does anyone know the specific WS properties of the new WS.. with examples of how it works?
does anyone know the specific WS properties of the new WS.. with examples of how it works?
Can't blame him when 99% of the people who do start attacking your mobs are not helping the campaign as a whole when there ARE mobs at the fort. If I am not working on my 2nd mob when someone starts attacking my shit, I just assume they are stupid, cause I've yet to see a situation where I'm not done with at least one mob by the time the rest by the fort are dead. Not counting JP prime time. 1000 players + NPCs in campaign ftl.
Here's the first 2 I did after seeing Archain's original post in the campaign thread:
Drk/Thf using Str gear, Sneak Attack, Last Resort & Souleater:
http://img.photobucket.com/albums/v4...lorySlash1.png
After I died, same as above but weakened and without Souleater and Last Resort:
http://img.photobucket.com/albums/v4...lorySlash2.png
I've tested out the Refresh necklace in Splitting Heirs, Mission BCs and Quest BCs. Doesn't work.
It doesn't seem to activate until you have Allied Tags on, so there are few practical applications for Campaign weapons outside of actually Campaigning. Some WotG Missions come to mind...
The Long March North
Howl From the Heavens
Will probably work on some ANNMs or Augment fights too if you can get tags on.
http://children.webmd.com/news/20080...-by-age-7-or-8
Admittedly, only 45% have learned this skill by age 8.
tbh I wish they would make campaign mobs rage until they get within a certain distance of the fort, I am so fucking tired of a RDM, PLD, or whatever taking 2 or 3 mobs to some far-flung corner of the map and soloing them at the speed of molasses flowing uphill in the winter, making the battle last about 15 minutes past the "last" mob dying.
I really hate it when i run into some ass "soloing" a mob or two that gets butthurt if I help him/her out while on a job that's high enough lv to support but slightly too low to solo.
Kiting a mob for 30 minutes because you cant stand the idea of a whm trying to get points when there's no way to pull the other mobs without linking when said whm was curing/buffing you is just plain stupid.
^This.
Thanks SE at least for making Icelands campaign mobs unsoloable at other side of map...
Personnally, i think i might be only one on server training a whole incomming wave to NPCs(when there are any) to make mobs die faster and actually win the campaign battle...
Pretty sure SE didnot expected their Campaign system to be turned by the masses into a soloexp system only...
They need a weapon that keeps that fucking Greater Amphiptere away from the Xarcabard fort...
Funny as this Amphiptere were positioned, before some update, right above the NPC were yu get tag, then SE moveed it.... just near the campaign Fort XD
If the horde of morons doing campaign didn't all try to fight the mob I'm fighting instead of the 10 other mobs hitting the fortifications, I wouldn't need to fight mobs away from the forts.
I'd be fine with ending the campaign if people would leave my shit alone til the end. But if they're going to be assholes, then I'm going to be an asshole.
PS I find it much easier to intercept the mobs along their path to the fort instead of taking them from the fort and dragging them away.
If there were mobs at the forts, why would I run all over the damn map looking for the asshole soloing the last mob about 10 coordinates away?
Re: Solo artists in Northlands Campaign Battle, I have seen plenty of soloers take mobs into secluded corners. In Glacier, I've seen people pull them inside the tower to solo. During especially busy ones, I've seen people go down the ramp, past the ahrimans and gigas to the lower tower, and pull a mob in as the wave runs by. (Sidenote: Shadowwing batallion, and Shadowwing in particular, can go DIAF. Seriously, fuck that guy.) In Xarc, I see plenty of people pull mobs off to the side area of the Fortification where the entry point to one of the WotG missions is. Big open area, no normal mobs, and no Amphiptere there.
There's just so many ways people do screwed up things in campaign it should have it's own thread ala "Random question x" or "Random rant post Y."
This thread might be derailed but everyone's keeping it polite at least. Maybe I'll start a thread called "Post your campaign rants (and how you deal with them) here." Good idea or bad? For example:
Originally Posted by Priran
tbh I wish they would make campaign mobs rage until they get within a certain distance of the fort, I am so fucking tired of a RDM, PLD, or whatever taking 2 or 3 mobs to some far-flung corner of the map and soloing them at the speed of molasses flowing uphill in the winter, making the battle last about 15 minutes past the "last" mob dying.
^This.
I think most people have begun to wise up to this, some zones have spots people habitually go to (usually in the general direction the mobs come from) and people generally run there when there's no mobs visible but no new attack wave has been announced. Also, you hear alot more shouts asking people to check wide scan and people will usually share the wealth.
