With enough CP it's definitely possible to drag it on that long, looks like we need some adjustments to the system. Works great at low level so hopefully whatever they change doesn't impact the process too much.
With enough CP it's definitely possible to drag it on that long, looks like we need some adjustments to the system. Works great at low level so hopefully whatever they change doesn't impact the process too much.
Not hard to do with the abilities available from different professions. Its only possible because of the combination of what looks like 4 crafts at 30+
Theirs a skill to "recover durability", another skill to "enhance success rate" a ability to "reduce durability loss by 50%" and.. forgot another but it was something like adds free turns or something, I last did crafting in phase 2, but its very possible... and only possible for those currently on legacy.
So what subjobs would people suggest for Gladiator? I was thinking getting the Parry/Evasion skills from Lancer/Pug respectively, perhaps also Second Wind from PUG. Anything else?
Paladin can't use second wind, second wind is pretty meh, parry from DRG is good but I don't think paladin can use it either, 20% def from MRD is godly and paladin can use it, cure is required, protect is amazing, 10% crit and 20% dmg buff from archer is godly outside dungeons and only requires level 4.
That's exactly like the crafting system before, 100% HQ'ing something wasn't very difficult.
Those rings are also not a very high level synth. If that was an item that took Clusters then it might be broken (but crafted gear is lol so whatevs).
rng for damage buff for more enmity per hit? Pug for crit? (I hear 2nd wind is crappy, or becomes crappy later?) possibly cng for stoneskin (says 10% of max hp, might be good for big pulls when your going to get mauled by a lot of adds before any CC goes out). MRD for defense 20% buff? I think lnc for 20% parry buff?
You cast cure outside of dungeons on gladiator all the time @_@ That might change at higher level but having a spammable heal on a class with relatively high MP and actual in combat MP regen is amazing outside of dungeons.
I'm surprised people take so long to figure out Halatali. The first and final boss are a joke, those sprites don't do shit and we usually just blast through those two mobs regardless of what party setup we had (I was playing on GLA with a friend that was on CNJ, and we just picked up 2 random DDs every time we went in.)
The dragon is a bit more challenging, but we never wiped. The first time it took us about 30 seconds to figure out we should get the hell out of the water and on to the side ramp. The AoE is very easy to dodge, and the lightning elementals die in like 3 hits so just flash those stupid things and let the DDs do their jobs. The second and third runs through the dungeons I think we were already on autopilot and didn't even think about anything, we beat it in probably 15-20 mins each time, clearing every single enemy in the dungeon.
As for the lv15 story quest, I honestly did struggle until the npc comes in to help you, but maybe it was because I was playing GLA that allowed me to survive. If I recall I had to use a hi potion, but there was no need for an antidote or anything to avoid dying.
A lot of people I've ran across on my server seem to be ex-XI players, and so they just stand in place and magically expect shit to happen. Well this isn't XI, you have to move out of AoE range, you have to move out of frontal attacks like Heartstopper from enemies that have lances (come on, this can't be that difficult to grasp, there are even specific quests that address this lol).
Ifrit is the perfect setup fight for people to get used to avoiding Area attacks and moving around during fights, if by then they haven't. It seems to be a battle purely put it in so people learn to pay attention to their surroundings and stop thinking 2-dimensionally like in XI.
Also one last note, it still bothers me that people don't get that they can fight an enemy I just claimed and still get full xp/full hunting log/quest credit. People just run on to the next mob as if something terrible has happened. Some even sent me angry tells asking why I'm stealing their mobs. -_-
What the fuck happens if you let the voidlamp (little glowy dots) reach the fire in the first boss fight in Halatali lol? It looked like you obviously didn't want it to happen, so we never let it--but I'm curious if shit explodes or something.
So a little nostalgia hit when I was fighting goblins. They started doing Bomb Toss, and the first thing I think of is "Quick!!! Run into it's left arm so he has a higher chance of dropping the bomb!" And I just laughed at how I did that all the time (and a lot of others did) back in 2003, and how dumb it was, haha.
As I recall, you were talking about making HQs on non-legacy servers. On legacy servers, of course there will be lots of HQs; there will be many players with multiple LV50 crafts and even the players that don't have multiple LV50s will be able to buy HQ mats from the large number of LV50 gatherers.
If you can accomplish the same thing with <=1 craft at LV50 while using NQ mats, I will happily agree with you. But on non-legacy servers, you are not likely to see people getting 60+ turns per synth for many moons. Or as you put it:
Has anyone explored ACC and to-hit mechanics more deeply? Seiken and BG on Guildwork seem to have covered everything but that.