now if only SE would add more ways to get moat carp, so people who want to can actually complete the lu shangs rod quest... :/ theyre going for 7k a stack now and i'm lucky to find 3 stacks on sale a day.
I gotta be 100% honest, its not hard to make lu shangs while skilling up.
I made my lu shangs back in the day raw skilling, didnt even need to use the AH for it. Just kept all my moat carps I caught.
Gold carp takes you a long way up, keep skilling on them and moat carps in al zhabi and by the time you hit 50 youll be pretty close to done lu shangs.
Which is why people were hoping for an Outer Ra'kaznar Alluvion Skirmish dropping Dusk as common.
I still think it's gonna happen, if anything to "close" the Skirmish Story which is still open.
Saurian Slide does damage + Encumberance...I wonder how that will work? From War VelkksSearing Tempest / Blinding Fulgor / Spectral Floe / Scouring Spate /
Anvil Lightning / Silent Storm / Entomb / Tenebral Crush / Saurian Slide /
Palling Salvo
Palling Salvo is AOE Bio (+Damage?) from Fluturinis
The other moves are from the Hybrid Elementals
Footwork changes sound like they'll be totally useless. Unless they add some feet with like +200 damage to them. It's also confusing if it will randomly make you kick instead of punch or simply give you a higher kick attack rate. Either way sounds awful thought the latter is useful for TP if nothing else.
Flashy Shot still seems like it will be useless, might be worth unlocking just for EES or a 1 hit WS? I forget if it even works with WS.
New BST pets and BLU spells are always welcome. Looks like one pet will be a Blue Bee?
Extra HP on puppets will be useful if significant enough, but oils are still mostly useless. Auto-repair kit III is plenty for maintaining a puppet in low damage situations and oils won't save it in high AoE spam.
Healing Breath timer change is mostly a non-issue for DRG unlike SMN. .25 seconds won't be noticed so no complaints here. I guess if people were using 2 macro sets for HB trigger and then wyvern HP gear it might have loading issues. Such as throwing on ton of HP gear to cheat the 50% mark early. Restoring breath obviously only requires one gear set.
I'm actually annoyed at this change. I wasn't having any equip issues with breaths be it magic triggered HB's or post WS elemental breaths. -.-; Then again, Gearswap >>>> Equipsets. Now healing breaths are slower, and elemental breaths cut into wyvern melee DPS more.
If they wanna fix an issue with breaths, do something about the weirdly random delay on equipping wyvern HP+ gear before the wyvern actually gets the HP+. Mind you, the answer to this is NOT to increase breath delay, seeing as it happened even back when it was a 3 second delay.
Overall, my momentary joy at even seeing DRG in a job adjustments post reversed in very short order.
The better solution would be to settle on gear meant for DRG (at least in the TPing sense) and avoid the clusterfuck of swapping to begin with by having it all set with appropriate amounts of +HP. But I'm sure that'd be killing the game's diversity or something silly like that.![]()
The only gear that doesn't change wyvern HP instantly is HP% which is only on AF109/119 pants now to my knowledge. It would have been better if they had made it static HP+ like Relic feet are when upgraded. But yeah I don't really get why they're slightly increasing wyvern breath timers either unless JP were whining about it. That said .25 seconds isn't going to change wyverns piddly DPS. And hopefully no one is waiting to the point .25 seconds will get you killed before triggering healing breath. I mean people had to live with 3 seconds for years.
Unless I got it wrong, it sounds an useful damage JA with 5 mins cooldown, useful for burst damage.
The way it works now:
5mins cd, 5 mins lasting time
Kick becomes primary attack and +dmg/+delay on main weapon get ignored. You use +dmg on feet, an additional bonus from JA and 480 fixed Delay
The way it's gonna work:
5mins cd, 1min lasting time
Kick attacks can prock on every "main" punch (that is: 2 punches per round) instead than only once per attack round, for a total of max 3x Kick attacks on each attack round.
Dragon Kick and Tornado Kick will still use kick damage for WS damage calculation.
It's a bit unclear though. It doesn't explain what happens to the other bonuses granted by Footwork etc. But if it's anything close to what I said, it's certainly going to be better than now.
The way they worded it is weird, but I'm almost certain Foot Work is just a 60 second Kick Attack+ buff. So for 60 seconds, your kick attack rate will be increased by a good amount.
Ophannus is correct, it will now increase Kick Attack rate while active. I think a couple posts in the past have made it obvious the community team doesn't actually play the game, but I'm kinda surprised he worded it the way he did since the original Japanese wasn't really that ambiguous about it.
More automaton HP? Yes!!!!
Lol 6 more pets. For all the scenarios we didnt have covered already to solo all the content in the game.
I love you these days, SE.
Wyvern breath readying increase but not automaton WS? C'mon SE, step it up.