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#177 Jan 10 2014 at 1:02 PM Rating: Good
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You should be proud you were standing at the end. We thought you had a few close calls and were not going to be able to heal yourself fast enough but you did..

Good job...


Haha.. thanks very much!!

Yeah I ate a bomb during the clock and x patterns because I was running to where i would during the first part of the fight. Apparently there is some fine tuning in that end portion that I wasn't hip to. I believe I was in double digit HP at one point... then couldn't figure out why I was having so much trouble topping off.... still had Cleric Stance up from DPS pre-heart lol.

I know it wasn't the ideal ending for you and Tesee, but me and Baha were talking right after about how relieved and re-energized we were to be past that wall. I for one will be volunteering any time I'm able to when someone is in need for this. It would be so great to be able to jump in and crush this guy at any time.
#178 Jan 10 2014 at 5:12 PM Rating: Good
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... did you know it took government orders to get phone service set up in rural areas? There's been talk of applying that law to broadband Internet access.

Needs to happen with a side of providing exclusivity contracts with cities that basically translates to market monopolies. In general, the cost and performance of the net in the US is abysmal compared to other parts of the world. Yeah, part of it is the US is so much bigger, but one of our more glaring issues is the belief personal profit outweighs societal profit. Resistance to increasing federal minimum wage so people could actually live on it stands out here.
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#179 Jan 10 2014 at 5:53 PM Rating: Excellent
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Yeah, part of it is the US is so much bigger, but one of our more glaring issues is the belief personal profit outweighs societal profit.


Communist!!!!!!!

(lol, jk! I'm right there with you. Infrastructure is kinda important.)
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#180 Jan 11 2014 at 12:34 PM Rating: Decent
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I have high hopes for XIV, always did, and I'll continue keeping tabs on it but I'm sitting it out until the first expansion hits. The game has a great shell to work with but it just feels hollow, somehow. I figure in about a year or so it'll be in a much better state.

Edited, Jan 11th 2014 1:36pm by BrokenFox
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#181 Jan 13 2014 at 3:22 AM Rating: Default
BrokenFox wrote:
I have high hopes for XIV, always did, and I'll continue keeping tabs on it but I'm sitting it out until the first expansion hits. The game has a great shell to work with but it just feels hollow, somehow. I figure in about a year or so it'll be in a much better state.


I can't wait to see what they'll do with content in a cumulative sense. Is old content abandoned when the ilevel rises or will they manage to create enough incentive to keep running old content? This is extremely important for me because I don't want to skip any content because I had no time to do it when it was fresh.

It must be kept in mind that some other people want to "catch up" to the current content cycle as fast as possible though, so it is a delicate balance. Forcing old content on these people will result in an outrage (what doesn't result in an outrage these days though..) but not giving meaningful rewards will make the content obsolete.

Vanity slot system is a good start to keep gear relevant regardless of ilevel, but I hope that they can think of something else too.
#182 Jan 13 2014 at 7:17 AM Rating: Good
With the tome system, they can add new gear options in addition to other ways to obtain the tomes (e.g. through new content.) Some people will prefer to continue spamming dungeons the old way.
#183 Jan 13 2014 at 8:02 AM Rating: Good
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Hyanmen wrote:
BrokenFox wrote:
I have high hopes for XIV, always did, and I'll continue keeping tabs on it but I'm sitting it out until the first expansion hits. The game has a great shell to work with but it just feels hollow, somehow. I figure in about a year or so it'll be in a much better state.


I can't wait to see what they'll do with content in a cumulative sense. Is old content abandoned when the ilevel rises or will they manage to create enough incentive to keep running old content? This is extremely important for me because I don't want to skip any content because I had no time to do it when it was fresh.

It must be kept in mind that some other people want to "catch up" to the current content cycle as fast as possible though, so it is a delicate balance. Forcing old content on these people will result in an outrage (what doesn't result in an outrage these days though..) but not giving meaningful rewards will make the content obsolete.

Vanity slot system is a good start to keep gear relevant regardless of ilevel, but I hope that they can think of something else too.


I hadn't thought of it before because it's not very important to me, but this could be one thing that would really save crafting. There's NO reason to have vanity items as dungeon drops, but LOTS of them to make them crafted only.
#184 Jan 13 2014 at 8:58 AM Rating: Decent
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BrokenFox wrote:
I have high hopes for XIV, always did, and I'll continue keeping tabs on it but I'm sitting it out until the first expansion hits. The game has a great shell to work with but it just feels hollow, somehow. I figure in about a year or so it'll be in a much better state.

