Final Fantasy XIV: Stormblood |OT| A Realm Reset

Hoping new tank (if the rumours are true) has stances that are more like Warrior's than Dark Knight/Paladin.

One because a percentage decrease in damage taken is boring and also somewhat related to that having stances on GCD feels really bad.

Need that buttery smooth oGCD stance change.
 
Just to add on, I dont typically do much Defiance in dungeons. Its more of a thing used on big pulls for an initial Steel Cyclone (for threat) or in lieu of cooldowns (self sustain). Current EXDR basically amounts to light cooldowns + IR on first pull, heavy cooldowns + save IR (since on CD still) on the second, and then boss pull. That all said, your mileage may vary in healer or group DPS and things for how each pull goes; how much Deliverance use in trash pulls is largely a thing of comfort and there's not really a lot lost if you just keep up in Defiance and Steel Cyclone use vs Decimates. Bosses are by and large just the Unchained Tomahawk Equilibrium pull and then not in Defiance again as you don't really gain a lot. Especially with a lot of healing based off oGCDs that don't benefit from the Defiance bonus in the first place.

As for melds / skill speed, 1116 used to be the tier for comfort (2.38 GCD) since it makes the 5x GCD IR pretty lag resistant as long as you properly delay using IR until >50% of your GCD (aka, hit IR while your GCD is greyed out but over halfway back to being lit up). This tier of gearing makes things a little weird as we're pretty much drowning in Skill Speed so the spot to aim for may be a bit different since we'll be around 1400+ by default anyway.
Thanks. I usually adapt my runs to the healer (I do wish they’d tell me to grab more rather than run off and grab it themselves), but on the one occasion the healer suggested I swap to Deliverance I struggled to hold threat. To be fair I think I as a fairly fresh 70 at that point so it might improve... but I may hold off on trying a more aggressive run until I’m with a group I know.
 
For non-raiding players: what do you do in FFXIV that you get the most enjoyment from?

I just quit raiding because work is a bit demanding at the moment and it's unfair on my raid group to hold them back when I can't raid. I'm a bit lost as to what exactly to focus on. Maybe crafting? I can pug extremes np but pugging raid seems a bit.. insane. I did it for second coil years back and it was very depressing.
Before 4.4 hit I was leveling an alt class, doing Pagos, and catching up with some of the older raids (normal not savage) which were new to me.

I think once I catch up with the new content from 4.4 I’ll probably go back and do some side quests I haven’t done yet like the post Moogle quests and the post-SB Ala Mhigo side story I heard was decent (think it starts with ‘Dreaming of a Home’ quest in Rhalgars Reach). May also finally level up Bard. Basically I like going back to old side content I missed before and trying out some different classes. Maybe one of those days I’ll get into crafting/gathering.

I also spend (way too much) time finding new glamours/outfits so there’s that as well. Wish we weren’t so limited on the number of glamour plates available though.
 
I pretty much hate stance shifting for tanks, but I guess I'm in the minority. I just wanna get hit in the face. I don't wanna have to try and do damage.
This is me mostly - I like the safety blanket of defiance. I'll slip into deliverance for obvious DPS points (the adds on the last boss of The Burn for example) but for the most part I tend to stay in defiance.
 
So........ melding spell speed is bad for PLDs now?


is it still STR/DH all the way?
Well, sort of. STR right side, Crit where you can, DH once Crit is capped.

I pretty much hate stance shifting for tanks, but I guess I'm in the minority. I just wanna get hit in the face. I don't wanna have to try and do damage.
I'd agree if there were more interesting gameplay loops to actually being in tank stance. By and large it doesn't make a huge impact to healing that proper cooldown use already doesn't cover. Hell, arguably Paladin has a better cooldown rotation in Sword Oath anyway due to better Shelltron availability, at least as far as non-auto mitigation is concerned.

Having more actual reasons to take stance would be nice but that's really just not the game at this point.

Dps stance is really only needed in extreme/savage
Eh. I mean, sure, but at the same time why just limit yourself. Beyond that, for most healing, Defiance isn't changing anything since GCD heals aren't really used that often and Shield Oath / Grit doesn't add anything, really. If you're undergeared then that's another matter but then you're also probably relying on those for threat than raw mitigation.
 
