If you want a better drop rate
youll have to accept long cooldowns for re-entry into instances
thats the tradeoff we got for being able to do things the way we do it now
If you want a better drop rate
youll have to accept long cooldowns for re-entry into instances
thats the tradeoff we got for being able to do things the way we do it now
My XIVPad: http://xivpads.com?2031148
And I'm sure plenty of us would prefer long cooldowns with varied activities than short cooldowns with less activities...JMO.
Shouldn't have to if the weapons are untradable Or tradeable for seals as it takes you 5mins + to go swap & the fact is currently they only drop 1 weapon so if u spam in a group of 8 you being screwed twice with timers & crap drop rates!
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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