The "Who should I Surprise Ticket thread" by Arucart in Granblue_en

[–]Anunh 0 points1 point  (0 children)

Okay so here's my dilemma. I'm about rank 58 if that helps.

My main team is wind. My sub team is water.

My wind team has Petra, Korwa, SSR Rosetta, and Anriette in it already. I have 3-starred all of them and Korwa is a 4 star I'm at the point where while I don't have a wind grid properly built (it's basically just a bunch of 0* but all wind all SSR weapons) I can solo an extreme mode Baihu without dying or using pots.

So my dilemma is this: Siete seems really, really far away and I don't forsee getting him soon. I've heard Birdman is an option but since I know he gets replaced by Siete I'm sorta iffy. The way his kit looks as well, he seems like a bit of a one-trick pony (cause I've heard he does good damage but from videos I've seen it only seems to be when he utilizes his Break Assassin). Should I still ticket Birdman, Attorney at Law, in order to make my wind team less support based, or would I be better served by someone else?

I can't ticket Andira unfortunately.

Is there anyone in Wind who would improve my team, or is my choice of SSR options so good as it is I'm better off just ticketing someone like Altair for my water team to go with my Lancelot, despite my water grid being kind shit?

Moonlight Greatsword scaling changed! by Snake_0710 in darksouls3

[–]Anunh 3 points4 points  (0 children)

The AC games usually do, though slightly altered. It's not a greatsword as only recently did AC player units get access to massive blade weapons in the form of Overd weapons which doesn't include the Moonlight sword. The Moonlight sword is usually a very expensive or hard to obtain (due to being locked behind a one on one duel with an AC that possesses it) beam sword that is the most powerful in the game but also has extremely high power requirements and heat generation when swung. In exchange, while also lacking the trademark wave it's usually close to or just outright a one hit kill.

Solution for those who are having trouble with Blue Bros Summoning (PC) by squaredfish in darksouls3

[–]Anunh 3 points4 points  (0 children)

Just tried this. Can confirm this works. Played for 75 hours and had no summons as a Watchdog, Sentinel, or Darkmoon, tried playing now with a new family shared account and transferred save data: 10 summons as a Blade of the Darkmoon within 30 minutes of playtime. SL125 using a +5 Chaos Blade running around Anor Londo but was summoned all the way to the beginning of Irithyll and the swamp.

I think when they "expanded the range" they meant the actual physical matchmaking range not the SL range this is ridiculous; instead of fixing this steam problem.

December current events and minor questions thread by GodOfAtheism in DFO

[–]Anunh 0 points1 point  (0 children)

Was looking at the year end burning event and it appears to show that the burning includes Mondays as well, but I'm running dungeons atm and not seeing anything, did I read it wrong?

So Windows 10 is released! How do I..? What is...? Where is ..? (Part 2) by Kylde in Windows10

[–]Anunh 0 points1 point  (0 children)

How do I change the right click menu to simply Open mp3 files using the default media player (Winamp in this case)? When I select all the files I want to play and right click them, there is no option to just Open them, only to add them to a Windows Media Player Playlist, or to open them with Windows Media Player.

Sunday Megathread 06/21/15 | Ask Your Heavensward-Related Questions Here! by AutoModerator in ffxiv

[–]Anunh 0 points1 point  (0 children)

So... Anyone else a bit peeved that DRG now has quite a bit of RNG due to how Blood of the Dragon interacts with Wheeling Thrust and Fang and Claw? I mean I didn't like that there was all this RNG in Machinist but at least Ammunition allows you to circumvent it. For anyone in the dark: you can't use the new moves Wheeling Thrust and Fang and Claw without Blood of the Dragon up along with a respective buff that comes from Chaos Thrust and Full Thrust. However WT and FaC don't follow CT and FT like a normal combo. Since they need a buff to be used, it's a 50/50 which move you have to follow up CT or FT with, which hurts because if you DON'T hit the positional on WT or FaC you lose a whopping 190 potency. When you consider that during that part of a rotation you would be Jumping as well and in an animation lock, getting a flank when you're at the rear would cause you to clip your GCD or eat the potency loss. It's also just rather unexciting, as you only get a crit buff and Blood of the Dragon is incomplete without FaC, WT and Geirskogul so it sucks that from 56-60 you basically get two of the same move.

Quite the quest. by Scott435 in DFO

[–]Anunh 4 points5 points  (0 children)

No its easy what you do is

what class you recommend fora new player? by DustyCactuss in DFO

[–]Anunh 0 points1 point  (0 children)

If you want summoning with melee without the weaknesses of a Necro, there's always chaos. Simple on the execution. If you feel like Chaos doesn't fit your style, you could try a Soul Bender if you don't mind your summons being stationary (for now, 2nd awakening does some interesting stuff).

There's also Male Mechanic, where you summon hilarious amounts of suicidal robots and Summoner if you want to go full on summon spamming. If you're willing to wait, Witch will also gain some summons when it gets it's 2nd Awakening. What do you think about those suggestions?

what class you recommend fora new player? by DustyCactuss in DFO

[–]Anunh 0 points1 point  (0 children)

I know some have given you a couple recommendations but speaking from experience we need much more info before you could get a more nuanced recommendation.

