Page 33 of 69 FirstFirst ... 23 31 32 33 34 35 43 ... LastLast
Results 321 to 330 of 689
  1. #321
    Player
    ZanzhizExaverion's Avatar
    Join Date
    Oct 2013
    Posts
    330
    Character
    Zanzhiz Exaverion
    World
    Sargatanas
    Main Class
    Gladiator Lv 90
    Yeah I'm talking in general not a 3 minute because Reload at that time is usually 30s behind WF#2 so, is it worth holding the WF for the 30s longer in most scenarios?

    :00 Reload WF
    :60Reload
    :90Hold WF
    2:00Reload WF

    Would be the breakdown I'm asking. Is this a better increase in damage by guaranteeing your WF isn't garbage, or is it usually better to WF without ammo at :90?

    Timing of course isn't exact.
    (0)
    Last edited by ZanzhizExaverion; 02-25-2016 at 01:31 AM.

  2. #322
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I think the general rule of thumb in extended fights is to just use stuff on cooldown and deal with the mildfires. You don't want to potentially lose a usage of a cooldown over the duration of the fight because you held it for too long.

    I say 'potentially', because it's definitely possible that there's an encounter out there right now where holding cooldowns like that might be a net gain in DPS - but frankly it's a lot of work to figure out and I doubt anyone could tell you for sure just like that. On top of that these things are gear dependant too, as your raid gets more geared, bosses hit phase transitions faster and that can change timings very significantly.

    Personally I just use things on cooldown and don't think too much, unless it's a really obvious scenario like Stone, Sky, Sea.
    (0)

  3. #323
    Player
    Hanmerreborn's Avatar
    Join Date
    Sep 2013
    Posts
    204
    Character
    Kara Zorel
    World
    Brynhildr
    Main Class
    Gladiator Lv 60
    So what are your guys opinions on the crafted 220 vs eso vs prototype? Is the ability to have 5 materia slots over 2/1 worth it with the availability of grade 5 materia or is the 10 or so dex difference (compared to eso) the defining choice.
    (1)

  4. #324
    Player
    Empty-handed's Avatar
    Join Date
    Dec 2013
    Posts
    297
    Character
    Empty Handed
    World
    Ragnarok
    Main Class
    Leatherworker Lv 60
    Sephirot is a horrible fight. I hate it. I have no idea how bards will do it with the heavy movement required. Same for m1s.

    M1s mechanics will require u to run from corner to corner to the very edge of the arena. The whole fight the party is moving around. Ammo management is very important.

    In terms of dps buff and sustained dps. I don't feel they solved the problem. U still get dry runs hoping for 1 to proc -,- 1 1 1 1
    (1)

  5. #325
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Random tidbit that those of you who don't PvP might have missed, but the new i205 PvP gun they added in 3.2 has a pretty neat revolver model. It's dyeable too!

    They removed all PvP rank requirements from gear this patch, so for glamour purposes anyone can farm it up in a ~week of doing the daily frontline.
    (1)
    Last edited by Myon88; 02-25-2016 at 04:53 PM.

  6. #326
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I'm really wanting to get it this time. Though I also really want the top. . . Rgh! Can't decide!

    I will however make a more active effort to PvP this patch cycle. Both Feast and Frontlines.
    (0)

  7. #327
    Player

    Join Date
    Nov 2014
    Posts
    389
    http://ffxiv.ariyala.com/SQEO

    my idea of what BiS will be

    no melds at all other than an acc V on boots, since it should be there 100%

    meld priority is

    1. acc to cap (on slots that you would do Det V on)
    2. crit
    3. det

    food should be either baked pipira or steamed staff (wow fish is so good). i pick steamed staff because i like the 656~ sksp range; baked pipira will let you get more crit/det overall though, since you can use the excess accuracy to meld less acc V

    --

    figuring bis out sort of nice and easy honestly. prioritize pieces with crit/det, minimize skill speed, then use acc V melds to get to acc cap while maximizing crit V melds, followed by det V. shouldn't be any room to meld any skill speed with this priority; though i'll end up personally melding just a bit of skill speed over det depending on how it makes ability timings go
    (1)
    Last edited by Aiurily; 02-25-2016 at 06:33 PM.

  8. #328
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ephier View Post
    I am just trying to evaluate the pros and cons of the new opener compared to the old.
    The way I see it, it seems fairly safe to say that getting a 7th Hypercharged turret shot (vs 6), is worth almost any sacrifice you make - since an extra ~3 seconds of vulnerability debuff on the boss for the whole raid is extremely valuable. Which means any opener we're considering now must be able to make that happen.

