As someone who just recently started leveling Ast, I have not noticed that bit about the colors. I’ll have to look for that, helpful info.



i had my UI for cards set to simple, and set to 60% size. So they looked like a singe pixel originally lol. It wasnt until I was on a friends account, and started up AST on their account,t hat I noticed the symbols on the side lol. (The number of times ive had to relevel the same job up, due to playing on friends accounts... lol, I swear to god I never want to see another dungeon again.)
Last edited by Claire_Pendragon; 05-21-2020 at 06:12 PM.
CLAIRE PENDRAGON
So while leveling my WHM I've been using my Squadron at Offense 5 to farm Aurum Vale for moogle tomes for the event. Runs take about 12 minutes each, and I ended up leveling my WHM from 50-58 spamming them. So, while I was level 58 I was still in my crappy level 50 standard ironworks gear.
I decided to run my leveling roulette before logging off, and of course I end up getting the Vault, with a DRK tank and one DPS that was running it for the first time. No fault to the tank, but I know from leveling my own DRK that DRKs are absolute garbage at tanking before TBN. Regardless, the DRK seemed to want to big pull which basically forced me to spend every GCD spamming to keep him alive. I couldn't even get a Holy off to buy time; half way through the 3 second cast time he'd go from 100 to nearly dead, so I'd have to cancel.
Regardless, we got through everything without wiping until the last boss. The wipe was kind of my fault. I apparently don't understand how that bosses chain mechanic works; I thought it was big damage if you're close, small damage if you're far away, but either way you have to heal through it. So, the tanks getting decimated as usual, the chain is slowly eating at me and one of the DPS for what seems like forever, but everyone survives and I'm able to top everyone off during the orb phase. Mana was becoming a real issue, though, and we eventually wiped when the boss was at around 15% because Lucid was on CD and I had nothing left.
So, next attempt the 2 DPS get the chains and are able to break them near immediately by what looks like both of them touching opposite ends of the stage. That leaves me feeling annoyed yet again and this games obtuse, nonsense mechanics, but we get through the fight with only 1 DPS dying, and he only stayed dead because I kind of screwed up the inputs for the instant rez while panic healing the DRK that was going from 100% to 20% every couple of seconds.
Either way the group was fine and most of the stress was my own fault. I left immediately, though; was incredibly annoyed by the end.



Currently doing Dohn Mehg runs as healer and I noticed a few things
- My ability to handle mass pulls there seems to be dependent on if I catch up to the tank or not, though then again there had been times where I failed to keep the Tank alive despite being close...I'm becoming part of the problem forcing dumbed down healers, aren't i?
- The third boss drops a Fae Cane at least,which makes it the most common weapon to get between that and the two chests. Not sure if he drops the others
- The one time I make it though the tightrope is also the time where we wiped to the DPS check, actually had to use Braver to break the thing that run.
- I wonder if there any king of change with the growing/fully grown buff on players.
Unless I remember wrong, the chain simply breaks if the two affected players run away from each other.

Nudging this conversation back to the original topic...
I can't say I've had any outrageous stories from Duty finder, but as I've leveled up some smaller classes (Acheivements aren't going to get themselves, you know!) I've seen everything. From supportive groups helping a new player through an interestingly designed dungeon like Cutter's Cry to a Tank in Toro-Mak who decided the best way to disarm the fleshpods was with his face.
My only frustration is with players who insist on speed-running when there is a new player in the group; I want to run the content as it's meant to be played for their sake, so they can lead others when they play through it again. Especially if the dungeon relies on a puzzle or a hint dropped early in the dungeon that the tank just blows past in favor of wall-to-wall, 'you're wasting my time by not blasting stuff' pulls.
Well, I did run away from the person I was linked to, just not all the way to the edge. We were pretty far apart and that didn't seem to break it. When I observed the other 2 doing it the chain didn't break until they were both touching opposite ends of the stage.
Either way vague mechanics like that have always kind of annoyed me in this game. There's literally no way to intuit what you're supposed to do in that situation; they just drop a colored chain on 2 people and say "go" like the players would have ANY idea what it is. Obviously once you know it's stupidly easy, but initially it's an incredibly lazy way to create an obstacle.


Copied Factory. Just gonna use a hash tag to cover all of it.
#AllTheseMobsAreMineBackOff



This mechanic was first introduced in the first fight of The Second Coil of Bahamut (also known as Turn 6 or T6).Well, I did run away from the person I was linked to, just not all the way to the edge. We were pretty far apart and that didn't seem to break it. When I observed the other 2 doing it the chain didn't break until they were both touching opposite ends of the stage.
Either way vague mechanics like that have always kind of annoyed me in this game. There's literally no way to intuit what you're supposed to do in that situation; they just drop a colored chain on 2 people and say "go" like the players would have ANY idea what it is. Obviously once you know it's stupidly easy, but initially it's an incredibly lazy way to create an obstacle.
It is also dependent on the distance between the 2 chained players the moment they receive the chain. The closer they are at the start of it, the less they have to move away from each other in order to break the chain. For instance, if they stand right next to each other, they need have to move about half of the arena apart from each other. But if they are already about half an arena apart from each other, it's either stand at the opposite corners (diagonally) in order to break the chain.
If they are even further apart from each other, then there's nothing you can do about it (because you won't have enough space to break the chain).
On the subject of chains, I don't usually get bothered by a lack of healer DPS in casual content, but people dying to "imprison" mechanics like Gilgamesh's chains that need to be destroyed before the cast resolves because the healers are just twiddling their thumbs is...vexing to say in the least.
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