I am getting my ass kicked outside gridania fighting fungars...any guidance?
I am getting my ass kicked outside gridania fighting fungars...any guidance?
At what level can you start to recieve the guild marks for a certain class from the guild leves? currently conjurer 14 but haven't even seen anything from guild leves that would result in me getting guild marks
They started showing up in Rank~10 leves for me in Phase 3. On a leve I was repeating for the 3rd time, I believe. If that matters. It might be tied to your current rank. Like, you might not be eligible for Guild Mark rewards until you hit 10~15 or something.
Did they like ninja remove Tranquility or something? It's not showing up in my Conjurer y spell/ability list. . _ .
Did you do the mission up until the point where you had to visit your first camp, do a leve then return to whoever gave it to you?
Oh right ok, that has to be the reason why. Started out my character in Ul'dah and purposely just did the stuff to get into the city and stopped doing the story line stuff there in order to put it off and leave it for retail.
Just some random thoughts on CONJ. I'm 20PHY/17CONJ/10THAUM right now in the open beta.
Very strong class. I heard it was pretty bad in alphas and pre-cure enmity fix, but this is a really strong class now.
- Shock Spikes procs at least 75% of the time, even on things that con over 'even match'. It also does fairly good damage... usually between 25-50% of the damage dealt to me.
- The basic starter lvl1 spells do a lot of damage at lvl1. The damage seems to scale with your Class, even without placing much INT.
Regarding strategy, I've been basically just spamming Spirit Dart and using MP for cures only to increase the skill up rate. It's probably faster to just spam tier1 nukes, but the skill rate is noticeably lower using this strategy so I stopped. Once I hit 16, I started trying to kill some harder mobs (yellows and up) and was even able to kill a couple of red mobs using some cheesy strategy. SE clearly does not like kiting in this game. I say this given a number of reasons - (1) Gravity doesn't do that much this time around, (2) Cannot bind mobs that are currently moving (3) shorter max casting range (4) all mobs have a ranged attack. Despite this, however, I was able to employ some defense through movement.
For example, I was able to do yellow+ goats in Ul'Dah area by simply picking a rock or one of those large circular plants and running around it. The mob will still attack you with ranged attacks every so often (and they do about 400 damage to my 600 HP mage), but the frequency is much lower than normal physical attacks - to the point where I can cure myself x2 back to full + do some sort of attack of my own in between. I was able to do a couple of red goats this way, granted it took maybe 300-400 MP (much less if Punishing Barbs was up). Another strategy usable on lesser mobs is to simple run in circles w/o obstacles. You can dodge TP moves when they charge, as most of them have short range.
Overall, the pathing system in the game appears to be a copy of FFXI's. You can indeed 'pin' mobs still. If you have an intuitive sense about it from playing FFXI, it's essentially the exact same thing - can pretty much predict where it can/will happen. In addition, the pathing actually seems like a step BACK from 11. Mobs do not run towards you smoothly. They tend to run, then stop for a second, turn, then start again. This just gives you that much more leeway to out-smart the mob. I'm curious to see if this will be improved in the real deal. Pathing mechanics are not usually changed in the game - I don't really recall any 'pathing' related changes being made in FFXI's entire history other than the AI when mobs cannot reach a player period (the AI WoJ fix).
Other random notes:
Stoneskin HP increases with MND. 19 MND @ lvl17CONJ gave ~135. 91 MND same stats otherwise gave ~200. I do not know if it's just 1MND~=1HP or if it's more and just simply capped at 200.
Cure HP was 200 with Weathered Cane, 19 MND @ lvl17 CONJ. Was 236 with 91 MND. Very small increase at best. Changing weapons did improve the amount, but very little.
I'll probably test INT and tier1 spells in the last couple of days.
I'm curious to see what sort of experiences others have had with CONJ. If I had to guess, I would say the first 'god tier' job nerf will occur in CONJ or THAUM given what I've seen in the beta. Single most overpowered move in the game is THAUM's lvl10 Punishing Barbs though. I'd probably put Shock Spikes second.
Do you only gain skill ups from curing others?
To the post above, no. You can gain Conjury skillups from pretty much any form of attack or cure. However, in my experience, Spirit Dart raises skill ups relatively faster over spamming Thunder/Blizzard etc. The only spells I havent seen skill ups from are Stoneskin and Shockspikes. Note: I'm only Physical Rank 16, Conjurer 9. End all though, I greatly prefer Conjurer to Thaum(lvl 15).
Cure get skills up but not when used on yourself
Thanks for writing this. I'll have to check out that pathing stuff. I haven't played Conjurer yet but my Thaumaturge can solo yellow/red dodos. Not sure if this is just because of low level (level eight) but I just sat there and tanked it. Most of my stats are in VIT + MND if that means anything. I'm pretty sure Conjurer can solo them easy. I made a small video here.
Nice video. I'm thinking that unless they increase the potency of stat increases outside VIT/MND, the best way to distribute points early on is stacking VIT with a bit of MND. Since Dart is the best way to spam skill ups, you really aren't using much outside of cure or buffs.
Often ppl ask around if they get skill ups for casting etc... so here is my experience id like to sare:
- you get skill ups for casting cure and buffs on others (can can target yourself as long as you hit someone else as well), and that applies only when you are in combat
- if you cast a buff (any buff), you have a chance of each party member you buff to get skill up for, and the skills ups you get stack; since con spells are aoe spells in generell, the more ppl you party with and hit with your spells, the better
- for cure applies the same rule as for buffs; but, the higher the amount is you cure, the better is the chance to get skill up
- the higher the coloured dot of a mob is (ie yellow instead blue) the higher the is the skill up for cure / buff
- debuffs also may give you skill up
So, since party game play is completly buged (that applies for 3 or more ppl in a group) and also unbalanced, I highly recommend to duo; best with a gladiator to get all the skill ups for cures and possible buffs you get additionally to the damage you deal with darts. The amount of skill up gained by buffing and especially curing is a way higher than the skill ups gaind by damage with darts. after a fight skill ups for spells and for doing damage are shown seperated from each other and you can gain up to 500 skill per fight (cap for regular mobs)
edit: i assume the spell "shell" to get nerfed at first; reduces non physical attacks (quite a lot of ws moves are none physical attacks) by like 75% +
kaeko, i have always been a big fan of your and rukenshins lj. hope you continue that in ff14.
Did anyone get the durations for Protect, Shell, Shock Spikes, etc? Trying to figure out how to best use my MP while soloing on a DoW.
Thank you,
Ryo
I think Pro/shell is 5 minutes, and spikes is 3 minutes. Stoneskin lasts longer than spikes, but gets eaten in like 2 hits. I think SS may be 5 min duration.
They also don't last as long if you sub them.
The director made it sound like they've made some enmity adjustments for the retail. Just a fyi for Kaeko.
asking cos im lazy to figure out for myself, or read for that matter.. what stats to optimize a conjurer? INT and MND? and the element thingy?