Edited, Jan 11th 2014 1:36pm by BrokenFox


Bunch of us were talking the other day about this game and someone said it just feels like a dumb down version of FFXI.. No elemental weaknesses, no skills to level like evasion.. You know make it so you can level skills again so it gives people stuff to do.. I remember going out and spending hours leveling my weapon skill, evasion etc. I really did not want a WOW clone. I wanted something in the middle. Crafting days of the week make no difference or even direction.. There is just so much missing.. To me there is allot of stuff better but so much missing too.. I dont want a ffxi clone either but there was some cool stuff in that game that kept people busy.
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#185 Jan 13 2014 at 9:26 AM Rating: Good
Nashred wrote:
BrokenFox wrote:
I have high hopes for XIV, always did, and I'll continue keeping tabs on it but I'm sitting it out until the first expansion hits. The game has a great shell to work with but it just feels hollow, somehow. I figure in about a year or so it'll be in a much better state.

Edited, Jan 11th 2014 1:36pm by BrokenFox


Bunch of us were talking the other day about this game and someone said it just feels like a dumb down version of FFXI.. No elemental weaknesses, no skills to level like evasion.. You know make it so you can level skills again so it gives people stuff to do.. I remember going out and spending hours leveling my weapon skill, evasion etc. I really did not want a WOW clone. I wanted something in the middle. Crafting days of the week make no difference or even direction.. There is just so much missing.. To me there is allot of stuff better but so much missing too.. I dont want a ffxi clone either but there was some cool stuff in that game that kept people busy.


I think their reasoning behind not adding elemental weaknesses was to keep the job diversity around. Of course people are still trying to do things a certain way, but overall you can do just about any fight with any setup. As for the skill ups, those were just an utter waste of time, especially towards the games later years. Level evasion, by standing there and letting a mob whack away at you, exhilarating! I enjoyed FFXI a whole lot, but some of the things in the game were there as an annoyance more than anything. Elemental weaknesses didn't make the game harder they just made me say, well ***** this job as you will be useless! Bring on the army of blms! No matter what SE tried to do, people took the path of least resistance to get there.

Right now in XIV I feel as though SCH and WHM are both good, PLD and WAR, same thing. You could argue ranged is easier for some fights, but a good mnk or drg will probably out dmg a blm/brd in just about any fight. So again, both end up being welcomed.
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#186 Jan 13 2014 at 9:31 AM Rating: Excellent
I vastly prefer the crafting system of FFXIV. In XI, you are always at the mercy of the random number generator. In XIV, you have a great deal more control over the success and quality of each product. You can take a risk and aim for HQ, or just push a few buttons and get a guaranteed NQ. Or be lazy and mass produce LQ products, with the risk of breakage.

Let's also not talk about the problem with non-instanced content. We went to go kill baby Dynamis Lord for someone who never got her Xarc clear. Alas, there was a linkshell there who was going to be spamming Arch Dynamis Lord. They had 11 pops. They offered to let us kill our baby DL first, but our newbie was so freaked out by the prospect of having an audience that she declined. It wasn't a really wasted run because we could farm up our own ADL pops, but if we had been planning on fighting ADL ourselves I'm sure the big HNM would have been less willing to let us jump the line.
#187 Jan 13 2014 at 9:37 AM Rating: Decent
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Montsegurnephcreep wrote:
Nashred wrote:
BrokenFox wrote:
I have high hopes for XIV, always did, and I'll continue keeping tabs on it but I'm sitting it out until the first expansion hits. The game has a great shell to work with but it just feels hollow, somehow. I figure in about a year or so it'll be in a much better state.

Edited, Jan 11th 2014 1:36pm by BrokenFox


Bunch of us were talking the other day about this game and someone said it just feels like a dumb down version of FFXI.. No elemental weaknesses, no skills to level like evasion.. You know make it so you can level skills again so it gives people stuff to do.. I remember going out and spending hours leveling my weapon skill, evasion etc. I really did not want a WOW clone. I wanted something in the middle. Crafting days of the week make no difference or even direction.. There is just so much missing.. To me there is allot of stuff better but so much missing too.. I dont want a ffxi clone either but there was some cool stuff in that game that kept people busy.


