Correct. However both featherfoot and taunt have 60sec timer. So can only be used with 1 Combo. In a Speed run a moogle only last 30-40 secs so you would only be able to use taunt/feather foot every other moogle. When Timers are down. You will be chasing them.The pug shouldn't be chasing the moogle though. There is a reason PUG has a enmity-less taunt. Taunt - Temporarily focuses the target's attacks on you. Make the moogle run to you. Really, it works great. Put featherfoot up, taunt moogle, moogle runs to you, moogle misses, stun moogle using haymaker. Proceed to pounce combo to further stun the moogle. By the time the mooge is unstunned; archer, thm, or cnj should of heavied that moogle and his mooglely death should be in short order.
Not if you bring two pug and alternate, but normally yes.
Also taunt is one 45 sec CD with traits.
Last edited by Klive; 03-07-2012 at 08:11 AM.
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Correct again. My Main jobs are pgl and Arc. So I do know what both can do. The person I was replying to said "Our Pgl" not "our Pgls" So if that is the case It's 1 pgl with 5 archers the pgl will spend a lot of time running. The more the mobs stay still the better pgl becomes. He Stated that the pgl in his group was no where close to the archer's and I was just giving him the reason why.
Edit: even with Taunt only being 45secs. Taunt without featherfoot/heymaker to follow is kinda mute
Last edited by Xianghua; 03-07-2012 at 08:26 AM.
are you the only person who understands this game?
There must be a rhyme and reason behind their decision for some of these truely odd combos. Or maybe one of the devs just liked to play blm/mnk in xi, who knows
I just wish there were more job-specific abilites available. 5 just make little sense to me for jobs like blm whm and brd (same with the limitated thm and con abilities). Of course I know ppl would QQ if mages got more but really since mages basically do nothing with auto-attack and are squishy squishy they need a couple extra abilities.
Will be on the look out for the rhyme and reason after patch, lets hope they make sense
As this guy: Hikai Tadacho
pointed out on his thread: http://forum.square-enix.com/ffxiv/t...Bigger-Picture
"THM -> BLM
- Converts HP/MP
- Lightning damage
- AoE Sleep
- AoE Fire + DoT
- Ice damage, lowers enmity
Decoy (evade an attack)
Chameleon (enmity reduce)
Quelling Strike (enmity reduce)
Featherfoot (MP restore & evade)
Second Wind (instant HP restore)
All about the nukes, cross-class abilities help lower enmity from the huge
burst damage, and then evade attacks in case they do pull hate."
He makes a pretty good case.
http://ordovalorum.enjin.com/ - Hyperion based Endgame/Achievement focused Free Company: family friendly, courteous and close.
For all we know it might be 5 abilities and 5 traits...god I want those patch notes so bad.There must be a rhyme and reason behind their decision for some of these truely odd combos. Or maybe one of the devs just liked to play blm/mnk in xi, who knows
I just wish there were more job-specific abilites available. 5 just make little sense to me for jobs like blm whm and brd (same with the limitated thm and con abilities). Of course I know ppl would QQ if mages got more but really since mages basically do nothing with auto-attack and are squishy squishy they need a couple extra abilities.
Will be on the look out for the rhyme and reason after patch, lets hope they make sense
The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books
This. Exactly what I wanted to say.also, while yes- archer is the primary choice for moogle because it lacks directional combos (and has the luxury of not having combos interrupted by aoe), calling it 'easier' is a bit misleading. right now archer has the highest skill ceiling of any dps class due primarily to the need to micromanage your own 'auto attack' in between keeping combos on cooldown, while every other class can focus on movement and combos alone- in spite of how annoying movement is in that fight.
an archer doing everything right should be almost perpetually animation locked, and i can assure you that makes the class much, much, much more difficult than you're accounting for.
so while archer may be the easiest to pick up for moogle, it's also certainly the hardest to master.
The best archers can out damage an average archer with the majority of the damage coming from light shot.
The extra Quick Nock every 1.5mins comes NOWHERE close to the damage from more light shots from a skilled archer.
Ifrit is a different situation as you can rest and regen as there is only 1 ifrit and there are 7 moogles, giving thm an edge.
On topic: there is nothing wrong with the BLM's cross class abilities. Wouldn't have any other
Last edited by Sylkis; 03-08-2012 at 04:58 PM.
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