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  1. #27351
    Player
    AduroT's Avatar
    Join Date
    Oct 2018
    Posts
    288
    Character
    Aduro Terrarum
    World
    Hyperion
    Main Class
    Miner Lv 80
    Quote Originally Posted by Claire_Pendragon View Post
    As long as you're in combat, u always get a seal, regardless of who gets the card.
    If the card has the blue cross icon on the sides, its for melee. If its a magenta crosshair icon on the sides, its for ranged. (In this case, Arrow is for Melee)
    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.
    (1)

  2. #27352
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by AduroT View Post
    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.)
    (0)
    Last edited by Claire_Pendragon; 05-21-2020 at 06:12 PM.
    CLAIRE PENDRAGON

  3. #27353
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    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.
    (1)

  4. #27354
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    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.
    (0)

  5. #27355
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Goji1639 View Post
    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
    Unless I remember wrong, the chain simply breaks if the two affected players run away from each other.
    (5)

  6. #27356
    Player
    TinkerTech's Avatar
    Join Date
    May 2020
    Posts
    28
    Character
    Tinka Ortechl
    World
    Brynhildr
    Main Class
    White Mage Lv 80
    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.
    (2)

  7. #27357
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Liam_Harper View Post
    Unless I remember wrong, the chain simply breaks if the two affected players run away from each other.
    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.
    (1)

  8. #27358
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    Copied Factory. Just gonna use a hash tag to cover all of it.

    #AllTheseMobsAreMineBackOff
    (1)

  9. #27359
    Player
    Aldora's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    Quote Originally Posted by Goji1639 View Post
    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.
    This mechanic was first introduced in the first fight of The Second Coil of Bahamut (also known as Turn 6 or T6).

    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).
    (10)

  10. #27360
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    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.
    (2)

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