1. Go to macro interface
2. Enter macro name as "Firaga"
3. Enter the following information
4. Place new macro on skill barCode:/micon "Fire III" /ac "Fire III" <t>
5. ????
6. Profit!
With this method, players have a choice ^_^
I just want the beautiful hotbar design and font back. That is all.
What I miss from 1.x:
- Hamlet Defense!
Not the big grind for Relicts, but just the system. Having DoL/DoH and DoW fighting together, earning points on for special actions. It was really fun and different from other dungeons.
- Nael van Darnus Arena:
Not talking about the fight but the place it was hold. Not just a plain circle -> you could go upstairs and attack falling meteors etc.
- Dangerous areas:
Dang, you couldn't just run into beasttribe basements, it was way dangerous there. Even with one full party you could wipe when aggroing too many mobs.
- Paladin with good healing abilities
Gimme my heals back....^^
- The promise about having add-ons/plug-ins in 2.0 for costumizing your HUD -.-'
This. Old Thaumaturge felt unique and special. Class quests were pretty awesome too.I miss Thaumaturge before it was changed to be the base class for Black Mage. Thaumaturge was based around light and dark (astral/umbral) with debuffs, DoTs, heals, buffs, etc. It kind pf felt like a Dark Knight or Red Mage, but pure caster rather than melee. Conjurer was the elemental caster that was primarily DPS.
If you played through the area enough you'd recognize where to go, at least most of the more hardcore players have. I've trudged every area of that woods by foot and from my starting city, which was Grid, I walked as lvl12 to Uldah. I was guide to many new players, cause I learned each city state by foot, because there was no mounts for the longest time, we learned every states area.You mean a bunch of green tubes you could get lost in because there was no recognizable landmarks or topography.
Tubes montage.
https://www.youtube.com/watch?v=CA7GGnyNwEs
TUBES.
Last edited by Sancta; 01-19-2015 at 09:24 AM.
Yes, the Beast tribes, but if you were stealthy enough to know each spot that'd drop agro rate and which mobs to kill then run further in you could make through as a paladin. I've even made it through Castra solo because I learned such methods for that area.What I miss from 1.x:
- Hamlet Defense!
Not the big grind for Relicts, but just the system. Having DoL/DoH and DoW fighting together, earning points on for special actions. It was really fun and different from other dungeons.
- Nael van Darnus Arena:
Not talking about the fight but the place it was hold. Not just a plain circle -> you could go upstairs and attack falling meteors etc.
- Dangerous areas:
Dang, you couldn't just run into beasttribe basements, it was way dangerous there. Even with one full party you could wipe when aggroing too many mobs.
- Paladin with good healing abilities
Gimme my heals back....^^
The only thing I miss from 1.0 is that the dodo's used to do a "fart" attack. And it was downright hilarious. The first time I ever saw it, I died to it and promptly laughed my ass off![]()
Oh. Custom font. That was a cool feature.
But from what I understand, that can be really taxing on a system.
Hardcore players had all the nodes and capped their anima regularly then AFK'D in Ul'dah to show off their Dalamud Horn, Ravens, & Darklight.
Doesn't change that the Shroud was a series of copy pasted tubes.
And we're not allowed to have liked those 'tubes' just 'cause it's a minority opinion? 'Cause I did, for all the reasons Sancta gave.
You're using the same old fallacy that the areas were 'nothing but copy paste'. It's true the links were re-used, but as Sancta pointed out there were special things to stumble on, and they were amazing. Like the lakes, or the way the ground suddenly just gave way if you went deep enough into the wood and you realise there's potentially miles more below that's far darker and older, or that raptor-infested series of islands, or that huge, strange white willow. And I strongly agree that the wood had a sense of looming threat it barely has anymore, too.
Maybe you and a lot of others weren't impressed but the 'Shroud was always my favourite area. It felt like it was going for a particular feel as opposed to just being the tree-themed version of the other areas, and I really liked that.
The copy-paste environments complaint has always been overblown. Yes, it was bad and significant, but nonetheless the zones were not without feel and environmental variation. Thanalan had nearly as much variation between the distinct sub-zones as it does now in my opinion, bar individual repeated terrain features. The tropical basins and tunnel networks, the Bluefog area, the scrubland..
But eh whatever I'm not going to further involve myself lest some spiteful prat wheels out that stupid argument people used to use if you ever tried arguing there was something about v1.0 you happened to like from before Yoshida came in; like it somehow wasn't tasteless to equate liking certain design decisions to mental illness and victimisation.
Last edited by Fensfield; 01-19-2015 at 04:52 PM.
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