Yeah, it's likely just an outdated tooltip. I'm still leveling my Arcanist, so I wasn't able to check for myself. Damn... I got excited thinking Aero would be a great DOT to have on SMN.
On an unrelated note, has anyone discussed the possibility that the debuff cap on mobs is going to pose a "challenge" in 24 man content? It's already apparent doing FATEs that it's an issue. GW2 has a low debuff limit on mobs, and it renders some classes like a DOT spec'd Necromancer useless in bigger world events.
Kind of weird minor thing I've been noticing since I started making fairy dodge on Demon Wall (lol) with Place: to an extent it SEEMS like the server updates the pet's position the purposes of dodging AoE instantly. I've moved her out of the goo pretty late sometimes and she still dodges. Obviously they still have travel time for the purposes of "stop moving, start casting", but just something interesting I observed.
It's probably just simple latency, think about how often other players seemingly right inside a plume on your screen come out without a scratch.
I'm curious, for those Scholars doing Coil, which faerie are you using? I've been using Eos, but I read elsewhere of others recommending Selene since her buffs are more noticeable as people start to gear up.
For me it depends on how comfortable your group is with each coil. I learned each coil using Eos as a crutch, but now I use Selene on turn 1 and turn 2 trash. Then I switch to Eos before turn 2 ADS. Turn 3 and 4 I then use Selene again. If we ever have problems Ill switch back to Eos to use her, again, as a crutch. I see Selene as more of a gift for your group when you can handle the coils np. As far as Turn 5 goes it seems like Eos is the way to go, but I don't know for sure yet.
Confirmation from the OF
Greetings,
I just wanted to let you know a bit about "Bane" and that we are planning to make adjustments to the action help text.
“Bane” can spread to up to three enemies. We balanced it in this way due to the fact that the action from the Garuda egi extends effect durations to the point where you can maintain close to a 30 second DoT, arcanists can utilize other magic, and pets deal their own damage.
Compared to black mage’s “Fire II,” it’s somewhat inferior as burst damage, but depending on the situation “Bane” can deal more damage, so consider that fact that different situations lend themselves to different jobs.
We apologize that the number of enemies “Bane” spreads to is not written clearly and we will be adjusting this in patch 2.1.
What's ppl opinion on Allagan Boots of Healing for SCH?
I'm going for a crit+ build so I've been using Spruce Pattens, but it's the second time Boots drop on my T2 and I'm starting to wonder if it's woth losing all that mind for that crit+.
I like crit as much as the next guy but I think 6 MND beats what Spruce Pattens are giving, sorry (not to mention slightly more VIT as well).
Between the 2 i90s I'd prefer the myth AF boots but you already have Allagan now so no rush.
I really love both the SMN and SCH jobs, so decided to make two characters for each so that I can play both effectively and efficiently, cause I honestly can't be bothered to farm seals everytime I change jobs in order to optimise stats.
What do people meld on Hat of healing?
This says it will cap at 11 Det, 5 Crit, 16 Spell Speed. Doesn't seem to be anything else relevant to put on it.
I'd do Spell speed III + Spell speed III + Spell speed II + Crit II
Leaves you 1 crit shy of cap but fuck spending potentially hundreds of thousands shattering Crit IIIs for only 1 more stat. If you really wanted to you could try filling the 5th spot with a crit I, super low odds but at least you won't be spending more on shattered materia than the hat itself cost.
Very true considering the ratios between primary stats (Mind/dex/etc) and secondary stats (crit/determ/skillspeed) is like 1: (5-10), for most classes the gearing process in this game is pretty simple. Almost never will a lower ilvl piece beat out a higher ilvl piece because of the absurd weight of primary stats.
I'd value getting spells off a bit faster than a few (probably single digits) points more healed.