I think their reasoning behind not adding elemental weaknesses was to keep the job diversity around. Of course people are still trying to do things a certain way, but overall you can do just about any fight with any setup. As for the skill ups, those were just an utter waste of time, especially towards the games later years. Level evasion, by standing there and letting a mob whack away at you, exhilarating! I enjoyed FFXI a whole lot, but some of the things in the game were there as an annoyance more than anything. Elemental weaknesses didn't make the game harder they just made me say, well ***** this job as you will be useless! Bring on the army of blms! No matter what SE tried to do, people took the path of least resistance to get there.

Right now in XIV I feel as though SCH and WHM are both good, PLD and WAR, same thing. You could argue ranged is easier for some fights, but a good mnk or drg will probably out dmg a blm/brd in just about any fight. So again, both end up being welcomed.



My point though with leveling skills like weapon skills it gave people something to do, a goal, something to shoot for. What happened to weapon breaks or quested weapon skills... Wait I got to level 45 I get a new weapon skill...
Everything is just handed to you in this game. It was too easy to go from 0 to 50 on jobs and crafting and so many people are actually bored with not allot to do.. People dont always want to do fates or dungeons.. Sometime I only have a little time to get on.. This stuff is so easy to add and gives people something to do. It might be boring but it is added content.

When it comes to elemental weakness I think we are talking about two totally different things.

I mean this was a discussion between a few of us that played FFXI and it really feels like this game was made for kids and maybe why the reason there is so many rude people in it. Other than coil strategy plays very little into most things in this game. some of the bosses require some stratagy in the dungeons. It almost feels like a hack and slash in some of the battles. They are not very imaginative. I think it is the reason I like coil so much is it uses some strategy.



Too me it is funny how you used to not be able too say anything bad about this game without people jumping all over you. Read the threads now there are a lot of people who now see flaws in the game. I can tell thing are not as good because I have friends that log on a lot less now. Some only a few times a week, others get on later and get off earlier. I dont think SE was ready for how popular this game is and got caught with their pants down and are scrambling to catch up.. I think the infrastructure problems etc have them behind what they wanted to do.. Our server still has ques sometimes.




Edited, Jan 13th 2014 11:13am by Nashred
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#188 Jan 13 2014 at 10:06 AM Rating: Excellent
Eople often forget too that this game is still very young. All that stuff that made ffxi stand out came after the level 50 cap increase.

I really like the core of this game, and can't wait to see how it continues to grow.
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#189 Jan 13 2014 at 10:41 AM Rating: Good
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Nashred wrote:
Bunch of us were talking the other day about this game and someone said it just feels like a dumb down version of FFXI.. No elemental weaknesses, no skills to level like evasion.. You know make it so you can level skills again so it gives people stuff to do.

I'm not sure how requiring people to do busy work is the opposite of "dumbing down". Because that's all leveling up skills was: busy work. It's not like it took a lot of thinking and creativity to grind out hour after hour of an activity for a few skill points.
#190 Jan 13 2014 at 11:03 AM Rating: Good
Nashred wrote:


My point though with leveling skills like weapon skills it gave people something to do, a goal, something to shoot for. What happened to weapon breaks or quested weapon skills... Wait I got to level 45 I get a new weapon skill...
Everything is just handed to you in this game. It was too easy to go from 0 to 50 on jobs and crafting and so many people are actually bored with not allot to do.. People dont always want to do fates or dungeons.. Sometime I only have a little time to get on.. This stuff is so easy to add and gives people something to do. It might be boring but it is added content.

When it comes to elemental weakness I think we are talking about two totally different things.

I mean this was a discussion between a few of us that played FFXI and it really feels like this game was made for kids and maybe why the reason there is so many rude people in it. Other than coil strategy plays very little into most things in this game. some of the bosses require some stratagy in the dungeons. It almost feels like a hack and slash in some of the battles. They are not very imaginative. I think it is the reason I like coil so much is it uses some strategy.



Too me it is funny how you used to not be able too say anything bad about this game without people jumping all over you. Read the threads now there are a lot of people who now see flaws in the game. I can tell thing are not as good because I have friends that log on a lot less now. Some only a few times a week, others get on later and get off earlier. I dont think SE was ready for how popular this game is and got caught with their pants down and are scrambling to catch up.. I think the infrastructure problems etc have them behind what they wanted to do.. Our server still has ques sometimes.

