So sick of doing Bray Bray with these turn 2 black mages. No idea how to aoe, st dps lower than cleric i95 whm's. ugh
So sick of doing Bray Bray with these turn 2 black mages. No idea how to aoe, st dps lower than cleric i95 whm's. ugh
I had a BRD&BLM combo a week ago that took over a minute to try and kill the first pull. Ended up wiping with the mobs at 40-50% because there's only so long I can keep a war alive against 10-some mobs as sch. BRD then had the nerve to call me a bad healer, when the idiot didn't have requiem up, and the idiot blm was only doing flare transpose flare transpose flare.
Makes me think: http://www.reddit.com/r/ffxiv/commen...ad_flare_help/
Once you know the timing, double Flare rotation is so easy. I've seen all sorts of unoptimal shit in Bray "SRs". Fire2 from nothing to get to AF3. Fire2 to get out of UI3. Freeze from AF3. Standing there after Flare. etc. Like if you don't know how to do flare rotation, at least do the extremely easy Fire2 spam?
I Swift-Fire3, RS Fire2 x3, Flare, Convert Flare, and then hope the other DPS is competent enough that I don't have to go into X-Ether/Transposed-DoubleFlare territory to finish the pack off.
Double flare is nice and all, but I'm not a fan of twiddling my thumbs waiting on the mp regen tic at times, would rather hit the Fire2s.
Three people of our static quit the game right before 2.2 so we had to replace them (tank, heal, DD). The guy that replaced the healer was terrible, no big deal though because someone else was interested in joining. This person (who got the first healer loot that dropped) decided he doesn't want to play healer anymore after the first lockout so he bailed. Cool. Along with that story the DD that joined as replacement decided to quit as well. Cool. We started to gear up a friend from scratch so he'd join as DD and managed to find another healer. Whatever, got T8 down and started on T9. Our MNK who has been with us since we started with T1 back then got the first i110 weapon. One week later he decides to quit. I don't even. We found another MNK and even though a T9 kill is somewhat close this whole situation since 2.2 is getting on my nerves so hard.
WTB a long-term static. D:
Love no-shows for coil statics.
At least say something.
This exemplifies the experiences I had with statics before I gave up on finding a new one for 2.2. Just a big bucket of puss basically. People leaving the game without warning after 2 runs, bringing people up to speed to have them bail shortly afterwards, getting zero drops out of a month of play because I wasn't permitted to go on my preferred job, statics with oddball detrimental strategies, tryhards who want to direct traffic in trvial content. The list goes on, it's going to take a lot of convincing, or a group of people that I really trust, to make me consider it again.Three people of our static quit the game right before 2.2 so we had to replace them (tank, heal, DD). The guy that replaced the healer was terrible, no big deal though because someone else was interested in joining. This person (who got the first healer loot that dropped) decided he doesn't want to play healer anymore after the first lockout so he bailed. Cool. Along with that story the DD that joined as replacement decided to quit as well. Cool. We started to gear up a friend from scratch so he'd join as DD and managed to find another healer. Whatever, got T8 down and started on T9. Our MNK who has been with us since we started with T1 back then got the first i110 weapon. One week later he decides to quit. I don't even. We found another MNK and even though a T9 kill is somewhat close this whole situation since 2.2 is getting on my nerves so hard.
The fire 2 filler is better if you are with another competent blm, because everything will die after convert. If you are with a turn 2 blm I find it faster to flare loop.
F3>F2 x w/e > [Flare > transpose > Flare]xN, is how I've been doing it.
Transpose > Flare skipping the Fire III to get AF3?
I usually just go Fire III > Fire II X3 > Flare > Convert > Mega Ether > Flare and pray everything is dead by then. If not I'll Transpose > Fire III > Flare repeat.
2x BLM groups tend to go much faster if both are doing that rotation as I can keep my ether for the second pull when Convert and RS won't be back up. Anything else then Convert will be back up, hence using the ether as well in the more hectic first pull.
I hate tanks who don't let me AoE to decent potential in dungeons. Had a full animus roulette group the other day and the tank was pulling 2-3 mobs at a time. Half the time I did AoE I'd get hate. Can't have quelling up for every pull when you're pulling 2-3 mobs at a time.
I also hate MNK and DRGs who waste their DPS beating down the same mob leaving us with 2 half dead mobs where it's pointless using more AoEs. If they were smart they'd spread their DPS a bit more because AoEs will hit all equally and thus do damage that you could have not done to that other mob. I don't play melee, is switching target that much of a pain?
When I'm doing brayflox on mnk I tend to select one mob and position myself to hit all other mobs with the conal rockbreaker so my rotation is bootshine/DK > TwS > rockbreaker > IR > DK > perfect balance > rockbreaker spam > invigorate > repeat minus PB. Mobs go down pretty fast. But still first pull is a pain.
Targetting is not a pain but positionning is especially for a drg.
There was some testing done in the BLM theory craft thread that showed
fire3 > fire2 x3 > flare > vert > flare > ether > flare > transpose > double flare loops
had a higher DPS output. I'm not sure how many times the guy tested each rotation off the top of my head but I've had a lot of success with this. Everything is dead or dies by my last ether flare if the other BLM knows what the fuck, if not I may have to transpose flare once
I thought the highest DPS was F3 > Flare spam? It's so hard to read that darn BLM thread. I've just been doing F3 > FlarexInfinity
iirc, the fire2 x3 then flares gave about 200 dps increase. There's always factors though, who knows if the flare loop missed a couple mobs. Give me a sec and I'll dig through the thread and find the post
EDIT: Here it is.
Peak was about the same but average dps was about 200 higher. Apparently it was on test dummies too so that eliminates my idea of missings mobs with flare
On the other hand, giving casuals nothing meaningful to chase isn't exactly helpful for retention, either. Overall, these kinds of games are combat systems first. Shit like housing or other fluff might distract some for a bit, but in the end, it's combat that gets the goods. In turn, not finding that magic guild/FC, having an unreliable schedule, or simply not enjoying sitting in queues to run the same shit designed for the no-lifers over and over gets old pretty quick. Once a dev can get over hurting the feelings of the sub-10% and develop some challenging open-world content on top, the whole, "Well, you don't need that gear!" rhetoric can go out the window and instead people could gear up via how they'd like to play. If it's with a bunch of other folks at set times, swell. If it's at your own pace, cool. Mix and match? All good.
The whole MMO caste system thing that's been going on for years is pretty much why so much content is dead within weeks of release. What's the point of leveling crafts if drops are always better? Why spend time in the world when all the good shit is tucked away in instances? Why have an economy when all the good stuff is bound? I'm sure some would be quick to blame RMT for all those things, but that's not it. Seems more like if others don't suffer the same way they have through gameplay, then they simply don't deserve to progress. I guess the eventual irony is that championing to hold people back is also what makes the public environment worse. Would think XI taught most of us that shit players will be shit regardless of gear. Meanwhile, the good ones just fall through the cracks because RNG, a little social luck, and time doesn't favor them.
The problem with the content in the game is there is no mid tier content. You have the super hard Coil and you have the super easy dungeons that are less challenging than the pre-50 dungeons. Game needs more 8 man content that is somewhere in between that. Unfortunately SE just this week ruled that out. Bad decision I think. It's crazy that any of the new dungeons should be easier than shit like AV, CC and DH though.
Turn 1 - Turn 5 sounds pretty midtier.
I would take 4 man extreme content tbh, at least it would make doing stuff outside your 8 man more feasible.