanderer's Minuet. The fact is that, for me, this change is going to severely limit how often I can use this skill, and that cannot be considered a benefit.
But it's not a verified nerf. That's what *you* aren't getting.
It's currently a dps loss to use, it's awkward and clunky to use, and in no way reliable. On top of it, it's useless as OT.
And no, nothing in Alex normal that it would work on is worth using it on. Nothing in Normal is so bad where anyone would say, "man, I wish I could have pacified that."
But keep trying. It's lack of use is why they're changing it. Fact.
I see what you did there... With all those deaths, tombs are a natural result. Though I think you meant tomes ^_~
Well, it's only the preliminary patch notes; not everything is listed, and in particular the list of items added. But I hope that the new tradable dyes won't be Mogstation, but ventures (or MGP, I guess). To have Mogstation items tradeable would just open up a whole new can of worms ^^;
Why did they increase the item level of default race gear from one to five?
http://i.imgur.com/rv6zs2H.png
I never use those skills after 3.0 and still my TP burn faster than DRG or BRD. This isn't helping me at all! Also with less mudra lag making me burn x1.5 faster than before! Need Aeolian Edge back to 50 TP!
nope, it makes my dps slower and lower, coz tp burn too fast as well so not worth for dots
https://youtu.be/gxWZPnMHE20
Well I think you alone in that then, the tp reduction is thought out with the overall players in mind not the few with higher pings. Not knocking your playstyle just seems from your earlier comment that you are saying the change is pointless cause it don't affect you directly.
I'm looking at these limit break adjustments slightly different than most people...
Quoting the notes:
[2.0] In keeping with balance changes for certain dungeons and trials, the rate at which the Limit Break Gauge fills has been adjusted as follows:
Dungeons and trials accessible solo via the Duty Finder:
The Limit Break Gauge will no longer fill more slowly when multiple members of the same class/job are in the party
Dungeons and trials requiring a full party to register via the Duty Finder:
The Limit Break Gauge will fill more slowly than before for parties with three or more members of the same role. Class/job roles are as follows:
Tank: Gladiator/Marauder/Paladin/Warrior/Dark Knight
Melee DPS: Pugilist/Lancer/Rogue/Monk/Dragoon/Ninja
Ranged DPS: Archer/Thaumaturge/Arcanist/Bard/Black Mage/Summoner/Machinist
Healer: Conjurer/White Mage/Scholar/Astrologian
For trials accessible solo via DF they're removing the restrictions to LB when multiple people in the same job join.
For trials requiring a full party to register via DF, they're adding the restriction where LB fills slowly w/ more than 2 of each role.
They don't explicitly say that the more than 2 or more of the same job restriction is being lifted for the full party DFs, but they do state it for the solo queue able DFs. Which is why I think it's adding on instead of modifying it.
Why add instead of change? There would be no reason for most serious raid groups to take anything other than double WAR as tanks. It would essentially only encourage further segregation of jobs. Just my thoughts though. I suppose either an official response or testing will confirm either scenario.
Finally! So sick of 2 weeks straight not getting any of the Pure White Dye and Retainer bringing back materials crap. I hope the Dye will be easy to craft or not ridiculously expensive.Quote:
[2.0] The tradable version of the following dyes has been added:
Pure White Dye / Jet Black Dye / Metallic Silver Dye / Metallic Gold Dye / Pastel Pink Dye / Pastel Green Dye / Pastel Blue Dye / Pastel Purple Dye / Metallic Red Dye / Metallic Green Dye / Metallic Blue Dye
* The new, tradable version will have a different name.
I'm sorry but that's not a particularly good opener. 1.4k dps over 30 seconds of burst damage is not great. I hope no one's actually looking at your clip for advice. My mudras come out slower than yours do in the video and I burst way higher (why don't you use kassatsu during trick attack?!). Mutilate has a total potency of 360, shadow fang 440. They are the highest potency GCD skills ninja has if you don't clip them.
With the TP reductions shadow fang will have the same tp cost as aeolian edge, but with 120 higher total potency. It's a no brainer that you should be using your dots.
...Going by the recent conversation in this thread and another thread, I REALLY wish they would hurry up with that training center. However, I don't think it'll do much good in the end unfortunately even though it's SOMETHING to hope for.
Anybody else noticed the minimum iLvl of 175 for Ravana?
A little bit high for a minimum?
As far I remember, nobody of my group was doing hunts on early days. So the highest iLvl of some members was i170 as we killed it first and started to farm. The lowes iLvl had my co healer (SCH: i153) and me (WHM: i156).
This is the Duty Finder we're talking about, I'm surprised it isn't set to ilvl 185. People in PF can't put out enough DPS for Bismarck in i180 and DF is usually much worse, any lower and everyone would be in for a very unpleasant experience (and I know they'll have 20% echo).
The bad thing is: even in a full party you will need that iLvl to enter then.
Also:
Since Heavensward, we have a special option in DF to get synced to the minimum iLvl for a special challange.
Where is that challange, when the minimum iLvl is set far to high?
Ravana Ex is 160, maybe 165. But not 175.
New dances, yay :)
Item level requirements are usually relatively high for content that goes from pre-form only to Duty Finder, generally ranging from about 15 to 20 item levels below the rewards offered by the content.
The time for an EX to be a challenge is when it's released, and it seems that you got that challenge. Now, the content and its rewards are dated, so it is made more accessible to the general playerbase. The item levels are set higher because you can't guarantee party compositions or player skill to any degree in the DF, which creates for a better experience when groups are randomly matched. The content is no longer *for* the people that could clear it at i160--it's for the people that *couldn't* do that.
Those looking for challenge now have Thordan EX.
But... Aren't Bismarck weapons i185? Doesn't that mean it WOULD be reasonable to have a requirement of i165-170?
*goes look it up*
Wait. Bismarck weapons are i175. What's the point of having the same item level requirement as the drops? O.o That's like requiring i90 for first Coil.
Edit: Nvm. I misread and thought bismarck was requiring i175 xD not Ravana. That makes more sense then, even if Bismarck is still only 10 ilvls below the drop ^^;
just farm eso and get the weapon which is far superior to ravana and you avoid the frustration of putting up with DF group for that fight.
TBH, I didn't think so; the only reasons I've ever seen an auto-wipe* in Bismarck was due to adds being neglected because of everyone going "oooh, look, a whale to ride!" and consequently leaving them to break the island. But I'll say that I still have very little clue how to recognize the weather patterns and that I'd be lost if I didn't have an FC mate do the weather call-outs o.o (I also still have problems with the doors in Lost City, unless that mechanic is skipped altogether ^^; So it's not necessarily that it's a difficult mechanic, only a type of mechanic that I personally have issues with.)
*) I first wrote 'hit enrage', but then realized that the whole island reaching 0 might not be the actual enrage, so I changed it ^^;
Fair enough ^^ I haven't really seen that happen that much; I've only been told by people I've run with that unless the carapace breaks in at the most two goes, there's not enough DPS to clear it. In the beginning, that was tricky and it sometimes took two goes and a little bit due to the debuff (but it was good enough for practice and learning the mechanics, and we usually wiped due to everyone falling off or dying, not due to failing DPS checks, so...), so I guess if that's right it could be tricky with DF groups, when you can't be sure of how much practice they've had.