There's so many things people do wrong in campaign, although there are alot of things people do that are annoying but not generally harmful too. Unlike LS's and alliances, there's only two things you can really do about it: Not let it get to you and have a good time and work around it; or get totally pissed about it and let it ruin your day. SE seems to have designed everything in FFXI this way but that's another issue....
Granted I've not done much exploring in the zone thanks to true-sight everywhere (even otw to the fort itself, thanks SE >.> ), but what did they do to make them unsoloable? Is it just their general difficulty, or do they just trek through aggro-hell?
Mobs that rage when pulled 100 yalms away from the fort would be hilarious......, the culprits would end up dead and far enough away that it'd be hard for them to net a raise.
Medal wise I'm a good 8 days away from Altana (good to see SE finally put some stuff in the system last update that made all the grinding pay off), and then comes the decision to either have Uriel Blade, or spend 50k more AN for Glory Slash. Only job I got that can even use them are RDM, and for cool factor I'm looking at Uriel atm.
Can't really say I've seen people people mobs to the middle of nowhere very often with all the AN I'd accrued over the years. Only exception was one time some RDM pulled the Yagudo SAM NM that just keeps buffing himself down toward the south end of Saruta, but I not only saw him doing it while coming from the Maw, but went down to pull it back to the tower much to his squiggly protest.
Overall, I can't say I agree with raging, force-pathing, or whatever "fixes" I've seen people pimp out in order to keep mobs near the forts. In counter, some might need to keep them away for lag purposes or to simply stop the fight from ending in 2 minutes due to 4 waves of friendly NPCs being on defense, too.
Really, the largest problem with the Campaign, aside from the fort nerf, is the infrequency of battles to spread people out more. Way back when, it was pretty much guaranteed there'd be 2 battles going on in each region. When they added stronghold battles, fight frequency seemed to taper to the point where you might have points where there was only one battle going on across the world. Then they go and add more zones with Icelands, without adding additional friendly units, where grievous wounds halting deployment can add up since the enemy did get a couple Ice-specific squads to help their side which could help others recover from their wipes.
Players having the ability to initiate an offensive campaign would go a long way. Right now, they can kinda/sorta do it by fighting mobs present without tags on, but there's obviously no immediate reward through EXP/AN/Union loot. Even if this option was limited to like once an hour per zone, I could see people forcing it if there are actually idle mobs at the forts to fight. SE still needs to revisit the fort matter, though.
Hearing this ranting makes me miss the time when Bastok was under attack for a few weeks... that was seriously the most fun I ever had in Campaign, I smiled, and laughed, and killed shit til my face hurt from grinning like an idiot as my friends and I died hilariously over and over again.
This really needs to end honestly especially when no RNG or BST is present at the Campaign to wide scan.
A simple fix could be to give a command to search for mobs or what direction they are in similar to finding Rooks in Ballista or even giving Wide Scan to everyone during Campaign. But I can see the possibility of abusing the Wide Scan in a way in the zone without actually Campaigning leaving the /command to find Campaign mobs.
I usually just stay in Bastok area since Orcs with counter is no fun especially on the times I may get hate temporarily as stated before, usually in smaller groups, so I'd rather deal with getting Diamond Shell spam or Head Butt (the instant one, Skull Bash? Is pretty aggrivating sometimes though). Very least I can Flash them ahead of time but I still don't know if Flash gives points or not...
I don't TRY to get hate or WANT to be alone on a mob as WHM since it is more effort on my part to stay alive even if it may mean more points in the end. I do enjoy though people healing me when they see me tank because some other PLD is too lazy to do anything besides just melee and not even WS until it is at 2%
I might be reading this wrong but if you're advocating to leave the people soloing alone it really does depend. Many jobs who are in Campaign for the xp/merit are those undesirable jobs or those who can't tank (or know how to for their job in Campaign at least) so they are dependent on someone to tank it.
There is also the stigma of those who run off with their mobs in some corner to solo when all the other mobs are gone before they even get close to finishing theirs which leads to them associating that with someone soloing in general even with mobs at the fort still (lol that was hard to type as one sentence).
Glory Slash's stun is indeed potent and is pretty fun to use in usefulness as opposed to Uriel Blade's flash which I don't notice any potency in regards to evading hits. Sadly, I do more damage with Uriel Blade on BLU since it is the only job I have that can use both weapons and take advantage of the MAB boostings.
Some crazy RDM/NIN with Morrigans, Griffinclaw and Justice Sword I believe was tearing up North Gustaburg (S) with Uriel Blade keeping hate easily off anyone who even tried. Tried to tank the quad nm with his waterga spam but had to resort to kiting it while the others would hit it from behind and with pets.