people still do ilevel 100-130 Anima. And it is also possible that the Eso are needed for the 240 step
See it as an indirect nerf of the 210 step
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It's not just Warrior either... Pretty sure Dragoon has bits of Dark Knight mixed in... Blood for Blood and Life Surge particularly... I suppose it's left over from 1.0s original class system, which didn't have Jobs but instead essentially let you make your own through cross-class skills...
Kinda wish they stuck with that actually, though it would be (and I guess was, for a brief time) a nightmare to balance...
So very curious what items are going to be needed for the main ingredients for the next anima step.
That will be the first thing to do after story line and see if what items I've been hoarding will work towards it.
It always felt like that system was built for battle regimens and a plethora of damage types with inherent effects. I mean, we had Umbral, Astral, Bleeding, Sonic, etc., damage types back then. And even then there were abilities that would need certain undermechanics to differ at all—Circle Strike and Brandish, for instance, were both circular slashing AoEs, virtually identical. And then you had Doom Spike, Skewer, and Puncture all has piercing linear AoEs, differing only in flat damage, increased damage per hit, and decreased damage per hit, respectively. Had I actually had a reason to want to combo my Aura Pulse with my friend's Arrow Helix (donut AoE), knocking enemies outward into it, rather than it just being yet another self-centered AoE with a different damage type that nonetheless did the exact same thing as Circle Strike and Brandish... Pierce to start an armor break, blunt/sonic to widen it, and then slashing/bleeds to take full advantage. Frost to rigidify for earth; water to wet for lightning; fire to spread wind from target, frost to double some of the AoE damage back into the target; wind to increase burn rate on a Fire-struck target...
I imagine that would have gotten pretty cool. Mix and match for personal identity and raid composition... with some serious undermechanics to take advantage of multiple damage types.
But they scrapped the route that then seemed the obvious way to flush that system out in favor of simply removing all the extra damage types and adding combo chains acted basically like a 1, 2, 1, 2, 1, 2 system where the most thought you could put into your decisions was to delay until the last component of either combo came off CD without capping your auto-attack generated TP (spent on the first, and only the first, move of the combo). I could see hope for the first system, but very, very little for the second.
No, it wasn't. It was only there for roulettes.Quote:
This "feature" has been around for over a year now (I can't remember which patch added it, but I think it was 2.3). If you can't check your job or gear before queueing, well, tough. Its all on you for screwing up.
I have had many premades (after 2.3) with people who forgot something and needed to exit and reenter, and they did so and we resumed again with no hassle.
Doesn't Lightspeed reduces MP cost by 25%?
HOWEVER, to go with RLofOBFL's argument, Lightspeed doesn't remove recast time. You'll still have to wait 2.5 seconds after using Helios to use any other healing spell, versus a WHM using Assize or SCH using Indomitability.
750 is still a lot(1500 bc twice) & you still have to wait for GCD & LS is on a 2:30 CD -_-
AST is great as it is but SCH is better for shields & instant heals. & fey wind is nice. And party wide 12K shields? Who even needs healers at that point.
Why am I falling for this bait... Dx
Why the hell they buff Death Blossom but nerf Doton?
I agree with you that more should just be mentors to help others, but unfortunately (just like with the tank mounts), they are probably trying to make it more appealing. It would be nice to just have folk doing it just for being kind, but to many its not worth the headache....and for the mentors we got so far they seem to already be leaving a bad taste in many folk's mouths. Personally I like helping/informing people when i can, but I can't deny I was very turned off with the mentor system in general after seeing how others were acting with their crowns(in channel mostly) and towards people with crowns. This possible reward I will admit does help me strap up and go ahead in the roulette more often.....dont think imma be touching the channel ever however unless I change servers, or when 4.0 comes out lol
And honestly jumping in the mentor's roulette it was quite fun being thrown into things like the first Minstrel's Ballad, dropping some knowledge after a wipe and then clearing with less problems than many parties I've been in for that fight.
(EDIT:Just did a couple mentor roulettes just now.....I'm starting to see what people mean.....some of these guys are just nasty and rude ;-; I fear for the future lol)
Doton got a potency increase didnt it?
http://puu.sh/phjEl/4fdf534cb3.png
I'm curious why they put back the healing debuff for PvP. Didn't they remove that around when the Feast was released?
I guess it's a nerf relative to katon? If katon was boosted the same amount it'd be 240 not 250.
Anyhow, katon vs doton remains the same, if the average mob doesn't last at least 21 seconds you should be doing katon. And that's not new, that's the way it's always been, and the thresholds don't change a bit with this.
Doton is bad in most situations so it could certainly use a better buff, but whatever.
With the nature of mass pulls though Doton is still a good idea for 5+ mob pulls as they do take a tad bit longer, if anything I see it as making Katon look more attractive in general, but I do feel like for the most part Doton/Katon's relationship is the same.
