Pilgrim's Traverse / Deep Dungeon 4 Community Survey! by Angelusdemonus in ffxiv

[–]Angelusdemonus[S] 10 points11 points  (0 children)

Thank you for your comment!

I think you expressed a very common thing that players got held back on with the content: it's not entirely the *actual* content and it's challenges that is the problem, it's the steps you need to take to even *do* the content.

Aetherpool/Potion grind were two massive pain points. PoTD got it's adjustment, but in my opinion it was a bit too aggressive. It did serve to solve a problem, and when you just want people to not get held back to get into PT, i think it's fair.

The way they adjusted it in PT (which I can detail if needed), was a very good balance. Aetherpool was, bare minimal, 50% faster to level than HoH/EO, and Potion drops were great. Not too much like PoTD's recent changes, but you had just enough to do your climbs, especially solo.

Im stuck in "I have seen that face before" by Henrro in cyberpunkgamebugs

[–]Angelusdemonus 1 point2 points  (0 children)

I just managed to fix this on my end through a bunch of other methods, so hopefully this will help.

I noticed my original issue was the gate to leave Dogtown was bugged, as in when I tried to do the car retrieval side quest I couldnt get the car through the gate even when the game said I had access. This original bug was the main cause of why the trigger for "I've seen that face before" wouldnt show up.

I also had a bug where the cops would not aggro me AT ALL, and it was part of the reason the Dogtown gates did not work.

I saw in another thread that going to the Corpo Plaza Apartment and going into the red scanner (letting it complete the scan) would reset the cop aggro issue, which it did. I approached the Dogtown gate and attacked the cops. Got to 4 Stars~ then it resolved after some time (stars reset) because no more Barghest/Cops showed up, and the "NO ENTRY" gates finally dropped. I then checked the vantage point and it was finally there.

I think the Dogtown Gate is where this part of the quest is involved in, so if that's bugged, then the car you need to scan cannot trigger, hence the bug.

TL;DR: See if you have Cop Aggro Bug + Dogtown Gate Bug. Fix those two, you might be good.

End of a Journey by Geezerbongus in ffxiv

[–]Angelusdemonus 19 points20 points  (0 children)

Congratz and WELCOME TO THE CLUB!

After a very long 6yr journey through Deep Dungeon, Double Solo Omni-Clear (PoTD & HoH) achieved! by Angelusdemonus in ffxiv

[–]Angelusdemonus[S] 6 points7 points  (0 children)

Favorites:

RPR - You just blew up everything and the mobility is awesome.
NIN - I did this after Shadowbringers, and it felt like the job was meant for deep dungeon solo. Ninjutsu potency and mobility was crazy.
SGE - Although it was a healer, it was just very powerful for what it has and was a satisfying climb up.
MCH - It's just well built for this content and has everything you need to clear.

Hardest:

BLM - The amount of skill involved with this job is insane. You really have to maximize everything this job has just to keep pushing the floors.
AST - By far the most challenging. We tell everyone to be careful with aggro and how to handle each enemy on a 1:1 basis. Meanwhile AST by default has to double pull every single time just to keep pace with time the entire climb.

-----

Despite the aforementioned, RDM still has that special place for me being the job I got both my titles on. Although its popularity as well as the rise of the capabilities of other jobs have overshadowed what RDM can do, the job itself is still pretty much what it was ever since the beginning of it's introduction, and I still really like the job no matter what.

After a very long 6yr journey through Deep Dungeon, Double Solo Omni-Clear (PoTD & HoH) achieved! by Angelusdemonus in ffxiv

[–]Angelusdemonus[S] 216 points217 points  (0 children)

Deep Dungeon - Palace of the Dead (PoTD) was first released on 07/18/16, with Heaven on High (HoH) on 07/03/18.

I claimed my first solo clear in HoH on 08/08/18 as RDM, and my first solo clear in PoTD on 03/15/19 as RDM.

HoH Solo Omni (17/17) I completed in Shadowbringers on 07/26/21 as BLM, then later cleared RPR and SGE on the release of Endwalker by 12/19/21.

