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  1. #1421
    Melee Summoner
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    That's not funny. it's not happening that way! :::covers eyes and runs away:::

  2. #1422
    Cerberus
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    Excalibur

    Quote Originally Posted by Ghostsix.Midgard View Post
    Scouring Strike at Rank 12 Archer
    "Deliver a debilitating blow, increasing attack power and dealing projectile damage. Removes a single enhancement effect from target"
    TP Cost 500

    Ranged Dispel that does damage is sexy
    500 tp atm is pretty spammable, recast seems like 20ish secs

    Also belt equipment shows now, and it looks pretty sexy
    Archer is sounding more and more fun. Ghostsix how is the cost of arrows compared to income so far?

  3. #1423
    Custom Title
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    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.

  4. #1424
    Puppetmaster
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    Kujata

    Its a bug. Once you hit Level 19, ~24 Percent. You're exp gain goes to hell and you're screwed.

  5. #1425
    Zeb
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    Zeb Adiah
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    Hyperion

    Quote Originally Posted by Sign View Post
    Archer is sounding more and more fun. Ghostsix how is the cost of arrows compared to income so far?
    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.

  6. #1426

  7. #1427
    New Odin
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    Quote Originally Posted by Spira View Post
    a THM using Cure and it was still AoE. I think the AoE only drops when its on a DoW.
    That's good to hear, because for a while there I was thinking that CON would be the only healer in this game >_>!

  8. #1428
    Salvage Bans
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    Quote Originally Posted by Zeb View Post
    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.
    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

  9. #1429
    RIDE ARMOR
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    Quote Originally Posted by Ghostsix.Midgard View Post
    this pretty much. I spam level 0 arrows since I'm duoing and pull hate even when I miss.
    If thats so then you might wanna report it . That has to be a bug. There is no way in hell you can pull aggro by missing. In any game...

  10. #1430
    Puppetmaster
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    Quote Originally Posted by Spira View Post
    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.
    I wonder if Marauder can AoE the spells with their innate AoE bonus.

    Does any one know if the AoE for the same spell are different shapes between Conjuring arms and Thaumaturgy arms?

  11. #1431
    Sea Torques
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    Quote Originally Posted by elsoco View Post
    If thats so then you might wanna report it . That has to be a bug. There is no way in hell you can pull aggro by missing. In any game...
    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.

  12. #1432
    Ridill
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    Ramuh
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    Kilrogg

    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

  13. #1433
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    Quote Originally Posted by Katlan View Post
    Hate is diff in XIV then in normal mmo's.
    I'm really looking forward to this. Did the Marauder try blocking the mobs path to you? Standing in between you and the mob as if the Marauder was using cover on you?

  14. #1434
    Melee Summoner
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    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)


    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.
    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?

  15. #1435
    Sea Torques
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    Quote Originally Posted by Vitglance View Post
    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?)
    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.

    Are weaponskills transferable? (I would think not, but, I don't actually know)
    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.

    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.



    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?
    The two mage classes don't get TP moves until level 10 from what I remember.

  16. #1436
    Ridill
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    Ramuh
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    Kilrogg

    Quote Originally Posted by Vitglance View Post
    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?
    So far casters dont accumlate TP as easily as melee, so when you got hit a few times it was fun to use Ferocity (atk up) and Skewer, or Chakra to turn that extra TP into HP

  17. #1437
    BG Content
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    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?

  18. #1438
    Cerberus
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    Quote Originally Posted by Khamsin View Post
    Time spent curing is less time spent poking the monster. Also, anything you do to optimize your MP pool or curing ability is at the sacrifice of attack power. And I doubt the curing power would be as good as a fully levelled CON in your party who is optimized to be curing... just as you should be optimized to be killing. It just won't be worth it, and any pure melee will parse ahead of you if you try to be a melee/healer hybrid, even if only just to heal yourself.
    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.

  19. #1439
    Melee Summoner
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    Thank you for such timely responses :3

    Its been reported that heals remain similar potency, but using them on DoW classes makes them single target instead of AoE.
    Indeedy. But I was curious if nukes suffered the same AOE penalty?


    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 just using main site terminology.

    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?



    So far casters dont accumlate TP as easily as melee
    God
    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.

  20. #1440
    Sea Torques
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    Quote Originally Posted by Vitglance View Post

    I'm just using main site terminology.

    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?

    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.

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