^^' It happens lol
Yup but i don't know about you, but to me, the sch 230 relic looks quite ugly ( that blue stuff is kinda....akward)
Yeah i am too ! I'm looking everywhere on the internet to catch some pics but can't find Nothing. :( I believe i have to wait for the patch to release. :P
http://img.finalfantasyxiv.com/t/ef5...21e9ae7c_2.png
which one is DRG and how can I tell?
You can't tell for sure. But my bet is on one of the heavier armored ones in the back, because DRG tends to have heavier armor and already shared aesthetics with the tank set in the aery. The fur coats are most likely MNK/Nin, as they represent medium armor, the pointy hats caster and healer respectively with BRD/MCH on the far left because it looks fabulous and that's a bard thing.
Purely guesswork, though.
Doton has nothing to do with the # of mobs pulled. If a big pull takes that long you're either not using death blossom, which is bad, or you or someone is either really undergeared of afk.
So doton is 40/tic per mob for 8 ticks, totalling 320 potency (with the new 3.3 value). If a mob is dead before those last 2 ticks it did 240 to that mob vs katon doing 250. Previously a mob that took 6 ticks would be exactly on par with katon, so the only difference is katon is quicker to cast.
If you have 4 mobs and the first 2 go down in 4 ticks, it takes 2 mobs taking 8 ticks for it to average out to katon's damage (or with the new values just below katon's damage).
The only time to doton is when most of the existing mobs are going to last long enough, or on pulls where mobs join in mid-pull like in antitower with the fire elementals etc.
"The nature" of a big pull is honestly the same as a 3-mob pull; aoe things down. The only problem with doing that on 3-mob pulls is when there's not enough rest time between them and you deplete tp, but in these current dungeons that's not even close to the case.
katon should have been "stonekin" for the nin for 5s or something like that.....or a debuff that lowers dmg done ...
Ninjas already have a "Stoneskin", it's called Shade Shift. Why would a NIN have a mitigation debuff? They're more of a character support type rather than raid support, what with aggro management skills and Goad. I suppose the only raid support they do have is Trick Attack. But NIN is in a good spot in regards to support, so I don't see why this is being brought up.
I hate this, personally... I miss Perfect Dodge so much... Nothing like sitting in a Landslide and dodging it... Could have had amazing synergy with Haymaker, if Haymaker was worth a damn, too...
As far as changing Katon/Dotons effect... I'm hoping SE eventually gives us a Ninjutsu for every possible combination of Mudra... So rather than having two combinations for Doton, we perhaps have Ten→Jin→Chi for Doton, and Jin→Ten→Chi for "Doton II", perhaps a Stun + Knockback (though that's useless outside PvP) with an animation similar to Suiton (but with stone instead of water)... "Huton II" would be Utsusemi, because damn right it should be... Alternatively, rather than making use of the excess combinations, we could just have a cooldown that alters their effects...
Really hope 4.0 gives us more Ninjutsu to play with somehow... 3.0s skills weren't bad, but they're kinda boring to look at... A new set of flashy Ninjutsu would be sweet...
I hate Shadeshift. Give me my Perfect Dodge back.
yeah doton , my bad.
yeah nin have a CD that mitigates 20% hp (physical only tho...so useles in 80% of the bosses where it really matters....)
Doton....the aoe is weak and used once in a blue moon , and debuff like virus or -10% dmg taken inside the aoe (sch bubble) or -dmg done like war would have been awesome the debuff need to last and Nin would sacrifice dps for it ....
I mainly mentioned that because most +5 pulls in general do seem to take longer than smaller groups of adds (You mentioned Antitower but Lost City (HM) also has several pulls like this, the mass pull at the gate that spawns butterflys is the main one i can think of as well as the 2 pulls before the Winged Lion boss) I'm definitely not the best NIN, average honestly and AoEing is something I did have to do a bit of research on once I hit 50 and 9 times outta 10 up until I got to 60 if i used a Doton, the targets would be alive for its full duration and then by then if i had another ninjustu id probably follow up with katon at that point unless i was the only one AoEing. Even then there are a lot of pulls I have seen that do last at least 30-40 seconds, slightly less if my healer is dpsing too (Typically looking out for my dots as a SMN. Bio II does fall off in many mass pull instances, sometimes requiring me to bane again even if the enemy is not low enough). In content where the whole party is over-geared and dpsing or in a lot of raid instances yeah things do melt pr fast when its trash like some of void ark's 24 man trash rooms.
I will admit Doton overall is underwhelming but I dont think its super useless. Maybe its just because Doton reminds me a lot of Shadowflare lol
That would explain it, I noticed WAR didn't get that change given back to it, unless that happened in an earlier patch. Wonder how much itll help.....