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  1. #381
    Player
    Bre's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    7
    Character
    Brebant Larenti
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Dubont View Post
    rebirth is a 30 minute timer. Chainspell->>rebirth->>Rebirth->>wait 30mins. 60/30=2. 2*2=4. 4 Rebirths, with chainspell, in 60 minutes.



    please notice that about 10 or so pages ago, I retracted the statement about the dungeon needing a nerf.

    Like I said.... You, Fail.
    (1)
    legacyffxiv.com

  2. #382
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Bre View Post
    Like I said.... You, Fail.
    how do I fail when I can do basic math and you can't?
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  3. #383
    Player
    Bre's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    7
    Character
    Brebant Larenti
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Dubont View Post
    how do I fail when I can do basic math and you can't?
    Your math is correct, take a closer look young grasshoppa....
    (1)
    legacyffxiv.com

  4. #384
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Bre View Post
    Your math is correct, take a closer look young grasshoppa....
    hmm maybe you could pull off somewhere near 10 by spamming chainspell everytime it is up to reduce your timers, but even then, I don't think it reduces it enough to pull off 10-12 Rebirths. I admit though, thinking about it, I could be wrong on that.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  5. #385
    Quote Originally Posted by Dubont View Post
    The update was awesome, but it had some severe bad sides and a few other things that need tweaking.

    1) Cure MP costs. They are much too high and before anyone says "But 11's were high!" yeah, but a cure 3 wasn't 135MP

    2) Raises need to be on separate timers. What's the point of having 4 different types of raises, as a CON, if we can only use 2?

    3) Stats need enhancing. Aside from VIT and MND, they do next to nothing.

    4) Gear damage from death needs to be abolished or reduced. Every dungeon run, I come out with at least 3 pieces of broken gear. This is unacceptable considering people want close to 10k to repair something...

    5) the r45 dungeon needs a slight nerf. "CRY MOAR!" no seriously, the ogre opens up with AoE spam and the mages are usually dead in the first 30 seconds of the fight which leads to #6. Also, fix it so that if you wipe and have to return, that the mobs don't pop until you're team is inside the room. It is VERY hard to recover from a wipe on that fight as you will probably wipe again before your team is back into the fight (Stupid ghosts..)

    6) Enmity needs to be fixed. The current system is severely flawed. A GLA used 3 vokes and a couple of WS on a mob, I cure 3'd once...mob turned around and bam, 1 shot.
    1.) I agree with this because... As it is, a minimum of two main healers are needed for something like the ogre. I can hope that there is a "trick" we still haven't learned, but unless you arc steamroll it, the number of casters needed is too high from an MP stand point. They both end that fight with zero MP and doing thing but curing. I believe that as Con is a Whm/Blm set up, they should be borderline if all they do his heal, and should require very good MP conservation and management when nuking as well. While an adjustment is in order, I believe it need only be a minimalistic adjustment to both MP and Hate; I still want it to be risky, but I want that versatility that Con has to offer.

    2.) With separate death penalties for each raise, I agree, though I can see how that can still be OP. A minor adjustment to the penalties for weakness on low-level raises is in order.

    3.) That is getting addressed already.

    4.) I come out of three runs without any gear damaged, and that's with dying. Raise does not cause gear damage - returning when dead does. IMO, this is balanced.

    5.) We open this fight in a way that the ogre does not do an AoE, and does not spam it. While I'm sure that others have figured out how to do this as well, we figured it out on our own, so I know other people can as well. When in doubt, search the forums for tactics. Its easy to avoid the opening AoE. In fact, its the easiest part of that fight.

    6.) Don't cure 3. Again, using ogre as an example, we did it entirely with cure 1/2 and sac 1/2. In an emergency our con was able to pop a single Cure 3 if need be, but he didn't need to. Again, it comes down to tactics. MAYBE some minor tweaks, but I honestly thing the issue will actually be fixed with the introduction of Jobs, which will have more specialized abilities - hopefully like hate control. I suspect that the dungeons will get easier.

    Rest of thread tl;dr
    (1)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  6. #386
    Player
    SAMINUS's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    367
    Character
    Kris Slater
    World
    Behemoth
    Main Class
    Pugilist Lv 20
    I feel like the levequest sp gained after it has been beaten should yield slightly more SP. Also, I haven't noticed Guardian Favor doing much when used now. Am I wrong in this? Maybe it is just very miniscule.
    (0)
    Quote Originally Posted by Rau View Post
    Rau Lecreuset: There are reports of a multitude of people in town who have a found a magical tool that lets them forfeit their conciousness, and in doing so, allows them to craft for inordinate amounts of time.

  7. #387
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by SAMINUS View Post
    I feel like the levequest sp gained after it has been beaten should yield slightly more SP. Also, I haven't noticed Guardian Favor doing much when used now. Am I wrong in this? Maybe it is just very miniscule.
    I've actually noticed that it doesn't much anymore as well
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  8. #388
    Someone in one of my LS's went out a few times to test. With full links and a very tight rank range between members, they were getting as much or more SP/hr overall 2*ing and 3* R40s at BW than before patch. However in the R20 and R30 range, even with full links they were getting less SP/HR overall.
    (0)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  9. #389
    Player

    Join Date
    Apr 2011
    Posts
    143
    Rofl 10 rebirth in 1 hour is possible if you were smart enough...
    (2)

  10. #390
    Player
    Aistaraina's Avatar
    Join Date
    Mar 2011
    Posts
    335
    Character
    Aistaraina Lanae
    World
    Excalibur
    Main Class
    Bard Lv 66
    Quote Originally Posted by Dubont View Post
    The update was awesome, but it had some severe bad sides and a few other things that need tweaking.

    1) Cure MP costs. They are much too high and before anyone says "But 11's were high!" yeah, but a cure 3 wasn't 135MP

    2) Raises need to be on separate timers. What's the point of having 4 different types of raises, as a CON, if we can only use 2?

    3) Stats need enhancing. Aside from VIT and MND, they do next to nothing.

    4) Gear damage from death needs to be abolished or reduced. Every dungeon run, I come out with at least 3 pieces of broken gear. This is unacceptable considering people want close to 10k to repair something...

    5) the r45 dungeon needs a slight nerf. "CRY MOAR!" no seriously, the ogre opens up with AoE spam and the mages are usually dead in the first 30 seconds of the fight which leads to #6. Also, fix it so that if you wipe and have to return, that the mobs don't pop until you're team is inside the room. It is VERY hard to recover from a wipe on that fight as you will probably wipe again before your team is back into the fight (Stupid ghosts..)

    6) Enmity needs to be fixed. The current system is severely flawed. A GLA used 3 vokes and a couple of WS on a mob, I cure 3'd once...mob turned around and bam, 1 shot.

    1) Only a slight reduction. Honestly, I don't have much issues with MP management, but a slight reduction would be welcome. Learn to rest MP when not casting. Start using food. Siphon MP II anyone?

    2) Yes, please.

    3) Obviously? They have stated numerous times full battle changes will not be implemented until around the end of summer. 1.20 I guess? 1.18 simply brought auto attack.

    4) Don't return so often? Or learn to get Dark Matter from CG and use that to get repairs instead of gil.

    5) This is a contested topic. Part of me wants to say no, it is fine as is, but "fine as is" means melee DPS is 90% useless and you cannot get to Batraal with enough time remaining. Balancing out ogre would be nice to allow melee DPS in, but a full dungeon nerf, however slight? No.

    6) Learn how to tank? We have zero issues.
    (0)

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