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Post patch action bar setupFollow

#1 Jul 24 2011 at 12:19 PM Rating: Decent
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Just wondering what you guys are successfully using in your action bars?

I had to do a lot of experiementing to get back to feeling how fast PGL was pre-patch, but I think I feel like fights are overall faster. It's just the solo fights against NMs and such that can be pretty difficult.

So I've got siphon MP along with stygian spikes to keep my sacrifices up to pretty good effect.

I'm still trying to find the perfect balance for me, but I haven't fully got it yet so I figured I'd see who;s using what and how.
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#2 Jul 25 2011 at 12:41 PM Rating: Good
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Post-patch (1.18) I'm still using this setup. Never used to use Light strike before, but I don't like having my Heavy strike spot empty...feels weird. If I'm in a dungeon, I'll replace Blindside II with raise (raise and resurrect are on same timer >.>). I may put in stygian spikes and siphon MP somewhere if I'm finding MP a problem, but if you have 2-3 mages, you should really. Just remember to put your weapon away when you're not using it to regain MP. That's a lot of MP-regen ticks that people are neglecting. I also have quickstride in there somewhere, but I don't know how many action points I have remaining since my game isn't up. But yeah, you will have differences depending if you're in a dungeon or just soloing/leves.

Pug
1 Light Strike
2 Flurry
3 Feint
4 Simian Thrash
5 Second Wind II
6 Seismic Shock II
7 Sacrifice II
8 Cure II
9 Ferocity
10 Raging Strike

11 Taunt II
12 Featherfoot II
13 Hawkeye
14 Blindside II
15 Accomplice
16 Pounce
17 Aura Pulse
18 Victimize II
19 Follow Through
20 Concussion Blow II

21 Provoke

Edited, Jul 25th 2011 2:47pm by esque
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#3 Aug 06 2011 at 3:08 PM Rating: Decent
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3,226 posts
	 
1	Flurry	 
2	Light Strike	 
3	Pummel	 
4	Moonrise (1.18a: Follow Through)	 
5	Skull Sunder II	 
6	Aura Pulse	 
7	Feint (1.18a: ???)	 
8	Featherfoot II	 
9	Foresight II	 
10	Second Wind II	 
 
11      Ferocity II 
12      Raging Strike 
13      Blindside II (1.18a: Victimize II coming back?) 
14      Hawk's Eye 
15      Invigorate II 
16       
17       
18       
19      Bloodbath 
20      Heavy Trammel 
 
1	Haymaker II (CTRL-2)	 
2	Jarring Strike II (CTRL-3)	 
3	Fracture II (ALT-3) 
4	Concussive Blow II (CTRL-4)	 
5		 
6		 
7		 
8	Accomplice (CTRL-8) or Quickstride  
9	Taunt II (CTRL-9) 
10	Provoke (CTRL-0)

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#4 Sep 30 2011 at 5:26 AM Rating: Decent
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1-Flurry 2-Pummel 3-Haymaker 4-Jarring Strike 5-Feather Foot 6-Second Wind

11-Concussive Blow 12-Seisemic Shock 13-Aura Pulse 14-Pounce

21-<healing spell> 22-MP Siphon 23-Resurrect 24-Punishing Barbs


I like to keep my most used and lowest cool down timed tools closer to my movement and targeting keys. Reaction speed matters, and I still feel like Pugilist is a fast class, even after all this patching. None of the other fighting classes just satisfy like punching, bob & weaving, and punishing countering. I took off Light Strike once I had both Pummel & Flurry, I only used the tool as bonus punches to build TP faster. Both Haymaker and Jarring Strike are set since you can trigger both on a single evade, and frankly it's worth more damage than a Single Concussive Blow for the same amount of TP with the bonus of a stun. In addition If either misses, most of the time the other attack lands, so I'm always doing some kind of damage. Pounce is for those monsters that use long charging up attacks, namely Skeleton, Pteroc's, and Dodos. You can slip right through them by breaking Lock-on and end up behind them, evading their move, or stopping it altogether with the Daze effect.

When fighting I keep my left hand fingers on the four actions keys, and my right on the arrow keys, so I'm ready to trigger any of those needed tools as fast as I can by flipping the action list up & down. I stay on bar 1 when I'm not casting magic, or using special attacks, to catch Feather Foot again and keep my eye on the extra tools that I set, like Taunt and Accomplice. I'm into Feather Foot spamming, it lasts as long as it's cool down which is quick, and I love the counter attacks.

If anyone has Resurrect or Raise I recommend keeping it always set up, unless you absolutely need the action points. Better to have raise ready always than wait for that absurd recast time when someone bites it. Healing spell of preference, I use Sacrifice II because I don't have Conjurer leveled at all, but I find the Regen effect much more effective when cast on another player.
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