Edited, Jan 13th 2014 11:13am by Nashred


There's plenty of things in XIV that drive me up the wall, don't get me wrong there. But to say skill ups would make XIV less dumbed down is ridiculous. There's a reason people found walls to beat on, it was mundane. As for elemental resistance, there's the apply DOT, then cast X spell. Funny thing is, there's all sorts of DOTS and debuffs in XIV and people don't f'in use them properly either. I know people think XIV is easy mode, but when you think of the amount of times you probably fought any of the Extremes, Coil, hell even Titan HM, you probably died A LOT. Of course, after the 50th try, you think the fights easy. Same went for Kirin, Abyssea bosses, Kings, HNM's, etc. The only difference was you couldn't spam them over and over so it "seemed" harder. Overall, I think both games are about the same on the difficulty front. You fight the same mobs over and over, develop a strat, get better gear and win!

Go into any primal fight, Coil, Extreme without a strategy and tell me how things go. The DF is proof that it goes, not so well. Hell the PF with ilvl requirements of 80 is proving that it doesn't go so well. You would think Titan HM and Coil Turn 4 would be cake for people 4 months in....
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#191 Jan 13 2014 at 12:42 PM Rating: Default
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Montsegurnephcreep wrote:
Nashred wrote:


My point though with leveling skills like weapon skills it gave people something to do, a goal, something to shoot for. What happened to weapon breaks or quested weapon skills... Wait I got to level 45 I get a new weapon skill...
Everything is just handed to you in this game. It was too easy to go from 0 to 50 on jobs and crafting and so many people are actually bored with not allot to do.. People dont always want to do fates or dungeons.. Sometime I only have a little time to get on.. This stuff is so easy to add and gives people something to do. It might be boring but it is added content.

When it comes to elemental weakness I think we are talking about two totally different things.

I mean this was a discussion between a few of us that played FFXI and it really feels like this game was made for kids and maybe why the reason there is so many rude people in it. Other than coil strategy plays very little into most things in this game. some of the bosses require some stratagy in the dungeons. It almost feels like a hack and slash in some of the battles. They are not very imaginative. I think it is the reason I like coil so much is it uses some strategy.



Too me it is funny how you used to not be able too say anything bad about this game without people jumping all over you. Read the threads now there are a lot of people who now see flaws in the game. I can tell thing are not as good because I have friends that log on a lot less now. Some only a few times a week, others get on later and get off earlier. I dont think SE was ready for how popular this game is and got caught with their pants down and are scrambling to catch up.. I think the infrastructure problems etc have them behind what they wanted to do.. Our server still has ques sometimes.

Edited, Jan 13th 2014 11:13am by Nashred


There's plenty of things in XIV that drive me up the wall, don't get me wrong there. But to say skill ups would make XIV less dumbed down is ridiculous. There's a reason people found walls to beat on, it was mundane. As for elemental resistance, there's the apply DOT, then cast X spell. Funny thing is, there's all sorts of DOTS and debuffs in XIV and people don't f'in use them properly either. I know people think XIV is easy mode, but when you think of the amount of times you probably fought any of the Extremes, Coil, hell even Titan HM, you probably died A LOT. Of course, after the 50th try, you think the fights easy. Same went for Kirin, Abyssea bosses, Kings, HNM's, etc. The only difference was you couldn't spam them over and over so it "seemed" harder. Overall, I think both games are about the same on the difficulty front. You fight the same mobs over and over, develop a strat, get better gear and win!

Go into any primal fight, Coil, Extreme without a strategy and tell me how things go. The DF is proof that it goes, not so well. Hell the PF with ilvl requirements of 80 is proving that it doesn't go so well. You would think Titan HM and Coil Turn 4 would be cake for people 4 months in....


Elemental weakness:

Example.. As a BLM you need to know what the elemental weakness of what ever you were fighting.
Example: Something that was strong to fire you did not want to cast fire on.

In this game it does not matter...

Crafting used elemental weaknesses and strengths too. You crafted certain days based on the crystal you needed to use. Certain days would give higher yield, others better for skill up or hq etc.

Dieing allot has nothing to do with strategy. Titan hm you die allot but there is very little strategy other than have a good internet connect and dodge. Have enough dps alive to take down the heart and finish it off.. Wait that is the same as ifrit except nails. Matter of fact most things are either dodge or dps race or both. That is not strategy. I am not a big fan of the primal fights.

Coil is hard and requires strategy with out a doubt.

To me dumbed down means use very little strategy.







