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  1. #1
    Player

    Join Date
    Oct 2011
    Posts
    2

    Pugilist Ability Bar Setup

    Hey fellow pug thugs.
    Recently started playing 14 and rolled archer, only to see a pugilist and immediatly switch, they are so, so beautiful.
    Anyway, to the point, I've hit rank 50 pug and I've been boosting up my other classes to quickly grab all the DD skills. But I'm a little unsure about an efficient way to set them all up on my bars, for easy combo access etc.
    So, I thought I'd ask some Seasoned Veterans for some advice on how you arrange the beatdown bar, because as far as I can tell there are some very embarrassing pugs out there, and I do not wish to be one.
    Thanks in advance
    (2)

  2. #2
    Player
    Meleena's Avatar
    Join Date
    Mar 2011
    Location
    Lominsa
    Posts
    671
    Character
    Meleena Steelheart
    World
    Odin
    Main Class
    Pugilist Lv 74
    I use these abilities when I want to DD:

    You need your 3 abilities that cost 0 points to build TP.
    Invigorate (preferably 2) to help build TP
    Keen Flurry is a must if you want to use your victimize a second time fast
    Victimize 2 is a must ability
    Fleet of foot for evade.
    All of your 3 counters.
    As many buffs as you can (Sentinel and Defender 2 are sweet).
    If you want a second Weapon skill go for Seismic Shock when youre dealing with a large group of enemies or Concussive Blow for a single enemy.
    Bloodbath 2 and second wind 2 are must.
    (1)

  3. #3
    Player
    Wevlum's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Agree with Meleena pretty much. Though I haven't unlazied enough to push for the 20+ skills from other classes.

    I don't know how other people do it but personally I put the skills I use least on the 6-0 slots (buffs that you don't need to mash). First bar pummel, flurry, light strike, invigorate, featherfoot (rest is random buffs). Second bar is concussion, jarring, simian, victimise.

    My general rule is the more urgent a skill is the closer it is to 1. If it has a low recast and I spam it a lot I put it closer. If it's a reflex skill (counter) it gets closer.

    This works best for me because I exclusively use the keyboard with no mouse though. Right hand hovering over numpad for movement, left hand on 1234, tab, camera controls (wasd). Experiment is probably the best advice I can give ^^;
    (0)
    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

  4. #4
    Player
    KRose's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    109
    Character
    J'inwa Tiao
    World
    Leviathan
    Main Class
    Conjurer Lv 35
    For strongholds, my bar is
    Light Strike, Pummel, Flurry, Concussive Blow II, Featherfoot II, Jarring Strike II, Simian Thrash, Haymaker II, Seismic Shock II, Second Wind II
    I don't remember the order of my other bar. It's basically Rampart II, Sentinel, Ferocity II, Raging Strike II, Invigorate, Bloodbath and Victimize II. I know Blindside II and Keen Flurry are in there somewhere.
    And then my 3rd bar has Defender, Sacrifice III, Resurrect and Siphon MP II. I realize that doesn't cap me out action wise but I can't think of it off the top of my head at the moment >_<

    Basically, the top bar is what I use most frequently so I want quick access to all those skills. I have Second Wind II up there so if something goes wrong and I take unexpected damage I can just hit 0 for a quick restore.
    Rampart II is for "ohshi-" moments and I essentially pop Sentinel the minute I pull hate to reduce damage right off the bat. The rest of that section is fairly obvious imo.
    Defender is there to play it safe when the situation calls for it. I have Transcendence so I always have Resurrect set with it along with Sacrifice III to cure myself or toss it to someone else and Siphon just helps keep it up since I don't passive that often in there.

    Swapped around a bit for Ifrit since you don't really get any opportunities to use the counter skills on him. Seismic Shock II is replaced with Follow-Through and I know I have Emulate somewhere in there. I have Quelling Strike II to stack on Victimize II too. I'll repost with exact bar setups when I log on.
    (0)

  5. #5
    Player

    Join Date
    Aug 2011
    Location
    Ul'Dah
    Posts
    63
    I'm 48 so I'll be adding in Simian Thrash once I get it, but currently I'm using:

    Bar 1
    1) Light Strike
    2) Pummel
    3) Flurry
    4) Haymaker II
    5) Leg Sweep (I don't like Jarring II much, Leg Sweep I can use for the same effect but when I need it rather than relying on evade)
    6) Concussive Blow II
    7) Follow Through
    8) Seismic Shock II
    9) Victimize II
    10) Aura Pulse (need a better AoE to replace this)

    Bar 2
    11) Featherfoot II
    12) Blindside II
    13) Ferocity
    14) Raging Strike II
    15) Invigorate
    16) Defender
    17) Protect II
    18) Stoneskin II
    19) Accomplice
    20) Taunt II

    Bar 3
    21) Cure III
    22) Second Wind II
    23) Bloodbath
    24) Raise
    25) Siphon MP

    Needs some tweaking, but works for me. I still need to get some motivation to level Glad for Sentinel, but that's a while off (class puts me to sleep) and I need to replace Ferocity with Ferocity II.
    (0)

  6. #6
    Player
    Genyi's Avatar
    Join Date
    Aug 2011
    Location
    Linsa Laminsa
    Posts
    54
    Character
    Lord Meow
    World
    Balmung
    Main Class
    Conjurer Lv 50
    hello fellow PGL ^^.. this is my pgl set-up and im a lv50 pgl:
    1st bar:
    * invigorate 2
    * taunt 2
    * light strike
    * pummel
    * flurry
    * raging strike 2
    * featherfoot 2
    * heymaker 2
    * jarring strike 2
    * simian thrash

    2nd bar
    * defender 2
    * rampart 2
    * sentinel
    * obsess 2
    * blindside 2
    * ferocity 2
    * concussive blow 2
    * follow through
    * seismic shock 2
    * simian trash

    3rd bar
    * secondwind 2
    * sacrifice 3
    * bloodbath 2
    * siphon MP 2
    (0)
    Last edited by Genyi; 11-18-2011 at 06:58 PM.

  7. #7
    Player
    OranGemeo's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    69
    Character
    Oran Gemeo
    World
    Exodus
    Main Class
    Paladin Lv 83
    DD PUG Set:

    1st Bar:
    Light Strike
    Pummel
    Flurry
    Emulate
    Raging Strike II
    Ferocity II
    Follow Through
    Victimize II
    Throw (Weak damage but builds TP just the same. I love it)

    2nd Bar:
    Taunt II
    Featherfoot II
    Diversion
    Simian Thrash
    Blindside II
    Bloodbath II
    Murderous Intent
    Accomplice
    Collusion
    Siphon MP II (sometimes Stygian Spikes II)
    **I will replace Accomplice and Collusion if situation warrants me needing Chainspell+Raise

    3rd Bar:
    Invigorate
    (nothing)
    Sentinel
    Second Wind II
    (nothing x3)
    Seismic Shock II (Oh is this a must to keep up with other melee in more than one mob damage!)
    Obsess

    (I'm probably forgetting a few actions as I'm going off the top of my head! But I also have a tank set that replaces most of the DD moves with stuff like Provoke/Decoy/Defender/etc!)
    (0)
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