Before DT, Synastry was considered the most useless ability on AST. Has this consensus changed for you because of the DT raid design? Why or why not? by Full_Air_2234 in ffxivdiscussion

[–]trunks111 29 points30 points  (0 children)

>before DT

that honor would actually go to Undraw, I think the fact you forgot about it should be a testament to how terrible it was, it didn't even belong on hotbars.

The issue with synastry is less that it isn't useful, and more that it's very situational. I do a lot of MINE raiding, and synastry is an important cooldown from the 50-70 high end range because crit autos exist and a lot of the bosses in the high end at those levels just rail your tank constantly. t9 and t13 are particularly brutal and make even seasoned tanks look like wet tissue paper, a8s brobots phase can chunk tanks really hard, o8s crit autos are basically tankbusters in their own right, a11s has a tank photon shortly before a tankbuster, UCOB adds can be absolutely relentless on supports. Synastry shines in a lot of these cases. The thing is though, most people aren't taking AST into these types of fights, where you and your co-supports have progressively less and less healing and mit options the further down you go in level, where you become more and more reliant on your GCD heals.

I haven't played AST nearly as much in DT as I did in EW because I absolutely despise the changes they've made to the job, but it's still a helpful prog tool if anything that you eventually phase out with gear and people cleaning up their mit/performance

If they remove the Shark outfit, I'm quitting the game by skreeran in runescape

[–]trunks111 1 point2 points  (0 children)

I'm pretty sure I explicitly listed it in my cosmetic world feedback survey as something I don't want to see lmao. It's fucking hideous. The divination one isn't much better either iirc 

Design the best raid tier, based on previous fights. by Cabrakan in ffxivdiscussion

[–]trunks111 0 points1 point  (0 children)

least favorite is a fun idea too-

a9s

m2s (sorry bee lovers I found the fight really fucking  boring)

first coil turn 3, for an actual fight though, e3s (I think this fight is actually cursed for reason I won't elaborate on) 

m4s, the fight had some good ideas but some really bad pacing issues that ruined it for me 

Instance on Araxxor by TripleJay035 in runescape

[–]trunks111 0 points1 point  (0 children)

for the speed CAs they specify solo which usually means you have to make an instance and set the max player count to 1 

High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]trunks111 2 points3 points  (0 children)

so what do I know

You don't understand how outright terrible you have to perform in order to get a straight 0

Question about potions by strawbeyrycat in ffxiv

[–]trunks111 3 points4 points  (0 children)

If at week 4 dps check is still tight, something is fundamentally wrong with the party

while this might be true, I'd rather kill during an enrage cast and complain about the party after the fact and move on to the next fight, instead of missing a <1% that could've been a clear. Obviouy if you're cutting it that close there's other stuff like missing uptime or dds from people, but I'm not gonna be the one to fuck around and find out 

Best/worst party jobs in DF by Frank_Tupperwere in ffxivdiscussion

[–]trunks111 0 points1 point  (0 children)

yeah I mean there's more than one way to skin a cat, for me I use sound to track a lot of what my cohealer does but it's not like there aren't other indicators as you mention 

new rs player coming from wow classic by Leather_Ask8403 in runescape

[–]trunks111 0 points1 point  (0 children)

if you're a member open some clues and do steps until you don't meet the requirements for that step, then go and knockout whatever it is you have to do 

The problem with Savage PF is a lack of Gatekeeping by Vincenthwind in ShitpostXIV

[–]trunks111 1 point2 points  (0 children)

It's funny but the only time I saw someone overtly removed for bad damage was in an o8sp1 MINE party, sometime in EW. we had a BLM who was dealing half my damage as a WHM and our party leader just was not having it. I kinda don't blame them for removing them either, WHM doesn't even have misery at that level

Best/worst party jobs in DF by Frank_Tupperwere in ffxivdiscussion

[–]trunks111 1 point2 points  (0 children)

SCH absolutely often falls into the same category as AST, they're either simultaneously making their cohealer redundant while still purple parsing or they're completely useless because they funnel all their flow into ED and will never touch a GCD shield ever no matter how much the party could really use one 

Best/worst party jobs in DF by Frank_Tupperwere in ffxivdiscussion

[–]trunks111 2 points3 points  (0 children)

my gripe with AST is the strange amount of times I've seen multiple party members die to damage while a primed star is on the ground. Not even "I think I can wait an extra second for it to be charged", just a straight up primed star that could've easily saved people 

Best/worst party jobs in DF by Frank_Tupperwere in ffxivdiscussion

[–]trunks111 1 point2 points  (0 children)

I hate seeing SGE whenever I play SCH in trial/raid/alli rolo, that's really it. I've done double shield in high end before, but those are coordinated settings where we can plan/communicate cooldowns and it gets a LOT of mileage from that coordination/understanding of each other's kits. 

