anyone have any parses or know how war OT vs drk OT fares on single target? looking to figure out how big a gap there is.
anyone have any parses or know how war OT vs drk OT fares on single target? looking to figure out how big a gap there is.
The Stone, Sea, Sky dummies should give you a decent idea of what each class can be doing on a single target DPS wise. I'm at i226 and on a 3 minute parse (no food/pot/party bonus) my DRK hits around 1200. My WAR has the Seph EX axe instead of 230 relic (i224 total) and I usually average a tiny bit less than my DRK numbers, on such a short parse Fell Cleave crits can make a pretty big variance though.
If you're talking about having a DRK+WAR and trying to figure out who should MT and who should OT there's no short and easy answer imo. I think the optimal method is generally having the WAR pull (Unchained opener is ridic and lets the tanks get a good headstart on enmity) and then swapping off to having the DRK MT once the WARs zerk window is over. However in prolonged fights (namely a7s) if your DRK is main tanking they'll have to keep an eye on enmity if they're not using Grit. My group personally has me (DRK) pull in a5s, in a6s the WAR pulls the first and last robot whilst I pull the second and third and I pull again in a7s (I don't use Grit on pull so DPS wise Unchained isn't really a thing, I do need to be wary of enmity after a couple of minutes though). We don't do a8s yet 'cause we suck.
thanks! good info
Starting A7S. PLD or DRK? Does it matter?
Melee for the jail, NIN or MNK?
The fight seems very straight forward, any sticking points to note? I've done my basic research with guides/vids.
Tank: we have PLD start, doesn't really matter. PLD/DRK are definitely better to handle some of the tank busters in later phases with LD/HG though.
Melee cages: We send NIN every time. MNK has more to lose and does better staying on the boss full time. Alternatively, you can send your WAR in for the melee cage in set 1/3 for extra DPS.
Do you ever tank swap due to up lander doom stacks?
Yes. At the end of cage phase 1 he tank busters and then it goes into cat phase. So we swap there to both avoid the stacks and have the superior stunner (PLD) help stun the adds.
Monk in the cage can be very risky if they don't refresh stacks just before getting stunned. A monk in there without GL3 is probably going to fail (unless they have PB up). Definitely put the ninja in it when possible.
3.26 notes up
also bug fixes[3.0] The following adjustments have been made to ease the difficulty of Alexander - The Cuff of the Son (Savage):
- Blaster
The number of mines deployed by Hidden Minefield has been reduced.
Damage dealt by Blaster Mirage's Supercharge has been reduced.
- Brawler
Damage dealt by Power Plasma Beta's Ultra Power Plasma has been reduced.
- Swindler
Midan Gunner's HP has been reduced.
- Vortexer
Vortexer's HP has been reduced.
Damage dealt by Crashing Thunder and Crashing Wave has been reduced.
Not sure if it was in this thread but I've seen people comment about the exploding sturm dolls before.The following issues have been addressed.
An issue in Alexander - The Arm of the Son (Savage) wherein the sturm doll detonates immediately after appearing.
An issue in Alexander - The Arm of the Son (Savage) wherein too many engine oils spawned under certain conditions.
Heh, had that happen today and we just assumed one melee somehow stepped inside of the jail's snapshot range for determining people inside despite being out of it and smacking the padlock. Good thing SCH pets can cheat and cast through the jails.An issue in Alexander - The Arm of the Son (Savage) wherein too many engine oils spawned under certain conditions.
Vortexer HP being dropped seems unnecessary though. Everyone should have i230 weapons now, the enrage check is a non-issue compared to when everyone was full i220.
Let's not pretend any of these nerfs were necessary.
EDIT: the only change that A6S needed imo was simplifying the first set of Mirages, but I don't really agree with the way they did it. Would've preferred to see Supercharge unable to target the two players with the most enmity, instead of butchering the mines and making it okay to get hit by the dash unprepared. I guess in the end it accomplishes the same thing.
Looking forward to seeing the groups that needed these nerfs deal with High Wire and Weight of the World, personally I found those mechanics a lot more annoying than anything in A6S.
Yoshi-P - King of Shitters.
Do you mean target as in able to land on them, or mirages targeting the tanks to dash at? If the former I'd be alright with that although with a proper bait setup it's really a non-issue since all you should have to watch out for is the one that picks the OT. Removing (presumably) one mine only serves to help the groups that still aren't skipping the third mirage set dashes for whatever reason.
Depending on how much they dropped Vortexer's HP, I would have probably preferred them extending the encounter enrage by 30s instead if they had to change something. You should have to deal with two rotations of his fun before over-gearing the encounter.
The rest of the nerfs just screamed that they think the causes of wipes are bad healers, which is probably why they dropped the gunner HP as well since that's a free-Clerics period for both healers. If they can't handle healing A6S's AoEs they're in for a rude awakening with Sizzlespark in A7S.
My static is currently at Vortexer and I'm pretty disappointed at the changes lol... It really does seem overkill.