Took the advice and crafted HQ undyed felt, which would sell for 9-10k on my server if someone was to actually buy them. In theory it would be a good profit span. Materials for 50 tries cost around 60-70k and it seems I can reliably HQ around 50% of them, which would be a 150-170k profit margin
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PandaCore
Germany553 Posts
Took the advice and crafted HQ undyed felt, which would sell for 9-10k on my server if someone was to actually buy them. In theory it would be a good profit span. Materials for 50 tries cost around 60-70k and it seems I can reliably HQ around 50% of them, which would be a 150-170k profit margin | ||
yokohama
United States1116 Posts
Yes, I know tank taunt rotation is needed. It is needed for the nodes too, and since I am asking for tips on the boss, it should be assumed we beat the necessary nodes. My tanks are rotating at 4 stacks. Also, we have the dps to take down 3 nodes and still have time for the boss. | ||
solsken
Sweden182 Posts
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yokohama
United States1116 Posts
On October 14 2013 17:40 solsken wrote: the 7000 hit sounds like allagan rot screwup Well doesn't allagan rot wipe the raid on a screwup? It is only 1 person being hit for that much. Perhaps we should just choose a different combination of nodes to defeat. Perhaps maybe one of the tanks got up to 5 stacks or something, who knows. I just remember looking at my log after our last attempt and cringing at that number. Next weekend can only get better I guess with another weeks worth of gear. | ||
carraway
264 Posts
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yokohama
United States1116 Posts
On October 14 2013 18:16 carraway wrote: Provoke CD is such that you should be able to swap at 3 stacks every time barring excessive movement. Make sure that your tanks are prepping Halone so that they can voke -> Halone -> (Spirits if they're not in the silence rotation) / Circle of Scorn. If something happens and one of them is holding at 3 stacks or 4 stacks for a while, s/he should be rotating defensive cooldowns at that point. Great, thanks a lot for the answer. I don't know what made my raid leader decide on 4 stacks but I will suggest switching at 3, and that should hopefully make the fight easier to heal. Thank you. | ||
Infernal_dream
United States2359 Posts
On October 14 2013 18:21 yokohama wrote: Great, thanks a lot for the answer. I don't know what made my raid leader decide on 4 stacks but I will suggest switching at 3, and that should hopefully make the fight easier to heal. Thank you. 4 stacks because 3 isn't enough time always. We had our tanks turn around while the other tank did his provoke. How are you doing rot? And what is the group setup? We had 1) bard 2) WHM 3) BLM 4) WHM 5) BRD then I would go to 5 and take it, wait tilll 4 seconds then take it back to 1. It gives you extra time for the immunity in case it gets passed early accidentally. We also had our tanks go to 5 stacks but that's just cause it was actually easier for healers. Also depending on the amount of melee (i wouldnt bring more than 1 ever) you need to make a triangle. Because he does a frontal AOE that will kill a melee instantly. He has a 2 hit lightning combo that drops a vuln so you get hit for 2.3 then 2.5 immediately after. He'll do it after the laser and other attacks. So if he spins at all the melee needs to back away from him otherwise he risks dying. Also what nodes are you killing? YOu should be going straight down the left path. Every node you kill removes an attack from ADS but supplements him with a buff. | ||
yokohama
United States1116 Posts
On October 14 2013 18:40 Infernal_dream wrote: 4 stacks because 3 isn't enough time always. We had our tanks turn around while the other tank did his provoke. How are you doing rot? And what is the group setup? We had 1) bard 2) WHM 3) BLM 4) WHM 5) BRD then I would go to 5 and take it, wait tilll 4 seconds then take it back to 1. It gives you extra time for the immunity in case it gets passed early accidentally. We also had our tanks go to 5 stacks but that's just cause it was actually easier for healers. Also depending on the amount of melee (i wouldnt bring more than 1 ever) you need to make a triangle. Because he does a frontal AOE that will kill a melee instantly. He has a 2 hit lightning combo that drops a vuln so you get hit for 2.3 then 2.5 immediately after. He'll do it after the laser and other attacks. So if he spins at all the melee needs to back away from him otherwise he risks dying. Also what nodes are you killing? YOu should be going straight down the left path. Every node you kill removes an attack from ADS but supplements him with a buff. We are taking the left path yes. We had 2 WHM, 2 PLD, 1 BRD, 1 DRG, 1 SMN, 1 BLM. The dragoon didn't have a problem dodging the attacks and staying alive. | ||
carraway
264 Posts
On October 14 2013 20:06 yokohama wrote: We are taking the left path yes. We had 2 WHM, 2 PLD, 1 BRD, 1 DRG, 1 SMN, 1 BLM. The dragoon didn't have a problem dodging the attacks and staying alive. For maximum funtimes, we did our first several turn 2 kills with 4 MNKs. | ||