Edited, Jan 13th 2014 1:57pm by Nashred

Edited, Jan 13th 2014 2:01pm by Nashred
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#192 Jan 13 2014 at 12:59 PM Rating: Excellent
Nashred wrote:


Elemental weakness:

Example.. As a BLM you need to know what the elemental weakness of what ever you were fighting.
Example: Something that was strong to fire you did not want to cast fire on.

In this game it does not matter...

Crafting used elemental weaknesses and strengths too. certain days based on the crystal. Certain days would give higher yield, others better for skill up or hq etc.

Dieing allot has nothing to do with hard or strategy. Titan hm you die allot but there is very little strategy other than have a good internet connect ion and dodge. Have enough dps alive to take down the heart and finish it of.. Wait that is the same as ifrit except nails.

Coil is hard and requires strategy with out a doubt.

Edited, Jan 13th 2014 1:52pm by Nashred


But all that elemental weakness does is make you cast the same **** over and over, which 99% of the time was your highest Blizzard spell. HNM's, you tanked and dodged what you could, Kirin, you kited and dodged what you could while beating em down. All fights, regardless of the game is the same concept. Cure whoever needs to be cured, have someone tank the boss and have dps dodge and dmg stuff. All bosses in XI followed a pattern too, even got to a point where people were zerging EVERYTHING which was probably the most boring of all strategies. You can try to make it seem like XI had something going for it, but it's essentially the same as every other game. Dodge the mechanics a boss throws at you and heal whatever needs to be healed.
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#193 Jan 13 2014 at 1:04 PM Rating: Decent
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Montsegurnephcreep wrote:
Nashred wrote:


Elemental weakness:

Example.. As a BLM you need to know what the elemental weakness of what ever you were fighting.
Example: Something that was strong to fire you did not want to cast fire on.

In this game it does not matter...

Crafting used elemental weaknesses and strengths too. certain days based on the crystal. Certain days would give higher yield, others better for skill up or hq etc.

Dieing allot has nothing to do with hard or strategy. Titan hm you die allot but there is very little strategy other than have a good internet connect ion and dodge. Have enough dps alive to take down the heart and finish it of.. Wait that is the same as ifrit except nails.

Coil is hard and requires strategy with out a doubt.

Edited, Jan 13th 2014 1:52pm by Nashred


But all that elemental weakness does is make you cast the same sh*t over and over, which 99% of the time was your highest Blizzard spell. HNM's, you tanked and dodged what you could, Kirin, you kited and dodged what you could while beating em down. All fights, regardless of the game is the same concept. Cure whoever needs to be cured, have someone tank the boss and have dps dodge and dmg stuff. All bosses in XI followed a pattern too, even got to a point where people were zerging EVERYTHING which was probably the most boring of all strategies. You can try to make it seem like XI had something going for it, but it's essentially the same as every other game. Dodge the mechanics a boss throws at you and heal whatever needs to be healed.


I guess we will disagree..
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#194 Jan 13 2014 at 1:29 PM Rating: Excellent
I'll say that as a 99 BLM the only spell I cast besides sleep these days is Blizzard I.

If I'm solo, it's Blizzard V.

Elements be damned.
#195 Jan 13 2014 at 1:58 PM Rating: Excellent
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Weapon skill ups, and by proxy, skill rankings, were dumb. Even during the IT++ grind days, it wasn't uncommon to level up and still not have a skill capped. And this doesn't even tap into the terribly designed ones that took forever (Enhancing) or were so grossly conditional and arguably useless even when capped (Guard and Parry). Generally speaking, I believe XI would've been better off if a job's skill rating was simply an automatic application of stats based on their level instead of enforcing the grind on top. The end result would still depict differentiation, but the players could actually, you know, play instead of playing catch up.

As for elemental stuff, the reason for that is pretty clear and honestly quite sound. If you suddenly design a Fire mob that thusly invalidates ice and fire attacks, you basically remove options from a player's ******** Depending on how integral these abilities are, that job may no longer be used at that given encounter. Sucks, however, if said encounter has gear for that job you'd like. The old XI-ism here was to just force someone to level another job (they might not like) and hope for the best. Of course, for casters, this also has a habit of leading to ability bloat. Consider BLM's spell list in XI. Stone to Thunder progression aside, it wound up with 5 tiers of single target nukes, 3 of -aga, and then the -aja line. Short of Abyssea/Voidwatch procs, odds are you weren't seeing anything other than Blizz/Thunder spells because while there detriments to wrong-element applications like resists or even absorbs, benefits really didn't exist. I'd further propose that systems like this would be best left to single-player games where the player has full control over your tactics. In a similar representation of elemental woes, I also look to Diablo II and how immune mobs in Hell basically killed builds. Irony here being the try-hards claimed it promoted versatility. Indeed, totally why endgame was proliferated by teleporting hammerdins...
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#196 Jan 13 2014 at 2:05 PM Rating: Excellent
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You can try to make it seem like XI had something going for it, but it's essentially the same as every other game. Dodge the mechanics a boss throws at you and heal whatever needs to be healed.


