I'm not sure how it is possible to play this game more than once every 2 weeks. I wasted like 80 anima today, and there is no way I'm going to play if I can't teleport around.
I'm not sure how it is possible to play this game more than once every 2 weeks. I wasted like 80 anima today, and there is no way I'm going to play if I can't teleport around.
There's always chocobos, airships, favorite aetherytes, friends, and second accounts as options!
I dunno how long it's been since I ever had less than 75 anima. Probably not since I collected all the camps/nodes in like August. Just gotta exercise a bit of prudence. Like not teleporting to crimson bark from Ul'dah and instead flying to Grid the teleporting to save two anima, or just riding there.
That's exactly what I can't stand. There is enough running around even when you burn all your anima, I don't want to be forced to run even more to save them.Like not teleporting to crimson bark from Ul'dah and instead flying to Grid the teleporting to save two anima, or just riding there.
I don't understand or people are fine with traveling in this game, not even FFXI made you walk that much.
What more can they do? They've already added mounts and free teleportation between cities (airships). Making anima unlimited would make mounts and airships useless.
I suppose they could expand airships at some point, there's airship docks scattered around the zones that aren't in use. But with the map redesigns coming next year I can't see those ever being used. Maybe the new zones will be designed with travel in mind.
Biggest thing putting me off playing is lack of content. Even when I cancel my alts I don't think I'll run out of anima. I never use 6 anima ports and I'm smart with leves. Like I can do 20 fishing leves at the same camp using return - 2 anima port repeat and only use 20 anima in total.
Routinely following a big patch I'll use a huge amount of anima doing "new" stuff but then it's rare that I need to instantly port somewhere in the world '~'
I blew all my anima doing smithing leves, since I came back with 99 allowances lol. But yeah, normally I'm really conservative about it, and having played 11 for so long, the amount of travel time in 14 doesn't bother me.
To be fair FFXI had outpost warps. XIV's equivalent would be warps to all the aetheryte camps. I guess I was wrong above, they can do more to improve travel without making airships and chocobos useless. It would be similar to making anima unlimited however. They need to find a balance somewhere. Perhaps allow more favourite camps now that more of the world is used, or just get rid of 4/6 anima ports entirely and make everything 2/3.
So yes, you are missing the point.
I never argued the opposite of what you're saying, you dullard. I agree with that and it ain't got shit to do with my original statement that homeboy was trying to refute. Seriously, don't bother responding to my posts if your response to my post isn't going to be relevant to what I'm talking about.
Let me summarize this for you real quick here in a manner you can probably understand.
"FFXIV's class system is by far the most rigid I've ever seen"
"No it isn't"
"Uh... yeah it is, check this out"
"lololol you missed the point"
"wait, what?"
"no1cumz pup 'cuz a pup is needed"
"yeah, that's true... so?"
Balance around the tp system is the reason why these flavor of the patch classes keep popping up and is never going to change until they stop that.
The ONLY way they can fix it is by doing two things.
1. SE should make classes bring unique buff's.
2. Encounters need to adapt to what the set up is an example:
If I stack all Archers then the mob should start building arrow defense until the point where it becomes ineffective which makes you need a balance of classes so you don't run into that problem.
It's more of a player fault. I'm sure SE balanced the fight around multiple classes, their video certainly had many classes. Problem is players will always take the easiest route possible, even if it were only 1% easier. You can't balance classes so much that there's no "best" for any given encounter. I suppose having AI on the mob to detect stacked setups would work but that's adding annoying restrictions.
At the end of the day it's so easy to get to 50 now you could take ARC from 1-50 within a few days. Could do it in about 14 hours before 1.20. Just got to exploit that invite/kick PL to 40 then make a stronghold group.
Anyone put together a list of combos for DoM/W classes? I want to organize my abilities accordingly on the action bar.
Aside from Archer there doesnt seem to be anything that you do just for damage. No heavy swings/blah blah blah.
I'm pretty sure SE doesn't want balance. The long history shows us that there is almost always jobs that are better than others, but those jobs would change over time. Back in the day, we lol'ed at wars, and used relic knuckles on mnks in dynamis. Things do change, but its more of a shift in power, than a balance of power.
If FFXIV players are expecting a balance of power, then you should be playing something else until that balance happens. But it may never happen.
DoM is just Spell > Spellra > Spellga
But here are the ones I know.
MRD:
Path of the Storm (Back) > Whirlwind
Brutal Swing (Side) > Maim > Godsbane
Heavy Swing (Front) > Skull Sunder
PGL:
Pummel (Front) > Concussive Blow (Side) > Simian Thrash
Pummel (Front) > Aura Pulse
Pounce (Back) > Demolish > Howling Fist (Side, Back w/ Blindside)
Pounce (Back) > Sucker Punch (Side)
GLA:
Fast Blade (Front) > Flat Blade
Fast Blade (Front) > Savage Blade > Goring Blade
Riot Blade (Back) > Rage of the Halone
ARC:
Heavy Shot (Far) > Leaden Arrow > Wide Volley
Piercing Arrow (Far) > Gloom Arrow > Bloodletter
Heavy Shot (Far) > Quick Nock (Close)
Piercing Arrow (Far) > Shadowbind
I don't play lancer, so I'd just be guessing lol.
Thanks man this helps a lot. There aren't any 4 step combos ya?
LNC:
True Thrust (front) > Heavy Thrust (stun when attacking you)
True Thrust (front) > Leg Sweep (stun aoe)
Vorpal Thrust (behind = Crit+) > Impulse Drive (left/right)
True Thrust (front) > Leg Sweep (stun aoe) > Doom Spike (acc+)
Vorpal Thrust (behind = Crit+) > Impulse Drive (left/right) > Chaos Thrust (crit+)
I feel that for these combos they shoulda keep TP gain higher. Would make battle seem much faster imo.
Probably right. All 3 steps end on Lv46+ abilities. DAT DMG BONUS on combos is crazy and the fact that they carry over to next mob. I might've been a little to quick to judge with that TP comment. Would love to try this in exp/dungeon/avatars.
Saronia we out?!
Not sure if you've noticed, but I'm not Fievel (who wasn't interested in arguing either).
The point I was speaking of was the root of the issue; unbalanced/invalid jobs. A huge issue in XI and one that hopefully won't be as pervasive this time around. We're more concerned with discussing SE's plans and how the changes made (and the ones to be made) are making the problem better or worse.
If you want to argue the minutiae of XI/XIV comparisons that's fine, but it's irrelevant and I certainly don't care to.
Well, that's kinda what I was talking about in the first damned place. If you want to talk about me missing the point and whatever, maybe you should actually kinda look at what the discussion pertains to before hopping in.
You're the one who started this, don't forget that.