Sigh, I knew the FFXIV UI / Keys were bad. I mean, I've let friends die, killed myself, walked into maneating Antlings, etc because of it. But I just reinstalled FFXI and dammmnn... FFXIV UI / Keys are bad. I can't believe just how bad it is.
I use Light Stab for 3 reasons: 1) It costs less Stamina than L.Slash. 2) If I'm missing often it has better accuracy in exchange for a small hit in damage compared to L.Slash. 3) Some enemies resist slashing damage and L.Stab acts as piercing damage.
As far as "must have" abilities it's too soon to say what'll be best. Right now soloing is the most practical way to get skill/exp so healing abilities are great to have, and stuff like Punishing Barbs/Shock Spikes are great for dealing extra damage (and also protecting yourself due to the stun on Shock Spikes).
Pretty much this. I find the ability swapping to be a very intriguing system- basically the whole reason I'll be playing the game- and I've love to brainstorm about it but it's just way too early. I mean, right now I can tell you that if you want to tank on GLD, you should get PUG to 10 first for Taunt because you won't be able to hold hate through DDing until you get Provoke and 10 (and then be twice as effect with spike hate creation from 10 on), but that's...what, the first week of your gameplay? Then it's old news. And that type of shit can still change.
Too soon.
so whats everyones average level now ? and are you getting exp faster in partys or solo?
Have yet to party, only 13/16.
Crash number 1 10 secs after getting into game...
Edit: If you kill 2 enemies in 1 hit, does the xp from each get added together into 1 value?
I have not had exp parties in the strickest sense. Mostly solo, and when i do party, it's for leve sharing.
yeah regen is faster if you stand still, however I think if you're "in combat" you don't get that extra regen, for instance when a guildleve monster runs from you it gives you the message "will disengage in 20 seconds" etc.
I felt getting Marauder to 10 first then PUG is a better investment. Since Gladiator already has Provoke, maybe Defender's added effect of enmity will do something worthwhile when coupled with Still Precision.
Too soon indeed. The theorycrafting is something that is definitely up my alley though and I simply can't wait for launch to do just that.
Hard to say, but if I had to take a guess, I'd say probably:
- Still Precision, Disorient, Blindside, Victimize, Feint, Murderous Intent and possibly Spinstroke should be useful in party play. Maybe Ferocity and/or Raging Strike, depending on how much the attack increase actually is. Out of Sight might be a really good trait for the heavy DDs, along with the Quelling Strike and Chameleon abilities. Invigorate and Keen Flurry also may or may not be worth it.
- Maybe some kind of taunt ability, depends on whether having melees be able to backup-tank becomes important.
- Second Wind, Bloodbath, Shock Spikes, Obsess, Featherfoot and/or Foresight and possibly Protect/Shell for soloing
- Barbaric Yawp will probably be very useful in boss fights
Figuring out a path through these for whatever class you're playing, and which 10 to have on at any given time is a whole different issue though. Depends entirely on how good each ability is, and that's too early to tell, especially given they'll probably tweak things again by the retail release.
Did anyone notice that ale port has opened up?
Ferocity + Raging Strike adds about 20% from what I've seen. 400 dmg -> 500.
I find lancer hard to solo with, Speed Surge doesn't heal enough to keep you alive. And you don't have any innate dodge/parry/block to help XD
ale port has always been open nate. or was it closed in closed beta?
All of the hamlets were just opened, but they are still all non-functional outside of a few fishing spots. They are all eventually going to house 2~3 guild shops.
anyone got a decent rank 14 lancer skill point spot, was doing puks near the lv 10 ll spot but they seemed to be drying up quite quick
Crazy thing is that's only 24 abilities. Basically every ability that you could name off the top of your head that could possibly be useful for both straight DDing and as a soloing DD and you'd still have 6 slots left over. Imagining that a bunch of those won't be used when you're min/maxing for either of those roles, that leaves a lot of room left over for filling niche roles/customizing strengths or just another dozen very useful abilities.
This is where they've been spending their time, I imagine. Coming up with useful, unique abilities and testing them. Things like a hardware mouse, a search function, and an AH seem comparatively easier to implement. If I had to choose something to have been worked out for months and months ahead of time...
It's really hard to say whats going to be an effective sub-ability without knowing how they're restricted. Almost all spells lose their AoE ability and are about 50% potency. As a THM, I don't see much use for anything I've gotten up to level 10 on Conj except for gimp buffs when a real conj isn't around.