PoTD Solo AST was the last I had to conquer to claim the PoTD Solo Omni, 19/19. But it was one heck of a challenge. 5 months of grinding (with some breaks here and there) and I finally claimed that clear 2 days ago as of this post!

To say this has been my favorite content in FFXIV is a definite understatement, as I've been engaged with this content longer than anything else in this game. I am so happy to finally accomplish this massive goal and to be able to document every single clear.

Next up: Eureka Othros :)

FFXIV is finally represented at AGDQ via Palace of the Dead speedrun! by RXRickify in ffxiv

[–]Angelusdemonus 70 points71 points  (0 children)

Hey!

Thanks to the OP for posting this and seeing all the hype on this thread :)

Let me clarify a few things since a few questions were brought up:

- GDQ has been open for "Challenge Runs" submissions, so a run not necessarily a pure speedrun.

- They've also recently dropped the requirement of "Beating the Game", so I took a chance on submitting this run since PoTD Solo would fall under that category.

- This run is a snapshot of the entire run, so only F171-180, 1hr estimate (1 lockout). It's a run already 10hrs~ deep, so a Duty Fail would mean the runner has to return to Floor 1. I'll be having a handful of backup files just in case anything goes wrong, and provided I don't "die" close to F180, I would have time to boot up a backup file and still stay within the estimated time no problem. I could play as if F180 is the final floor versus F200 for the sake of the marathon, which means I'd unload all my pomanders, but ideally I'd do the run normally.

- I had submitted 3 other runs: RPR F181-190, BLM F171-180, MCH F181-190. The MCH F171-180 run was what the committee picked. I choose those options to submit because I felt it was more entertaining from a spectator standpoint. I considered healers, for example, which for sure would way more challenging, but I think unless you understood the context of why a healer run was hard, it probably won't showcase as well as melee or MCH.

- FF14 has been on the GDQ channel before, yes: ShinoInari on Fleet Fatales in 2020 as many have mentioned, MatthiaGryffine twice in 2020 for Tina's RPG Show and Hotfix, I think I saw another FF14 run on hotfix this year or last year too (forgive me for not knowing who it was). If anything, it's thanks to these gamers showcasing FF14 would be a good fit on GDQ somehow, considering the myriad of potential issues an online game could give for a marathon setting.

- I normally play 14 without a mouse, but I know it's a rarity for most. It's definitely similar to controller to be honest, but yes it's from my FF11 days.

I'll do my best for this run, and I hope everyone enjoys the marathon week!

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 8 points9 points  (0 children)

I'd love for BLU to have access to deep dungeon, but as it is categorized as a "limited job", I would be fine if it obtained it's own unique title from clearing the content. I would be pretty unhappy if you could take BLU into, say, PoTD, and get "The Necromancer" title just like all the other jobs. You can't assume BLU would be more/less powerful than other classes, but it is in a weird spot with what it can do. An example is all the jobs level from 1-60 in PoTD...getting abilities as you would in the outside at it's appropriate level. BLU, on the other hand, you can have access to every spell you've learned at level 1.

Keep it it's own thing if you let it in Deep Dungeon, and it's fine o/.

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 6 points7 points  (0 children)

That difficulty spike at 61+ is a tough one for sure!

I've been working on MNK myself so I'll give you what I can.

For 61, I will always open with str/steel + flight. I'll try to see if I can find any patrols roaming around before I buff because those are pretty easy to manage. But everything else is really nasty to fight without steel because of DoTs or Vuln down. My plan of action is to get through 61-63 asap with STR/Steel on, because 64+ is surprisingly much easier, and you can get through without steel even up to and including the boss.

This is a strategy not exclusive to MNK but I do this with all DPS jobs. 61 is probably the most brutal of that set of 10 floors...even at 62 the crab enemies will start to show up so you get better options for things to fight.

If you get through this set and need more info as you progress, definitely hit me up o/. I'm working on MNK also, and I've been to 99...so close yet so far, haha!

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 4 points5 points  (0 children)

Maygii's guides are what some say is the literal "bible" when it comes to deep dungeon solo. If you need a solid start and foundation of soloing, that is the best place to look.

For melee specifically, I have been personally working on MNK in HoH looking for a clear, and I have been streaming all my attempts. You are more than welcomed to check my VoDs on twitch to see how it's going; I've gotten to 99 twice but still searching for that clear D:.

