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  1. #501
    Player

    Join Date
    Oct 2011
    Posts
    1,561
    It would be nice if SE changed it (Feint) to an ability as opposed to weapon skill. I just have a personal dislike of using Blank against specifically bosses due to being a close range skill that has no effect on the boss outside of a slight potency which to me defeats the point of playing a long ranged class if need to run into melee range/using essentially a positional skill which the fight mechanically should not require from this class. The rest of the rotation working well with the concept of ranged class but that one skill throwing a spanner in the works if end up having to use it running up close when the bonus effect (knock back) is useless and the fight itself mechanically does not require it followed by then once used putting some distance again between you and the boss. It just feels wrong somehow using it in that situation.

    The exception and time I do like the skill however is when against generic mobs which can be knocked back when your in trouble (often I follow up with either leg or foot grazes), I don't mind throwing it out there/weaving it in also when the actual fight mechanics bring you into close range to avoid AoE's but as a skill when used against mobs/bosses which can neither be knocked back/does not require being so and does not require you being close range due to the mechanics of the fight...it's just bugs me. I would love it if was an alternative ability skill with potency that could replace it in that situation. One that remains ranged like the rest of the rotation yet doesn't screw things up, even if had slightly lower potency than Blank I would still prefer that. It might sound petty and I am not sure if I can get across/adequately explain well enough why bugs me but if honest it does slightly annoy me.
    (1)
    Last edited by Snugglebutt; 05-26-2016 at 06:13 PM.

  2. #502
    Player
    Only1zbro's Avatar
    Join Date
    Aug 2015
    Location
    Limsa Lominsa
    Posts
    15
    Character
    Roland Blacksword
    World
    Adamantoise
    Main Class
    Dark Knight Lv 60
    OK so I'm new to the MCH class, typically I'm a tank. I've gone over the 3.05 opening rotation from Aiurily and am going over the 3.25 version now as well. I have a noob question though, I know at the end of the 3.05 rotation before the last Slug Shot you turn off Gauss Barrel but throughout the rest of a fight when and where are you supposed to be turning it off and on for optimization? It's not evident to me so I assume there's a really solid answer to this, hopefully one that I don't have to sift through 50 pages for.
    Cheers
    (0)

  3. #503
    Player

    Join Date
    Oct 2011
    Posts
    1,561
    I tend to keep GB on throughout dungeon and raid runs unless the fight has such a high movement/dodging/kiting requirement that it becomes detrimental so I can't help you with that question because I do not follow that rotation and I do not turn off GB for rotation purposes. I only turn mine off when fight mechanics aka things like the AoE's and movement are too complex to keep up a decent level of DPS with it on. In those types of fights I master weave and have no set in stone rotation to begin with until done that same fight enough times to pre-plan everything without worry of major mistakes.
    (0)

  4. #504
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Only1zbro View Post
    OK so I'm new to the MCH class, typically I'm a tank. I've gone over the 3.05 opening rotation from Aiurily and am going over the 3.25 version now as well. I have a noob question though, I know at the end of the 3.05 rotation before the last Slug Shot you turn off Gauss Barrel but throughout the rest of a fight when and where are you supposed to be turning it off and on for optimization? It's not evident to me so I assume there's a really solid answer to this, hopefully one that I don't have to sift through 50 pages for.
    Cheers
    You remove gauss when you have NO unused gcd(most popularly in all your WF) to get one auto attack in then reattach it. The longer you end up w/o GB, the longer it take to auto when you do remove it & the less overall dps you're outputting. At least that's what I learned from Aiurily so it's probably right lol
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  5. #505
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    The idea is that you need your Auto Attack (which feels like it's ~80 potency) to outweigh the loss from dropping GB. GB is a 30% gain.

    Hot Shot = 120 => 36 / 140 => 42
    Split Shot = 140 => 42 / 160 => 48
    Slug Shot = 180 => 54 / 200 => 60
    Clean Shot = 200 => 60 / 220 => 66
    Lead Shot = 490 => 147 / 510 => 153

    That's the gain you get from GB - aka the loss you suffer when dropping it and hitting said GCD. The oGCD stuff is a bit wonky because you can only use two of your oGCD hits without being under GB - Blank and Head Graze/Suppressive Fire. Both are 100 Potency, so a gain of 30 with GB equipped. Applying these to the above, the only situation where you could GCD > oGCD without GB and still get a gain is if you're hitting Hot Shot or Split Shot - and even then the gain is minimal at best and ONLY a gain IF there's actually an Auto in that timeframe.