I think this same conversation occurred on the old site but defensive play for tanks is really bland in this game. That is why you see tanks that are quick to get into DPS stance as soon as possible because doing more damage is the only direction you can go in as a tank for improving your play. The defensive cooldowns are trivial to use and don't really require much thought other than fitting whatever attack(s) you want in the large active windows. I know in raids people like to line them up, but that has nothing to do with mechanical interest/fun factor, just efficiency.

Most defensive cooldowns are "reduce percentage of damage taken for a certain amount of time".

There are no interesting mechanics or ways to interact with bosses that make tanks different from other jobs in the game.

I posited some random ideas before, like what if optimal tank play revolved around effectively reducing damage with actually interesting tanking abilities that aren't bland cooldowns and you would be rewarded for this. Like what if Paladin had a move where they can put their shield up and take hits which charge up the following shield explosion or something. Block more damage = deal more damage as an example.

In that case if you use the ability effectively the return mirrors how well it's used. Now replace every defensive cooldown with something actually mechanically interesting and suddenly tank play is now really different from playing DPS/Healer.

There are a few abilities that flirt with the idea but never truly go in. Sheltron/Blackest Night are two examples.

In short they went with the bare minimum for tank defensive abilities design and put all the focus on damage.

I don't see why they would change this. In fact I don't think they even consider this to be an issue at all. So in 5.0 expect to see the major changes to tanks to fall completely within their DPS rotations. IF any of them get a new defensive ability it will likely be something that you just pop whenever versus something that fundamentally changes how you fight bosses/mobs.
 
Shelltron has more nuance to it than most CDs in the game because NO MATTER HOW MANY TIMES YOU TELL THEM

Paladins forget you can't fucking block while casting, and get nuked by tank busters because Shelltron was up but they went ahead and Holy Spirited there and got deleted.

(bonus points if they're casting Clemency to 'help out' by landing a heal as the TB lands only to end up dying in a one-shot anyway)

There's a level of skill you can bring into play--time your Holy Spirits around autos so you can actually block them, etc, but by and large people don't want to.
 
For non-raiding players: what do you do in FFXIV that you get the most enjoyment from?

I just quit raiding because work is a bit demanding at the moment and it's unfair on my raid group to hold them back when I can't raid. I'm a bit lost as to what exactly to focus on. Maybe crafting? I can pug extremes np but pugging raid seems a bit.. insane. I did it for second coil years back and it was very depressing.

The story!

FF14 has a pretty good one for an MMO. I wish others in the genre were up to par.
 
Are you macroing or crafting manually? I can't HQ anything without at least 6000 quality to begin with.
It's easier manually but from what I've seen in a few reddit posts you can make macros to 100% HQ with NQ mats in the current patch with the proper melds, so it doesn't matter too much. Manual mostly lets you skimp on the control and sometimes on the CP to get there but it can be less reliable if you gambling to compensate for the lower stats. Also being a specialist massively trivialize stuff as far as I remember.

There's also http://ffxiv-beta.lokyst.net/#/simulator not sure if it's updated I pulled that from my FFXIV bookmarks from early 4.0, but it lets you simulate crafting without wasting materials so it's good to experiment ahead of time and figure the optimal way to do it. Obviously the RNG elements aren't accounted for so it's more useful for making macros, but you can see how to reduce RNG needs to get your quality as high as possible to account for bad luck and such.
 
I manual crafted in ARR. Macro now in SB since everything is guaranteed to hit.

Also I just need 1 HQ item (Usually do the Reisui's) to HQ the 4 star crafted items. Can 0-100% everything else though.


GOTTA GET THOSE BIG BOY MELDS.
 
As someone who's behind, I'm glad they changed it. I'm only 24,5 right now (spent maybe 2 hours in Pagos), but while the Challenge Log experience boost was neat on lower levels, very quickly it became much less appealing than doing Pagos NMs, given how many monsters you have to kill for those entries.
 
