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Thread: GC Squadron training     submit to reddit submit to twitter submit to tumblr

  1. #101
    Lostbane
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    Did WP on tank and it was still a headache but got through first time with no wipes. I noticed the following issues have been fixed in today's patchnotes. I've certainly experienced the healer issue, so I'm glad they fixed it.

    An issue with the Stone Vigil wherein squadron members were not behaving as intended after being hit by Koshchei's Typhoon ability.
    An issue wherein squadron members' equipment did not display correctly when glamoured with dyed items.
    An issue wherein using the order Execute Limit Break during a mission would cause that squadron member to generate enmity from nearby enemies.
    An issue wherein conjurer squadron members would not cast Cure II or Esuna on themselves during battle.

  2. #102
    Can you spare some gil?
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    It still works boys.

  3. #103
    Ridill
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    Good

  4. #104
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    Gah, my earlier post didn't show up. Forget this.

  5. #105
    Hyperion Cross
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    How do I turn off the slightly long text explaining I chemistries each time I earn one?

  6. #106
    The Real Cookiemonster
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    Quote Originally Posted by The Stig View Post
    How do I turn off the slightly long text explaining I chemistries each time I earn one?
    If you mean the one I suspect you mean, did you ever actually activate any of them? if not, try to do that, and it should stop. if it's the one you get even if so, I don't know, sorry.

  7. #107

    Sweaty Dick Punching Enthusiast

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    According to the patch notes, the bug with engage has been fixed. No doubt from too many people mentioning it on the OF.

  8. #108
    Sandworm Swallows
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    No fun allowed apparently. How was this negatively effecting anything in the game when it is just solo content?

  9. #109

    Sweaty Dick Punching Enthusiast

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    What was the bug? I only spammed Stone Vigil a handful of times and didn't notice anything.

  10. #110

    pressing the "Engage" button would reset the AI members' cooldowns, so you can target an enemy, spam the button and every mob dies in a couple seconds

  11. #111
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    As long as doing it 30/100 times rewarded nothing, then I'm fine.

    IF it rewarded something though, then I'll rage.

  12. #112
    Strider/Doom/Cyclops
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    I just did a couple Stone Vigils. I was on DPS, so squad was CNJ(Off5)/MRD(Off5)/ARC(Off4). Seems like CNJ was much slower in casting heals; I died once and got very low on life on many pulls. Bosses are much slower; last boss had ~20% life at second jump, so the days of 1-jump kills seem to be gone. ARC still uses Barrage pretty quickly, just not back-to-back-to-back.

    I did a run with the same config right before the patch and got an 8:xx run. Post patch, a reasonably quick run (no deaths, puk skip before first boss) was about 12min flat, with the last minute of that being the 2nd jump on last boss.

  13. #113
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    My fastest run before I knew of the engage spam was about 12 minutes so that doesn't seem to have changed that much. The near death and dying part sounds accurate as well. The thing that concerns me is Yoshida recently said they didn't have any idea how to go forward with squads with this. Even tho they said this content we were receiving essentially is just a beta glimps and to expect issues and oddities. Given that we know now that each role just as a script of abilities they use in an order and don't act at all to any condition I don't think much will come of this content in the future. Most I could see them doing is giving us a gambit system and that's it.

  14. #114
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    Posted on Reddit yesterday regarding my thoughts on this, c+p'd for convenience.

    ----

    tl;dr: This amounts to about a 5 minute longer clear on squad dungeons (except WP but there's literally no reason to do WP). Archers are still very powerful. 5 minutes longer (~14-17 minutes) is still way faster than at-level DF ARR dungeons.

    This post by u/Daxtagnan emphasizes how good Command Missions were compared to PotD back when engagespam still worked. The short version of it is that PotD for levels up to about 50 were about 1/3rd less efficient for the time spent. Only at about 55 did PotD start to become worth it again, if only because Stone Vigil's exp is static while PotD's scales.

    I casually did some runs this morning to feel the effects of Engage changing and instead of ~10 minute runs of Bray or Stone Vigil, it was ~15 minute runs instead. By "casually" I mean just hitting Engage on a pack and letting squad do all the work. Your own damage is basically about 1/5th to 1/6th of the total contribution (eyeball numbers), so while your own effort can save a little time it's not required if you're feeling lazy.

    Any given ARR dungeon at level sync in DF will probably take closer to 25-30 minutes for the same effort and same exp. Depending on healer/tank quality in Brayflox and Stone Vigil it could take slightly longer. Ultimately this is still an extremely efficient EXP source.

    To address the elephant in the room though, Archers are still very good. Instead of getting Barrage almost non-stop, you get Barrage about every 3 GCDs instead. Melee squad AI has always been god-awful, Pugilist especially so, so Archers are still the DPS of choice.

    One caveat though is that if you're going to do Command Missions as a tank, do not "tank". Only use damage combo, turn off tank stance, let squad do the tanking. The healer AI is absolutely terrible and, imo, was the number one thing Engagespam "fixed" moreso than Barrage spam. The loss of it heavily impacts squad CNJ, especially in fights with multiple Esuna-able elements. If you do squads as healer you will probably need to drop a few heals on some spicy pulls. In these situations make sure to cycle Engage between each target at least once or risk taking hate on 1-2 mobs when dropping that heal.

    On a final note, you will want to consider having squad on Disengage when entering certain boss arenas and pulling them to the left or right sides of the room when engaging. This is because ranged AI tends to retreat when mobs are in melee range, and this can cause them to leave the arena and be outside when the gate seals, which causes boss to reset.

  15. #115
    Nidhogg
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    Quote Originally Posted by Shenrien View Post
    My fastest run before I knew of the engage spam was about 12 minutes so that doesn't seem to have changed that much. The near death and dying part sounds accurate as well. The thing that concerns me is Yoshida recently said they didn't have any idea how to go forward with squads with this. Even tho they said this content we were receiving essentially is just a beta glimps and to expect issues and oddities. Given that we know now that each role just as a script of abilities they use in an order and don't act at all to any condition I don't think much will come of this content in the future. Most I could see them doing is giving us a gambit system and that's it.
    Back during the 1.23 - 2.0 downtime and when they were "testing 1.23c" they said they gave Bosses and enemies the Gambit system that was originally intended for our Companions (yeah we were supposed to have Maggie as a companion by now too.) So I don't see us gambits any time soon since SE fears automation play, or rather yoshida does.

    At this point though, I can see them just expanding dungeons no one queues for that may be a roadblock of some kind..

  16. #116
    Salvage Bans
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    Trying to clear the new dungeons and hit a wall.. or a mineshaft.... Anyone else having problems getting the squadron into the lift in Copperbell?

  17. #117
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    They will definitely teleport to you for a boss. Not sure about otherwise.

  18. #118
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    Quote Originally Posted by Spider-Dan View Post
    They will definitely teleport to you for a boss. Not sure about otherwise.
    Yes, doesnt' help in Copperbell though as the first lift is after the first three mobs and from there it's still a looong way to go till first boss. Oh well, submitted bug report last night just in case. You know that formation they always idle in with tank in front, healers and DPS to the back and sides? Soon as I went into the lift they just went NOPE and stopped moving. Gits. Tried going up and down alone, tried using engage command on the mobs below, tried attacking them myself (and tried dying). Nothing made them move down.




    Did the other two dungeons last night no probs, Pharos and Darkhold were fun. Not as braindead as Stone Vigil and repositioning mechanics are doable with the AI.

  19. #119
    Strider/Doom/Cyclops
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    Try bringing the first mobs into the lift before killing them? Dunno.

  20. #120

    Are there any new rewards for clearing the new squadron dungeons?

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