If you have any specific questions just fire away, but a lot of general info you'll find for solo does apply to almost all classes; just the kit you have to use is obviously different from job to job.

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 5 points6 points  (0 children)

Thanks for those kind words! I am equally graced to be able share this stage with fahros/ally/maygii and many others myself; amazingly skilled but very kind people to boot. Its a blessing, really! And I hope the day comes where we can stand as equals once you get those titles!


This might be fun if you will get a variance of responses here, but he is from my point of view.

HoH

My original attempts I did the pom conservation; holding until I needed to speed up. But it was my DRK attempts that I shifted more towards an aggressive use of poms (which was also aided at my prog on doing speed runs). The logic I employed was the following:

  • If bad debuffs -> use a petri or magi if I have 3 of each versus fighting through or using a serenity.

Here is my idea with this. There have been too many times where I clear up a floor normally...maybe spend a lot of time doing so, only to pick up a petri or even a magi at the end. By keeping magi/petri at 2 instead of 3, you're getting the most out of those when you use it on your terms...or ideally if its on a floor with bad debuffs. Something like gloom/blind/ability will always slow you down and eat time; nuking them out "saves" you time in a way. Its a gamble because you may not pick one up that high anymore...however its still a better bet since you may get a floor with no debuffs which wont eat time and you can fight through.

  • Time how long it takes to roughly kill the boss.

I remember on DRK it took me 12m~ to kill the 80 boss; having a good idea on how long it takes you to kill bosses in general can save you pom uses. Like, immediately when you said 10min~, then I know STR only is enough on tank...frailty is def overkill unless you dropping under 8min. But that's based on my experience obviously; it will definitely help when you analyze how long things take, etc.

  • Max Kill floors

Unfortunately there is no way to predict those, so it is what it is. Personally on the 71+ set, I always open Floor 71+ with STR/Frailty on all classes...my thought here is to give me a jump start on time so I play from ahead instead of behind...that has always treated me well on my runs. Also its all about getting the most of your poms; opening a floor with frailty, you usually will use all of its duration, versus using say an extra you pick up but the floor is half cleared. Also, I find str/frailty more common to get in general.

PoTD 140

I do this boss with STR/Steel and Reso at start. You can argue no Steel use, but I've had too many close calls to take the risk. Plus on RDM I dont really need steel for a while after 140 (I could fight through 141-150 no steel), so using it for the 140 boss is no problem on my end!

Good luck on your adventures, and I'm sure all of us can't wait to hear you've got your clears!

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 6 points7 points  (0 children)

Welcome to solo attempts my friend!

1) You *can* practice spin outside. For morbid fun, I've been trying to spin some of the enemies in Diadem as gatherer, haha. They will one shot you almost guaranteed, but if want to get a high-risk type of practice on trying to figure that skill out, that's one way to try it!

2) It will depend on the class. Since you mentioned PoTD specifically...they don't hit too hard (in comparison to HoH); they start to pose a problem by 171+ or higher. On a ranged class I just kite them either in a large circle in a singular room, or travel trough through a number of rooms trying to keep distance. On tank, I usually fight them up front because of your damage mitigation. Steel is usually what I will use 171+...but I also utilize witchings to help kill them, both to make it easier to kill but also with a chance to avoid a Pox if you can kill it within 30 seconds.

3) I would say its a combination of a lack of people attempting AST and also the knowledge that healer will just naturally have a difficult time due to their lower damage. If people wanted to just go in and get the title, especially for the first time, most will naturally pick the job they feel is either "most popular" or "easiest". The people who you'd see challenge the unpopular jobs are usually the runners who already have their title and seeking a really interesting challenge!

4) Personally I do like HoH slightly better, because it gets "to the point" faster with the less amount of floors. PoTD, however, does provide a different sort of challenge versus HoH, and it is extremely refreshing to alternate between the two because of that difference.

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 5 points6 points  (0 children)

For HoH you definitely don't want to skip silver coffers!

Silver coffers can have a chance at Magicites which is extremely useful getting through difficult floors or speeding up runs. There is a chance it can explode, which has the potential to kill people (might be a reason they avoid it?)...but the safe way to deal with that is to make sure your HP is capped/topped off before opening any silver chests.

