That's not funny. it's not happening that way! :::covers eyes and runs away:::
That's not funny. it's not happening that way! :::covers eyes and runs away:::
Conjurer spells are AoE around target.
rank16 gets Protect and Shell. They last 5 minutes only.
a THM using Cure and it was still AoE. I think the AoE only drops when its on a DoW.
stat points continued.
17 - 130
18 - 130
19 - 140
MP:
don't remember how it goes before 166 because didn't pay attention.
166->169 is 9 points tho.
until you hit
181->185 (4mp intervals now), 10 points
201->205 = 11 points
221->225 = 12 points
241->245 = 13 points
also I don't think its possible to hit lv20 in alpha. exp is drastically cut at a certain point.
Its a bug. Once you hit Level 19, ~24 Percent. You're exp gain goes to hell and you're screwed.
As a rank 13 archer, I use iron arrows @ 16 gold ea. If I just do DC mobs to level up I only make enough gold to buy ammo. If I do guildleves, I can afford to buy equips. But not a lot of them. I've bought the best bow I can have, a new body piece and a new head piece. Ammo is a huge portion of my spending. I use atleast 5 arrows per DC mob. Drop rates off of mobs for sellable stuff it's very low, so most of your money comes from the actual kill, which isn't too much higher than the amount you spend on arrows killing it.
Armor
Spoiler: show
this pretty much. I spam level 0 arrows since I'm duoing and pull hate even when I miss.
If soloing something even I'll throw on the expensive arrows but the small damage increase I've noticed is not worth it atm. If carpenter was available it'd be a different story.
edit:
Bone Arrow 11g Archer, Rank 4, ATK 9, ACC 10, Parry F--, Crit C-, ATK SPD 1
Horn Arrow 27g Archer, Rank 12, ATK 12, ACC 10, Parry F--, Crit C-, ATK SPD 1
Silver Arrow 43g Archer, Rank 15, ATK 14, ACC 10, Parry F--. Crit C-, ATK SPD 1
Fang Arrow 54g Archer, Rank 18, ATK 15, ACC 10, Parry F--, Crit C-, ATK SPD 1
Why not?
If I had two people attacking me, and one was a platemail wearing hulk with a shield, and the other was a pansy archer who is shooting arrows at me from a distance, I'd want to kill the archer first even if his arrows were missing.
Just the action of firing an arrow could generate hate, its not that unreasonable.
Hate is diff in XIV then in normal mmo's. mobs are actually intelligent and will ignore threat rules under certain conditions (not indefinantly, but well enough so that you can just voke it off).. if your at low hp then they r gonna go for you even after somebody lands a devasting atk on it. I had a maurader pull it off me, but it still look a while for him and he did more dmg then me
I'm curious about people's experiences with how abilities are altered as you equip them cross-discipline.
Are these balanced in a somewhat generalized fashion based on type of ability, or are they balanced on an individual basis?
As far as I understand it, heals remain just as strong transferring from DoM to DoW, but damage spells are halved? Are there other factors, such as mana cost, recast, or area of effect that make this a bit less lopsided than it appears at first glance? (such as healing spells lose the area of effect and remain potent, while damage spells keep the area of effect but lose potency?)
Are weaponskills transferable? (I would think not, but, I don't actually know)
You felt incentivized to add some DoW abilities to your DoM. Is this because the spellcasters don't naturally utilize the TP they accumulate? Or was it just for fun?tonights test was very smooth for me, and combat seemed more fluid. its still finicky but i got it down pretty well and did leve's 5 lvs over me. Conj/Thaum w/ some lancer abilities to burn ur TP is OP lol.
Its been reported that heals remain similar potency, but using them on DoW classes makes them single target instead of AoE. I would imagine at higher levels DoW casting cure would also show a drop in potency simply due to stats.
Weaponskills are not the same kind of thing as FFXI. Every class starts out with 1-2 basic abilities that are zero cost, zero cooldown.Are weaponskills transferable? (I would think not, but, I don't actually know)
DoM classes get new spells as they level up. (until level 10 at least)
DoW classes get abilities that cost TP as they level up (for the most part anyway).
Assuming you class the moves that use TP as weaponskills, then weaponskills and spells are the only things that are transferable, normal abilities are not (at this stage from what I've seen and read)
For example, a CON can use the DoW TP moves or other DoM spells, but not the basic abilities. A PUG can use the DoW TP moves, or the DoM spells, but not their basic abilities.
The two mage classes don't get TP moves until level 10 from what I remember.You felt incentivized to add some DoW abilities to your DoM. Is this because the spellcasters don't naturally utilize the TP they accumulate? Or was it just for fun?
not enough screen shots of black humes that have pink hair in a ponytail
Spoiler: show
in the second pic, is it just me or does he look like Guybrush Threepwood from Monkey Island?
Why am I getting sweaty palms....
...and flashbacks of waiting hours for a RDM instead of a WHM healer, or people refusing to party without a bard.
Optimum is optimum, obviously, but I truly hope there'll be more flexibility in terms of what's (considered) a functioning party.
At the least I hope it's a good year before lolXXX comes or "Y or GTFO!" settles in among the community at large.
And I hope there's a few months grace period where people will be laughed off the block for getting worked up over marginal parse results instead of enjoying a new and exciting game.
More concrete...the equipment is looking very interesting, especially the evasion and parry stats. I'm picturing lighter armors will have higher evasion ratings to compensate for lower physical resistance. But who knows.
And where're the subligars at?! Given how much (JP especially) loved the subligar I can't imagine they're not going to be included.
Thank you for such timely responses :3
Indeedy. But I was curious if nukes suffered the same AOE penalty?Its been reported that heals remain similar potency, but using them on DoW classes makes them single target instead of AoE.
I'm just using main site terminology.
Assuming you class the moves that use TP as weaponskills, then weaponskills and spells are the only things that are transferable, normal abilities are not (at this stage from what I've seen and read)
I'm confused though. Katlan just mentioned Skewer and Chakra. Skewer is under Lancer's 'weaponskills', and Chakra is under Pugilists 'abilities'.
So, is it that all weaponskills and only the abilities than use TP are transferable?
GodSo far casters dont accumlate TP as easily as melee![]()
If anything that sounds like yet another thing to discourage DoM/DoW combination. The whole notion is pretty foundational to staple archetypes like Paladin. I'm starting to doubt if such a thing can be functional in a system like this.
Ok, I understand what you mean now.
Going from the main site terminology, both Haymaker and Seismic Shock are PUG Weaponskills, while Chakra is an ability, and Concussive Blow (which is the first new skill you learn as a PUG) isn't listed at all, but I'm assuming its a weaponskill.
All 4 of those skills can be added to any DoW or DoM class, so to answer your original question, yes, weaponskills are transferable.