Actually, XI didn't really have much in the way of dodge mechanics... that game was more about timing the use of job abilities more than anything else.
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#197 Jan 13 2014 at 3:09 PM Rating: Good
It had them, but there was no handy red line on the ground to give you an idea of the damage area. On trash mobs nobody cared. We had to care on HNMs.

There were some NMs we knew had frontal conal AOEs, for example, so we'd have our tank drag the NM to the wall and face it, and have the melee stay engaged directly behind. One fun guy in Abyssea-Altep combined it with an enmity reset, so we'd have two DD with provoke rotating him around constantly after that move. Good times.

#198 Jan 13 2014 at 3:15 PM Rating: Good
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Catwho wrote:
I'll say that as a 99 BLM the only spell I cast besides sleep these days is Blizzard I.

If I'm solo, it's Blizzard V.

Elements be damned.


And if it wasn't and was for some reason strong to Blizzard (which was damned near impossible, outside of Ice Elementals/Shiva, because 95%+ of all mobs had a weakness or neutral affinity for Blizzard) you just went with Thunder.

People try to herald FFXI's elemental weaknesses as pretty inspiring but they were a massive failure. The only reason you'd use, say Fire or Aero, was because it was the hardest hitting thing you had while leveling up. Like Catwho stated, once you got merited, had an Ice/Chayvoyant/etc. staff there was no reason to cast anything other than the Blizzard/Thunder series for 99.999999% of all content in the game.

Rose colored glasses don't detract from a failed elemental system.
#199 Jan 13 2014 at 3:53 PM Rating: Excellent
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Viertel wrote:
Catwho wrote:
I'll say that as a 99 BLM the only spell I cast besides sleep these days is Blizzard I.

If I'm solo, it's Blizzard V.

Elements be damned.


And if it wasn't and was for some reason strong to Blizzard (which was damned near impossible, outside of Ice Elementals/Shiva, because 95%+ of all mobs had a weakness or neutral affinity for Blizzard) you just went with Thunder.

People try to herald FFXI's elemental weaknesses as pretty inspiring but they were a massive failure. The only reason you'd use, say Fire or Aero, was because it was the hardest hitting thing you had while leveling up. Like Catwho stated, once you got merited, had an Ice/Chayvoyant/etc. staff there was no reason to cast anything other than the Blizzard/Thunder series for 99.999999% of all content in the game.

Rose colored glasses don't detract from a failed elemental system.


What really irked me was WHM or RDM who didn't know the appropriate use of the bar spells...

Fighting gobbies? Keep Barfire up and Bomb damage dropped pretty well.

Fighting little bats? Keep Baraero up and that stupid ability that would one shot weak tanks was nerfed to hell.

Fighting Para-happy mobs? Barice

Etc, etc...

As RDM main I used the en-spells to farm eles. Other than that, it was use the highest level spell for attacking. Where the ele wheel really shined was enfeebles. By knowing the wheel, you could have 3 of the elemental enfeebs up, posion, and dia. Lots of ticks if you had the MP to burn.

Edited, Jan 13th 2014 1:54pm by LebargeX
#200 Jan 13 2014 at 4:10 PM Rating: Excellent
Bar spells definitely had their use, and with the status ailments in XIV, we could definitely use an equivalent on white mage or scholar.

I do like how Esuna is your all in one debuff remover, though.
#201 Jan 13 2014 at 8:17 PM Rating: Excellent
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Thayos wrote:
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You can try to make it seem like XI had something going for it, but it's essentially the same as every other game. Dodge the mechanics a boss throws at you and heal whatever needs to be healed.

Actually, XI didn't really have much in the way of dodge mechanics... that game was more about timing the use of job abilities more than anything else.

Yeah, avoiding AoEs in XI was about being in the right spot and never moving from it, and never letting the mob turn the wrong way. That, and having someone stun certain TP moves.

If you were moving during an NM fight, it was probably because you were doing a kiting strategy and not because you were trying to "dodge" certain TP moves.
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