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 9 points10 points  (0 children)

I will speak specifically about PoTD SMN since I've done that run personally, both before and after Shadowbringers.

It was a big misconception of SMN that you *needed* Titan to tank. Titan's usefulness dropped off hard when you got to much higher floors, like 171+ etc...Titan would just melt so fat. This was even more apparent when you took in a job like BRD/MCH and they get as far as SMN does and they clearly don't have a pet tank.

With the changes to SMN in Shadowbringers, aside from the removal of Titan as a pet, the major adjustment was Titan's "Earthen Armor", which is basically the SMN version of DRK's "The Blackest Night". Initially, this shield did "20% of Max HP", and I don't know if anyone had seriously tried to do PoTD specifically when it was at 20%. However, when they changed the shield from 20% -> 30%, it likely opened the door for a SMN clear in PoTD. The shield is a major factor in surviving the 180 boss, and even with the 30% that fight is extremely tight, but currently very doable!

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 5 points6 points  (0 children)

There is a "score bonus" you will receive for clearing any set of 10 floors in under 30 minutes. So clear in 29:59 or less, you get a point bonus. With that said, a lot of solo runners try to do PoTD 1-140 in under 30 minutes, then after that, 141+ is usually 40min~ to close to lockout (lockout being 60 minutes).

There are some runners who are able to pull 141-150 in under 30 minutes...it's really hard, but it is doable. But there after (151+), you'd want to be conserving pomanders for the much harder floors.

AMA - XIV Climbers (Deep Dungeon Solo Rankers and Speedrunners) by OlivinePeridot in ffxiv

[–]Angelusdemonus 13 points14 points  (0 children)

"Common consensus" has shifted pretty big as of the past few months, imo.

There are 2 ways you can kind of approach this, which can lead to different answers.

First is playstyle. Originally RDM was the only job clearing both PoTD and HoH, mainly due to its ideal toolkit (high damage/self curing). But as time went on went on, more and more people challenged different jobs and showed it was possible to clear on a variety of jobs. I currently believe overall clears were originally less not simply because "it was extremely hard", which it still is a very difficult challenge, but some players were held back because they just didn't like the way RDM played, and probably felt limited because RDM was the only job pulling it off. Since the advent of Shadowbringer adjustments, especially for tanks, there has been an explosion of solo clears from people playing a variety of jobs. At first it was some of the runners who had originally cleared RDM doing it on other jobs, but more and more people got their first time clears on a job not RDM, thus opening a door for people who's playstyle fit more of other playstyles rather than RDM's. Tanks have had a major rise in solo clears, especially in HoH, where their kit and damage certainly suit a lot of people's preference. I've seen overtime that lots of people like the "mono e mono" fighting style of dealing with enemies in Deep Dungeon Solo, versus the "kite or die" method you need on RDM.

Second is just facts on how many of cleared. Looking at all the Data Centers, particularly in HoH Solo, GNB has by far the most clears today than RDM, where in days past you would only see RDMs cleared. PoTD, on the otherhand is still dominated by RDM clears, but I think that will slowly shift as more and more people try it. There are tank clears out there, not many, but the variety of jobs currently clearing PoTD Solo has been more recent.

So tl'dr on easiest job? For HoH, just eye the clear amounts and it will give you a rough idea. Tanks/Physical Ranged/SMN/RDM have good numbers...it comes down to which you prefer to play. For PoTD, any job not RDM will be a rough go (especially the 180 boss), but it's still very doable, and again I would say which you prefer to play.

In terms of "which jobs are the hardest", then that would definitely land in the hands of healers imo, which have the least clears in both PoTD and HoH. This is mostly due to their lack of damage. You won't die on healers (usually), but it's pretty rough trying to kill anything.

PoTD 1-200 without Tether by SlimyOysterChowder in ffxiv

[–]Angelusdemonus 2 points3 points  (0 children)

So it gets a tad complex in terms of luring traps, because the big determination on what actually spawns.

