


Also true. We'll settle this by having the first dungeon of 2.0 completed in a Speed Run, first attempt. Anything afterward doesn't count, because this isn't about learning, it's about raw skill...something the dirty peasants know nothing about.
Now, if you'll excuse me...I have to go stock up on this stuff!
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Last edited by KiriA500; 08-23-2012 at 11:57 PM.


Skill and practice kind of go hand and hand also the skillful complete way more speed runs than the unskillfulAlso true. We'll settle this by having the first dungeon of 2.0 completed in a Speed Run, first attempt. Anything afterward doesn't count, because this isn't about learning, it's about raw skill...something the dirty peasants know nothing about.
Now, if you'll excuse me...I have to go stuck up on this stuff!



* 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)
Speed runs completion is the sum of skill and repetition, you're both right.
A skilled group of player might take 10 runs to learn all the mechanics, find solutions and achieve the performance to succeed a speed run.
An less skilled group of players will achieve the same, though it might take 20 runs instead of 10, and they may have to go read some guides instead of finding solutions themselves.
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