Oh my god... True Thrust -> Leg Sweep -> Doom Spike is absolutely beastly and only costs 1k TP. Killing Lv49 leve mobs in 1 combo. lol
Oh my god... True Thrust -> Leg Sweep -> Doom Spike is absolutely beastly and only costs 1k TP. Killing Lv49 leve mobs in 1 combo. lol
I just completed the Cutters Cry quest, and the NPC says this:
I'm going to bet it all comes from Cutters Cry, somehow.Sibold: I should have fallen there with the other Darklight Raiders, my axe in my hand and my brothers at my back, but fear took hold of me─whispered into my ear that if I did not hide, I would never see my wife and unborn child again.
I'd assume it's split since there are Imperials in the Aurum.
Ah, well I haven't done the Aurum thing so yeah just complete guess.
Yeah, the Cutter's Cry story is specifically about the Darklight Raiders getting their shit pushed in by a Chimera. There's a pretty large collection of "Explorer's" stuff that could easily be found in Aurum Veil if all the Darklight gear is in Cutter's Cry.
Well, that was a fun weekend. Lots of teasing about non-existent areas and interesting lore (which probably nobody cared about) in the job quests.
Lore should be a focus in this game since there is no need to "rush to cap!" like in so many other games. There's no need to spam through all the text, especially with the game's penchant for cutscenes (and that's not a bad penchant).
Finally, 5/5 on my jobs BRD/MNK/WAR/BLM/DRG... Although all of the job quests' storylines kinda' echo each other (they mostly fit the same general recipe, which I suppose they have to), I enjoyed them thoroughly. It really does well to set up the plot for some enjoyable, possibly more epic conclusions in the future which is how I hope they implement further artifact/relic items.
There's something extra neat about fighting a fucking badass humanoid NPC that's just straight-up powerful in the climax instead of some generic monster (MNK/DRG/WAR quests especially). They seemed to also all share that really bitter/sad intense struggle in the conclusion, which I loved.
Best patch yet, although it made soloing on Conjurer even more slow/boring/painful.
(Protips for job quests at low-levels: You can switch classes/jobs to whatever you want when you enter a quest instance but before you aggro anything. You can also solo a quest-required NM down to almost-dead on some other class/job, run away, then switch to the required job and finish off its sliver of HP to get quest completion.)
Agreed. The three job quests I've done were all pretty epic. It's what I expect SE to produce, and what can (potentially) make XIV stand out among other MMO's. They need to keep making more. The final fights were all exceptionally well done. There was a great balance of soloability for the first quests, then (usually) needing a small group for something, then a full party for the final fight. (If at 50, of course).
Is it just me or is Burst completely underwhelming. For a 15 min spell I was expecting something more powerful considering some options other jobs have.
Not only that but getting a power boost at low HP isn't exactly a good idea because when I hit Convert and the WHM sees my HPs in red I don't think it's going to stay that way long enough for me to actually get the spell off.
Also depending on a 7 min job ability or me getting almost killed isn't exactly what I call a brilliant plan. Hopefully they tweak it alongside Convert working like in XI instead of what it is now.
I found just about all of the 15min abilities to be a bit underwhelming... but I kinda' expected it. Hundred Fists and Mighty Strikes last a whopping 10 seconds, Dragonfire Dive and Burst are just single-shots that could easily be wasted and don't seem to do enough damage to have such a huge cooldown. Battle Voice seems to be the most useful of the ones I have unlocked, but I imagine Benediction is probably the best-executed "oh shit" ability.
I've only played with Dragon Dive, and while "free" damage is never a bad thing, it really should have a bit more impact. Even if it's not damage, another effect would be nice.
Mighty Strikes is good for a combo, I use it with Brutal Swing > Maim > Godsbane combo and with some crit power materia it's pretty good for a single shot of damage. Hundred Fists is pretty meh, but I haven't really tried it properly on a monster that matters (and with fire fists). Burst is pretty stupid. Thundaga does similar damage for me and getting HP low enough is just risky and often not worth it. Hallowed Ground is useful, if for nothing else as just a 10 second breather for mages to do stuff for other people or to gather up mobs for hate.
Overall, the biggest problem is the timers restarting when you switch jobs, along with the limited effect time (or single shot damage). But I agree for the most part they aren't great.
True. That 15 min. cooldown when you switch jobs is a huge PITA. Then again, I only used my 15 min. ability once.