Multiple 1% enrages with silly deaths

FOR THE SECOND TIER IN A ROW, MAINT WRECKS ME
Feels bad xD

Would you happen to have any clips or whatever of your Hello World 2? If anyone in your group streams etc. We came up with a decent strategy for it yesterday but someone always seemed to die because of a mistimed rot or not being able to get to the safe area for whatever reason. Think if we could just get through it without any deaths we'd have cleared but alas it's been a struggle
 
Feels bad xD

Would you happen to have any clips or whatever of your Hello World 2? If anyone in your group streams etc. We came up with a decent strategy for it yesterday but someone always seemed to die because of a mistimed rot or not being able to get to the safe area for whatever reason. Think if we could just get through it without any deaths we'd have cleared but alas it's been a struggle
We lost a lot of time the first couple weeks to various stupid things and ended up hitting DNA Man after everyone had seen guides, so we're currently just running with Unreal's Hello World which I like mostly because you use the same strat/positions/movements for both Hello Worlds and are mostly used to moving into positions to handle rot before you actually get to rot. It's not super uptime friendly, but it meant learning the first HW got us like 80-90% of the way through HW2 as well. Most of our deaths are to other stuff (FUN FACT: If you mark the first Archive All add, and it dies, it will respawn with the mark on it during second Archive All. And then I will run to it and get beamed in the face because dumb.) Unreal's POV is in there, but our bard does stream and you can see his POV here. We lost that run to a combination of a vole-shirk going wrong and a couple of people standing in the damage down/vuln up beams because such is life. One of our other enrages featured a healer LB3 but better cards so it's just a matter of the miracle pull.
 
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Patch Notes Sam buff for you , for you and For all of you! (PvP that is :V )

Nice that they increased Eureka Light farming.
 
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We lost a lot of time the first couple weeks to various stupid things and ended up hitting DNA Man after everyone had seen guides, so we're currently just running with Unreal's Hello World which I like mostly because you use the same strat/positions/movements for both Hello Worlds and are mostly used to moving into positions to handle rot before you actually get to rot. It's not super uptime friendly, but it meant learning the first HW got us like 80-90% of the way through HW2 as well. Most of our deaths are to other stuff (FUN FACT: If you mark the first Archive All add, and it dies, it will respawn with the mark on it during second Archive All. And then I will run to it and get beamed in the face because dumb.) Unreal's POV is in there, but our bard does stream and you can see his POV here. We lost that run to a combination of a vole-shirk going wrong and a couple of people standing in the damage down/vuln up beams because such is life. One of our other enrages featured a healer LB3 but better cards so it's just a matter of the miracle pull.
Thank you! I shared it with my raid group. I definitely like the look of that strategy better than what they have been doing (it's only now I see it that I realise god damn we've been making stuff so much more difficult than it needed to be. Healer running to the other side of the arena with defamation, other healer trying to frantically top off himself and three other dps in the stacks while the tanks sit there doing nothing). Only downside would be... that we'd essentially have to relearn Hello World from scratch I suppose. Which is a big YIKES. Haha. I might push for it just because it will be better in the long run.
 
Really hoping otherwise its gonna be a little uh... embarassing that all I have to show from Pagos right now is one DRG weapon going into Logos
 
I still have no real idea what the Eureka stuff is. :s

Did the first three sets of floors for HoH over the weekend, but I can't go any further without a fixed party.
 
I still have no real idea what the Eureka stuff is. :s

Did the first three sets of floors for HoH over the weekend, but I can't go any further without a fixed party.
It’s an instanced zone designed for 144 people with its own gameplay loop. Basically your lv is reset to 1 but you keep all your abilities and everything hits like a truck till you out lv them. The loop while in the zone revolves around the instance killing X amount of trash in order to spawn a fate boss then repeat ad nauseam in order to lv up and gain crystals which you can use to upgrade your lv 70 job quest weapon and armor. On top of that there’s mechanics unique to it like each monster having an elemental weakness/strength to which you have to account for by spinning some dumb wheel and in the next zone we’re getting unique abilities that won’t be available outside the zone such as reflect and a raise without any class restrictions. The last zone is supposed to have some sort of instance wide dungeon/raid where the abilities you’ve been collecting will be required in order to clear the dungeon.
 
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