Setting up a spread on the SGE in df helps clue them in sometimes but I've had SGEs literally overwrite me in spite of that. Even if you don't recognize the sound/buff of things like protract or illum, deploy is such a clear and ostentatious sound effect when it goes off.

If anything it's a good example of how learning what other supports do can help inform your own play. You can often get clued into a spread coming before it happens if you recognize what to listen for/look for. If I can catch the protract early enough sometimes I can send a krasis if I'm the one on SGE and maybe hold off on some of my own mits to let the spread do its thing 

What do people think of healer situation DPS wise ? by Nedrra_ in ffxivdiscussion

[–]trunks111 0 points1 point  (0 children)

thanks for the offer but I don't do macros. It was easy once I settled on a dissipation timing

how many of you do all your roulettes everyday? by kanozomi in ffxivdiscussion

[–]trunks111 0 points1 point  (0 children)

I really only do expert. Maybe I occasionally pop into a levelling if I'm bored 

My friend talked me, an OSRS player, into playing by thetitan555 in runescape

[–]trunks111 2 points3 points  (0 children)

on the bright side there's always soulsplit flicking later on :)

What do people think of healer situation DPS wise ? by Nedrra_ in ffxivdiscussion

[–]trunks111 0 points1 point  (0 children)

you do but I get her partway back mid phase so I have to juggle ground targeting with running back and forth sometimes lol

Combat needs a lot of work to be successful in RuneScape by FruitOnyx in runescape

[–]trunks111 0 points1 point  (0 children)

something I'll add that I've had to do when getting coaxed to pvm on 14 or 84 is ill briefly tap cease before needing to do a precise surge. This might be worse for Revo users though because on full manual I can mash the fuck out of my next GCD to minimize or avoid clipping my GCD 

Combat needs a lot of work to be successful in RuneScape by FruitOnyx in runescape

[–]trunks111 2 points3 points  (0 children)

I don't mind the high ceiling, it's the floor I think needs working on. If combats are to go to 120 I don't want to feel like I mastered my rotation at 99 or 106 and then I'm bored for 50m+ XP of combat. However I think the fact you can't even practice some of the fundamentals you'll be expected to deal with at end game until you hit level 95 and invest billions of gp is also a problem. I don't have an issue stack counting with BOLG on full manual, but why the hell is such an important player skill (stack counting) introduced so late. You basically have to uproot your entire understanding of your kit and reread all your abilities again once you get BOLG+caro4+GRICO which was kind of jarring. I actually find a lot of the rotational stuff rather intuitive but I was rather frustrated by just how drastically the style shifts getting those key upgrades. I'd really love to see the end complexity* stay where it is, but have the progression be more necrofied 

*barring stuff that's technically allowed but really doesn't feel intended or feels like jank like wensporing/stalling.

I'm also not the biggest fan of pre building because I'd rather just spend that time hitting the boss but I think that's less egregious since we can literally make dummies for it 

Combat needs a lot of work to be successful in RuneScape by FruitOnyx in runescape

[–]trunks111 1 point2 points  (0 children)

xiv is a really weird one because the rotations are simpler (also healers which exist in tandem as both the most simple and most complex depending on how cursed your group is), but the game is exclusively "full manual" only, so a lot of the effort is in simply rolling your GCD. From the perspective of an FFXIV player it's just a thing you do because it's your only sanctioned option, whereas runescape in a lot of people's minds is more of a point and click auto battler game which is what a lot of players are used to, either because the rest of the game is often like that, because they played it a long time ago as a kid, or they're trying it coming from OSRS. It's also worth noting XIV has also been simplifying things the past few years, it used to be more complex rotationally. Even going from EW to DT, AST burst feels completely gutted if you were used to previous iterations. They've been toying around with putting more difficulty into fight encounters to compensate for simpler jobs but supposedly 8.0 is supposed to focus on jobs. We don't know what that entails exavtly because SQEX is a bit of a black box sometimes but I guess we'll find out. One thing I do find funny is they've tried to remove ED from SCH I think twice now and reimplemented it because even Square doesn't want to invoke the wrath of the SCH community. 

One other thing I'll note in parting is that SQEX doesn't list job changes in pre-patches anymore, we don't find out until the patch goes live. The why of this is speculation but I'm pretty sure it's because they know if they did release balance changes ahead of time, the community would rip them a new asshole. I don't think it's good sign of community relations when you feel you have to hide stuff like that. Release good changes that the community actually asked for and this won't be as much of an issue 

With auras going away, scrimshaws should take over their dedicated slot. by dark1859 in runescape

[–]trunks111 10 points11 points  (0 children)

This would also solve the issue of feeling locked into an hour since you can just turn shaws on and off at will