OOoomg you guys seen the X-Potions of Strength? HQ gives 84 STR lol... That's nearly a difference of 2.7WD extra over the Mega-Potions of Strength HQ. That's insanity. Critting for 1566 atm.
OOoomg you guys seen the X-Potions of Strength? HQ gives 84 STR lol... That's nearly a difference of 2.7WD extra over the Mega-Potions of Strength HQ. That's insanity. Critting for 1566 atm.
Hah, yea I did happen to notice that but haven't tried one out yet. Finally almost done gearing DRG, just need boots from t5 and some crappy belt with too much accuracy. Speaking of which, that Wolfram Belt looks really nice.. Too bad I'll never have enough gil to buy it lol
Been doing some testing with my BRD friend with the new X-Potions. I peaked 585dps burst in 20s. My bard friend peaked at 640 in 15s lmao (480~ 20s). They're absolutely insane those potions.
What do you think about the purchase order ?
I saw many DRG buying the chest.I just bought the ring and will buy the pants today since it's a drop on T8.(We're on T7 so it won't be "farmable" soon...
Thought about this one for the bis what do you think about ?
http://ffxiv.ariyala.com/M4ZU
http://ffxiv.ariyala.com/M502 use this for that accuracy
Last edited by Dervy; 04-08-2014 at 09:44 AM.
Time to see if my ALC can HQ these without more melds...
506 for T8 accuracy from flank/rear, according to someone I've spoken to who's currently working on T8.
EDIT: Just got my Weathered Astrum Hose.
Last edited by Dervy; 04-08-2014 at 08:28 PM.
Yeah, since I wrote that I've started doing that method, especially at the initial slam where the tail is delayed an additional 2 seconds.Sort of related to another thread ("What Makes You a Top DPS Player?"), but wanted to brainstorm:
First, on the subject of sliding: the Head is able to be attacked a little sooner (~1 GCD) than the tail during/after Body Slam.
[...]
Second, I'm wondering aloud if it's worth losing a few rounds of autoattacks to spread DoTs between both head and tail,
In terms of crossing from head to tail, if you hit your GCD at max melee range, you only lose like 0.1s of GCD (and possibly an AA) before you are in range of the other side.
Typically, also save DFD for the first double add spawn to either hit both adds or the add+tail depending on positioning. 2 hits > 1. Generally I will blow the SSD right at the start after the initial slam and head sequence because the slam is long and I'm stuck in the corner, so I'll lose a large fraction of a GCD if I just run.
Other than that, I will mostly save 1 SSD for the orbs to transition between near side and far side. I'll also tab-dot them (CT + PH) in a high DPS group. No reason to stick with direct damage.
Also, I use any jump to cancel the slide to stick on orbs if I can't slide into an orb (vanilla Jump will also place you at your target, not at your original position, strangely).
Due to the extra Phlebotomizes thrown on head + tail, the amount of TTT time is very low.
My friend says my highest parse on Levi is at 265 so far.
I was wondering when someone else would find weird behavior with Jumps and Slams.
Personally, I'm hoping its not a bug that the slides are canceled when you use a Jump (any of them; I save Elusive just in case I screw up and can't get far enough away on a Slam, for example)
It doesn't seem to be a bug for the most part. The jump movement overrides the slide for the duration of the jump (the slide is not actualy cancelled). If you SSD or DFD really soon on the slide, you will continue to slide after the jump ends. As a sidenote, Monk charge and BLM teleport also 'negate' the slide mechanic in similar ways. Tempered Will will also negate slide.
The only odd behavior is Jump itself, because it doesn't return you to your original location; instead you get stuck at the destination, which is really really freaking nice actually.
Wish Jump would always work like that and SE could cut the animation time on it to boot.
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