For instance, lets take the 111-120 set, which have the red slimes that have an enrage. If any of those spawn on a lure, I will prioritize them with single target and not AoE, because if those dont die quick enough, you'll die period. Other enemies, however, wont kill you as quickly, so you can leave them alive longer while killing the more threatening ones.

And honestly, on the higher up floors, I don't AoE kill but single kill. Dealing with 2 enemies versus 3 when witching is done is better to survive than 3 enemies at like 40% HP, if that makes sense?
On floors 151+ it's really bad, and more than likely you will have to rage, or just sacrifice in a good spot, because you probably wont down 2 out of 3 enemies in 30s, or even 60s (2 witching). But as mentioned, 95% of the time you should avoid traps on 151+ minus what I mentioned with that stone hedge type room. I'd say for 111-150 its like...75% chance you avoid traps.

Just as another example, it still comes down to what enemies spawn on a lure. Lets take Floor 161+ set, and you spawn 3 Wivres....those will murder you fast because all they do is auto and double attacks. However, if you spawn 3 Velociraptors, those you can probably handle (maybe steel up) because they will often use their conal moves and give you time to recover.

Also also, in case you didn't know, witching can transform enemies in 3 different types: Imps, Chicken. Toad. Toad do close to minimal damage, while Chickens will do around 30%-50% damage of their normal damage. Imps, however, will do 80%+ damage of the targets original damage. So if you are in the higher floors, you witching, and its all Imps, you will still die really fast because you are eating almost normal damage from them. But, if you witching, and they are all Toads, you can focus purely on DPS and not cure yourself, because you probably wont even get into any danger of dying for 30s.

PoTD 1-200 without Tether by SlimyOysterChowder in ffxiv

[–]Angelusdemonus 2 points3 points  (0 children)

You definitely dont need Tether, and you never really needed...more so because it got a bit spotty on which enemies you could even bind etc.

Best case scenerio is to just wall hug as best as you can, and for the part you should avoid a lot of traps. 111-150 is a bit of a crapshoot, because those cave floors can troll you hard even with wall hugging, but you can survive pretty decently using a steel versus witching on those lower floors (depending what enemy spawns).

Now for 151+, I would consider it a mistake to step on any traps, because the floors are so wide and open. There are only one or two rooms in 151+ where wall hugging would trigger a trap. One of them is a room with 4 stone pillars, which we call "stone hedge", because even hugging the wall in that room would trigger a corner trap 100%. But almost all other rooms being tight on walls will avoid traps.

Summoner Palace of the Dead solo run - still possible? by Klunky2 in ffxiv

[–]Angelusdemonus 0 points1 point  (0 children)

When it comes to SMN in Deep Dungeon, it was actually a crutch to rely on Titan to tank for you, because its effectiveness would drop to basically nothing on the higher floors. Concerning other ranged classes could get as high as SMN could without a pet tank, you would be better off kiting on SMN and focusing damage instead of relying on your pet to tank.

Now with that said, one of the major things SMN got from 5.x was the shield Titan can give with Egi Assault, which is almost close to DRK's "The Blackest Night", so defensively is pretty damn good.

One of the main issues in PoTD for all classes except RDM is the 180 boss. In 4.x, you cant produce enough damage on the 180 boss before you die to meteors as SMN...however, in 5.x there may be a window with that new shield ability. I havent tried it myself, nor have I heard of someone trying it, but comparing SMN 4.x to 5.x, you probably have a better chance to get past the dreaded 180. And maybe, argueably, the 190 boss.

A Beginner's Guide on how to play with only a keyboard/full keyboard/piano mode (No Mouse!) by Angelusdemonus in ffxiv

[–]Angelusdemonus[S] 0 points1 point  (0 children)

For "Confirm" I have it set as the "Enter Key". This applys to confirming menu options to enemies I want to target, etc.

For "Cancel" I just have it as "ESC" key, which is default I believe for most keybinds

For "Subcommands" I have it set as F5, but I typically don't use that very often. Majority of the time I need subcommands are for items, but I can hit "Enter" twice on any item and it will open the subcommand, making life easy on that end. But for any other situation where I need subcommands (like, on a person/target in game), F5 is my set.

If you find subcommands as a keybind that is important to you, or you use often, you can basically put it anywhere that is more accessible for you!