Final Fantasy XIV - Page 109
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Slaughter
United States20254 Posts
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Slaughter
United States20254 Posts
On August 24 2022 00:45 {CC}StealthBlue wrote: Holy... it takes 7 weeks just to get ONE Ultralight Tomestone.... which for the 620 weapon requires one plus Casualty tomes. Is that the tomestone weapon? Isn't that how it always is? Takes a few weeks to get it. | ||
ZerOCoolSC2
8960 Posts
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CicadaSC
United States1430 Posts
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{CC}StealthBlue
United States41117 Posts
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Slaughter
United States20254 Posts
Not nearly rich enough to buy the crafted gear for that little extra boost. | ||
{CC}StealthBlue
United States41117 Posts
+ Show Spoiler + I a level 90 Scholar, the most unappreciated/weakest Healer class in the game, spent nearly a million Gil to raise my Item Level from 590 to 605 so I would not die so easily in the Aglaia raid, the most pain in the ass raid in the history of raids in all of gaming. Did not die once, and kept 7/8ths of my team alive, and only had to rez twice. My times to rez was less than 4 secs, no joke. From the dumb floor shifting hammer boss, to the fight on the giant hand and fingers, then the end with the scales. Never did I falter or fail... nope. And what do I get? Not a single Rec'd at the end of it. Not one... ![]() | ||
ZerOCoolSC2
8960 Posts
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lestye
United States4149 Posts
On November 24 2022 04:25 {CC}StealthBlue wrote: Rant: + Show Spoiler + I a level 90 Scholar, the most unappreciated/weakest Healer class in the game, spent nearly a million Gil to raise my Item Level from 590 to 605 so I would not die so easily in the Aglaia raid, the most pain in the ass raid in the history of raids in all of gaming. Did not die once, and kept 7/8ths of my team alive, and only had to rez twice. My times to rez was less than 4 secs, no joke. From the dumb floor shifting hammer boss, to the fight on the giant hand and fingers, then the end with the scales. Never did I falter or fail... nope. And what do I get? Not a single Rec'd at the end of it. Not one... ![]() doing all is boring, learn to flirt with ppl. i suck at this game, die twice every encounter, but my bantz carries me and gets me mad recs. | ||
Slaughter
United States20254 Posts
Ugh mini rant about taking our entire raid (3 hours) just to rekill P8S. At least I got a decent parse out of the door boss. | ||
{CC}StealthBlue
United States41117 Posts
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Slaughter
United States20254 Posts
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{CC}StealthBlue
United States41117 Posts
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ShiaoPi
TAIWAN NUMBAH WAN5955 Posts
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Slaughter
United States20254 Posts
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{CC}StealthBlue
United States41117 Posts
According to the team, the goal for the adjustments for planned job reworks (Paladin included) is to improve the usability of certain actions. For Paladin, this means shortening the job’s “rotation” (i.e. the sequence of skills and abilities executed in a given situation for maximum efficiency and effectiveness). The team is adjusting the rotation to improve a Paladin’s ability to deal “burst damage” (high amounts of damage in a short time frame). Similarly, the team wants to reduce the Paladin’s reliance on damage-over-time (DoT) effects. Improving the usability of the Paladin’s defensive abilities is also a key objective of the Final Fantasy XIV Paladin rework. To that end, the team will implement a variety of adjustments to the job. Overall the action rotation will be shorter, and accommodate more high-powered actions. The DoT component for the Goring Blade and Blade of Valor abilities has been removed, with the abilities’ potency (damage) increased. A new effect called Divine Might applies after weaponskill combos, which allows an enhanced “Holy Spirit” spell to be cast instantly. This suggests that use of magic spells may be more directly woven into physical damage combos. The current Paladin damage rotation tends to emphasize transitioning back and forth between a “weapon phase” and a “spell phase” dominated by using weaponskills and spells, respectively. Defensive abilities are also part of the Final Fantasy XIV Paladin rework. The Holy Sheltron ability has been changed from a damage-blocking effect into a damage reduction effect, improving its usefulness against enemy DoTs. The team is also revamping and bringing back the “Bulwark” ability (which was removed previously). The original version of Bulwark increased the blocking rate of the Paladin by 60%, negating more damage from things like auto-attacks. Other abilities and combos will also receive adjustment, with an eye to their utility. https://www.siliconera.com/final-fantasy-xiv-paladin-rework-previewed/ | ||
{CC}StealthBlue
United States41117 Posts
https://eu.finalfantasyxiv.com/lodestone/topics/detail/272e905b1f6cb59c25affc3a97c28b3e6ba8cb7b | ||
CicadaSC
United States1430 Posts
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Tyrrhus
Netherlands52 Posts
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Slaughter
United States20254 Posts
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