    [GB off] BFB, HE, RS, Hypercharge,
    Hot Shot, [GB on] + Potion
    Lead Shot...

    which Aiurily mentioned on p32 seems to be pretty much the only case where you can activate Hypercharge prepull and still get 7 shots. And only because it's the very last thing you cast before the pull, and you have GB off so you can Hot Shot instantly to put yourself (and your turret) into combat.

    BFB, HE, RS,
    Hot Shot, Hypercharge + Potion
    Lead Shot...

    This one seems to be the only other spot it can go into in our regular opener, which is after Hot Shot and before Lead Shot, because you absolutely want that vulnerability debuff up on the enemy before Lead Shot hits it. This one definitely has issues with GCD clipping because there's no way you can fit Hypercharge and Potion between those two skills.

    BFB, HE, RS,
    Gauss Round, Hypercharge,
    Hot Shot, Potion
    Lead Shot, Reload
    Split, Wildfire
    Slug, Reassemble
    Clean, Quick Reload, Rapid Fire
    Split, Ricochet
    Slug, Head Graze
    Split, Blank
    Clean, Gauss Round
    Slug

    The old double GR opener I used to try, which got a tiny buff relative to other openers since GR has 20 more potency. I won't push it on anyone, but I'm personally a little interested in it again because it 1. produces a 7-shot Hypercharge and 2. Doesn't cause any GCD clipping issues since you're not trying to fit both Hypercharge and Potion in the same space.

    Honestly I don't really know which is best right now, they all have pros and cons.
    (0)
    Last edited by Myon88; 02-25-2016 at 09:46 PM.

  9. #329
    Player
    Ephier's Avatar
    Join Date
    Sep 2013
    Posts
    781
    Character
    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Myon88 View Post
    BFB, HE, RS,
    Hot Shot, Hypercharge + Potion
    Lead Shot...This one seems to be the only other spot it can go into in our regular opener, which is after Hot Shot and before Lead Shot, because you absolutely want that vulnerability debuff up on the enemy before Lead Shot hits it. This one definitely has issues with GCD clipping because there's no way you can fit Hypercharge and Potion between those two skills.
    Yea, thats the one I have been trying out. I am still surprised that it does not work in some of the 2.0 areas, I guess that doesn't matter moving forward as everything will be 3.0.


    The old double GR opener I used to try, which got a tiny buff relative to other openers since GR has 20 more potency. I won't push it on anyone, but I'm personally a little interested in it again because it 1. produces a 7-shot Hypercharge and 2. Doesn't cause any GCD clipping issues since you're not trying to fit both Hypercharge and Potion in the same space.

    Quote Originally Posted by Myon88 View Post
    BFB, HE, RS,
    Gauss Round, Hypercharge,
    Hot Shot, Potion
    Lead Shot, Reload
    Split, Wildfire
    Slug, Reassemble
    Clean, Quick Reload, Rapid Fire
    Split, Ricochet
    Slug, Head Graze
    Split, Blank
    Clean, Gauss Round
    Slug

    The old double GR opener I used to try, which got a tiny buff relative to other openers since GR has 20 more potency. I won't push it on anyone, but I'm personally a little interested in it again because it 1. produces a 7-shot Hypercharge and 2. Doesn't cause any GCD clipping issues since you're not trying to fit both Hypercharge and Potion in the same space.
    This I might look into. The clipping is so uncomfortable. ;o;
    (0)

  10. #330
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Something else I've been thinking about in 3.2, is that now that Hypercharge lasts 20 seconds, the vulnerability debuff is on the target for almost 30 seconds.

    That is the same length as the duration of Lead Shot, if you do an opener llike this,

    Hot Shot, Hypercharge
    Lead Shot..

    That first Lead Shot will be at ~3 seconds left when the vulnerability debuff finally falls off the boss. What I'm getting at here is it might be favourable to refresh Lead Shot slightly ahead of time (you'll lose the very last DoT tick) in order to get one entire new 30 second Lead Shot that is boosted by Hypercharge's vulnerability debuff.

    I've been looking at DoT ticks on the dummy and as long as the initial hit of Lead Shot lands when the vulnerability debuff is still on the target, the entire duration of Lead Shot gets the damage boost. So even if the vulnerability debuff is falling off in 1 second, if you land a Lead Shot you get that damage boost for all the ticks, long after the debuff is gone.

    And if that's the case, there's a small benefit to putting Hypercharge as close to Lead Shot as possible so you don't overwrite more than one tick (because the earlier you Hypercharge, the sooner the debuff falls off, and you don't want it to fall off too much sooner than Lead Shot).
    (0)
    Last edited by Myon88; 02-26-2016 at 02:19 AM.

Page 33 of 69 FirstFirst ... 23 31 32 33 34 35 43 ... LastLast