    The general rule of thumb is you want 1 auto per GCD you use out of GB.

    If you end up delaying Ricochet or Gauss Round by turning GB off, you're taking significant hits to damage - those things are 260 and 390 potency off-gcd attacks - comparable with Dragoon's Jump and PS+Jump - two of our strongest attacks. Don't delay them if you can help it.

    This is all garnered from a bit of research into Aiurily's videos as well as my own number crunching as seen here. I call Autos 80 potency because they hit about as hard as Rook attacks, which are 80 potency.
    (2)

  6. #506
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Okay so I never ever use feint, for me(221) it does 1000-1050 damage & crits 1600 with gauss, split shot without Gauss does 870-930 & crits 1400 & I get an auto for 490~ than can crit for 800. Correct me if I'm wrong but the only time I think feint would be even remotely useful is if GB is on cd & I can't stand and cast for a few seconds bc some annoying mechanic.



    Is there ever any situation I SHOULD use feint? I get a lot of mixed answers with google...
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  7. #507
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    I'm not Aiurily, but according to their guide, you outlined the exact situation when you would need to use Feint. There was one specific situation that was mentioned for A7S where you may have GB off for a Hot Shot and turn it on for the Lead Shot, only to need to move for the merry-go-round. In that situation, you just Feint until GB is ready, then turn it off and auto/Split-Slug-Clean until you're good again. It's also useful in a situation where you have to move and you have ogcd attacks ready to go - better to Feint>ogcd than drop GB and do Split>ogcd, I think!

    It's ALSO worth noting, though, that if you won't be strafing while turning GB off (and thereby missing your AA's), you'll get net gains by keeping it on and rolling Feint instead of Split out of GB. Dropping GB is only a gain if you don't miss AA's.
    (1)

  8. #508
    Player
    Dorone's Avatar
    Join Date
    Jul 2015
    Posts
    11
    Character
    Dor One
    World
    Odin
    Main Class
    Fisher Lv 60
    Yes, I have been dropping feint for the first merrygoround (Hot Shot around when the 4th circle appears) then GB on and lead shot, followed by feint (x3 i believe it is) for the second round
    (0)

  9. #509
    Player
    Spiriel_Basanda's Avatar
    Join Date
    Sep 2015
    Posts
    165
    Character
    Spiriel Basanda
    World
    Gilgamesh
    Main Class
    Machinist Lv 90
    Hello fellow Machinists. I've been playing the job for awhile now and I feel like I've got a good handle on it for the most part but I'm ready for a little fine tuning because I may be going into Alexander Savage this weekend so I was hoping maybe I could get a little assistance on a few tidbits. I tried looking through the thread before posting and did clear a few things up, but anyway, questions.

    I need to meld my stuff, and I saw someone do stat priority with melding earlier. It read: Accuracy(To 100% hit) > Crit > Det > Sk.S

    Is this accurate? The post containing this was back in February so it may be a little outdated, I just wanted to check. I half expected the top stat to be Skill Speed to cram more into Wild Fire, but I could see the merits of critting more often during the Wild Fire window out-doing the extra attack or two.
    part 2 inc
    (0)

  10. #510
    Player
    Spiriel_Basanda's Avatar
    Join Date
    Sep 2015
    Posts
    165
    Character
    Spiriel Basanda
    World
    Gilgamesh
    Main Class
    Machinist Lv 90
    and of course, the obligatory Wild Fire question. I feel like my Wild Fires are adequate, as I routinely hit somewhere between 7k and 10k, highest being around 11k at ilvl 223 w/230 gun. I know that Aiurily posted a Wild Fire sequence that
    seems really good a few pages ago, and I should probably try to learn how to do most of it, but my question is more for a sequence when you can't store 5 ammo ahead of time, like in the middle of a fight, or doing LFD type content. The way I do it is:
    HS > LS > Reload > RF > HC > B4B > HE > RS > Split > Quick Reload > Slug > GR > Split > Reassemble > Clean > Rico > Blank > Slug > Head Graze > Clean Shot > Feint, and then I'm out of time.

    (Sorry need to do a part 3, 1,000 character limit is terribly inadequate for detailed posts)
    (0)

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