Shikyo
Finland33997 Posts
Reserving Instance... Time Expired: 72:42 I tried Coil 2 like 5+ times with a Linkshell group, kept getting wiped at ADS because people couldn't interrupt High Voltage. Rot wasn't an issue at all. Feels kind of helpless for me as a summoner, couldn't really affect anything :/ I wonder if we did the correct route, I'm not sure what the routes do but it at least had the magic dmg increase buff Oh and our Monk had like 1/3 the enmity of me and our Black Mage, who were ahead of the Bard in eminity as well despite the magic dmg debuff. Hrm.. | ||
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blahz0r
3030 Posts
On October 14 2013 20:06 yokohama wrote: We are taking the left path yes. We had 2 WHM, 2 PLD, 1 BRD, 1 DRG, 1 SMN, 1 BLM. The dragoon didn't have a problem dodging the attacks and staying alive. Left path as in what, West or East? I assume if you took the West path that you are dealing with the fire. 7000 damage sounds like your tank is taking multiple hits of the fire as well as melee hits while at 3 or higher vulnerability stacks. Or any 3 or higher stacks + melee + other damage such as Repelling Cannons or Ballast. All of the skills I listed are avoidable or you could have the tank use cooldowns.. I prefer avoiding them if I happen to tank though. | ||
Infernal_dream
United States2359 Posts
On October 15 2013 04:13 blahz0r wrote: Left path as in what, West or East? I assume if you took the West path that you are dealing with the fire. 7000 damage sounds like your tank is taking multiple hits of the fire as well as melee hits while at 3 or higher vulnerability stacks. Or any 3 or higher stacks + melee + other damage such as Repelling Cannons or Ballast. All of the skills I listed are avoidable or you could have the tank use cooldowns.. I prefer avoiding them if I happen to tank though. The left/west side removes the firespray. If you go left/west you have to deal with laser and ballast. | ||
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blahz0r
3030 Posts
On October 15 2013 04:16 Infernal_dream wrote: The left/west side removes the firespray. If you go left/west you have to deal with laser and ballast. I hope you meant that the East side removes fire. As the South East section on the map has the fire skill on the node. Some crappy list of the skills removed and buffs gained: NW: Ballast/Pierce Resistance SW: Void pool/Blunt Resistance NE: Chain Lightning/Slash Resistance SE: Fire/Magic Resistance N: Physical Damage up (cannot avoid this one, buff always up) S: Rot/Haste | ||
nota
United States231 Posts
N node: physical dmg up NW node: Ballast/pierce resis NE node: Chain lightning/slash resist SE: Fire/Magic resist We run: 2x PLD, SCH, WHM, BLM, SMN, 2x BRD We kill ads right after the 3rd tick popup | ||
Infernal_dream
United States2359 Posts
Streaming coils starting with 1, running with our normal BLM doing tank as PLD cause he's bored lol. Edit: No more stream. Got to turn 4 in about an hour and a half with a new bard, a replacement whm for turn 1 and our BLM tanking turn 1 for first time. Not bad. Will be downing 4 on Wednesday and probably attempting 5 for the lolz. | ||
PandaCore
Germany553 Posts
Patchnotes: http://forum.square-enix.com/ffxiv/threads/97920-EU-FINAL-FANTASY-XIV-A-Realm-Reborn-Hot-Fixes-(Sep.-27)?p=1428873&viewfull=1#post1428873 So they increased the Philosophy Tomestones and made the mobs drop some Gil in AK and WP. Also they raised the Mythology Tomestones received in WP, hope it's an alternative to AK now. I'm curious how much they actually raised Tomestones and how much Gil are being dropped now. Still at work so will still have to wait 7 hours before I can play and see for myself :/ | ||
yandere991
Australia394 Posts
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Nos-
Canada12016 Posts
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Shikyo
Finland33997 Posts
On October 14 2013 17:02 PandaCore wrote: Currently living the crafter's life and mainly crafting stuff to put in the marketplace, since requests like melding etc. seem to be quite low for a Weaver (actually I haven't gotten a single one yet). Almost feels like one person is enough to oversaturate the market though. Took the advice and crafted HQ undyed felt, which would sell for 9-10k on my server if someone was to actually buy them. In theory it would be a good profit span. Materials for 50 tries cost around 60-70k and it seems I can reliably HQ around 50% of them, which would be a 150-170k profit margin On Lich specifically(IIRC your server) there actually are a few people who pay quite a bit for Vanya HQ crafting... I imagine the demand is only going to rise as people get more money etc. WP is 100, 30. AK is 100, 40. WP has some mechanics that prevent speedrunning. Haven't played CM yet to see what the changes were. Banemite spawns seem really nice. There's also at least one full 8 Karakul spot just north of Dragonhead | ||
Devil Trigger
United States107 Posts
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