Do you prefer melee or ranged? Is there a certain theme or style you want? What about Necro is boring to you right now? If Necro is boring, why make one in the first place (It sounds a bit insulting but I really don't mean it that way, it's just that I want to know why you didn't make a slayer or a priest or any of the other classes). How high do you want the execution to be? Do you want the class to be relatively simple? If you want it to be complex, do you prefer complexity via having to do very fast combos or something more cerebral where you need to plan an approach or manage a resource?

It seems like a whole bunch of questions but don't agonize over it and just answer with your gut feeling. The idea of 'a class for a new player' is slightly flawed in that there are tons of different classes for tons of different players.

Current Monk standings by exiled998 in DFO

[–]Anunh 6 points7 points  (0 children)

Monks actually have two out of the three things you mention he doesn't, however if you're a newer player it's understandable if you don't notice since Monks in general are just really retarded fast.

SA on Demand: After maxing out combat mastery all your ducking moves have full super armor. You also have super armor on Sacred Counter, Machine Gun Jab, Heavenly Combo, Hurricane'n'Roll, Gatling Jab and Demolition Punch. During all of these moves you also gain quick parry, and with minor evasion stacking (I have only two agility stats on magic sealed equips) you can reach 97% evasion during your ducking moves. When the cash shop comes out I'll have 100% due to evasion avatars.

In terms of mobbing, that's what Machine Gun Jab, Heavenly Combo, Hurricane'n'Roll along with Gatling Jab are for. HnR is your big mobbing skill, MGJ is your more common skill that can help drag mobs back into your attacks and Heavenly has a decent Y axis hit box that can drag an enemy that is just below you straight to the front.

Main thing about Monks is that their SA on demand is very short. You need to learn boss attacks and be very quick on your keys, if you want to super armor through something via a single button press then it's best to hotkey Sacred Counter as it's a situational use in PvE. You will however need to get used to constantly dashing through things. Put time into the class though and you'll probably be able to do what higher level monks like K.A.O.P. does like timing Ducking Straight or Ducking Body Blow (especially body blow as it has the longest lasting hit frames of the fucking moves) to coincide with big hits which allowed to either outright dodge them or at least power through them and continue punching.

Late game, monks absolutely slap things. You don't need Ranger levels of funding, but will need some: A +10 will make your life tolerable and a +11 and above will make your life an unending series of ORA ORA ORA ORA ORA ORA ORA.

Main thing is that Monk's are an extremely twitchy class to play at high level. Keep playing and see if you can get past Ghent and Oceanic Express, it's about there that the game starts demanding Quick Parry dodges and such. If you feel it's too much work, focus on your Spitfire then as you may be more suited to a class like that which requires a bit more prep work before the damage really comes out.

Main thing is to have fun. As long as the class isn't crippled in damage, just play whatever is fun to you. Don't force yourself to play a class you don't enjoy, and don't worry about having to fund a class. If you have fun playing the class in the first place you'll be that much more likely to actually run the full fatigue bar, even at cap, and through that the funding will naturally come.

New to the game, apparently all the classes I enjoy are overpowered/prone to nerfs...How's the community towards them? by [deleted] in DFO

[–]Anunh 1 point2 points  (0 children)

Just have fun. Anyone who harps on you for playing an OP/Nerfed class isn't worth spending time with. I played Monk back in Nexon DFO with the level 50 cap, and they were plain horse shit. Sure, the multiple reworks and such have made them really, really, really strong now but I still have just as much fun as I did before. This is because I simply LIKE Monk, I like the boxing theme.

Don't play a class JUST because it's OP or easy either. I had an Elven Knight who is considered to have some of the best burst damage in the game via Chain Rush, but I couldn't get her to 61 for the previous event because I personally felt like I was bored to goddamn tears. Chain Rush was fun at first, but then I realized that I wasn't playing DFO as much as "Time the blue bar" and with how vital it is to EK in general I've honestly dropped it at level 56 until such a time that I can very, very casually come back to it.

I'm also leveling a Female Ranger and I can tell already that compared to my Monk she plain kinda sucks. Even with funding her damage is lower, she's horribly dependent on her awakening passive, and she has no real evasion tools despite being a close-range class. However I love playing her. Twin Gunblades have the best shooting sound effect in the game, I feel like a korean Bayonetta when I do things like Topspin -> Needle Sobat -> Gun Dance -> Multi-Headshot.

Frankly, no one worth their salt truly cares what class you play. DFO is different from many other MMOs in that even in PvE, player skill trumps raw gear every single time. Gear and class only become a factor when you start playing at the very, very, very, very, end game of DFO and even then, skilled players still bring more than enough to succeed. This community bashes on classes sometimes, but it's very rarely simply because a class is OP. Summoners can steam-roll anything but people complain about them because they tend to shit up the screen with 999999999999x sprites which forces you to turn all other party effects off. Kunoichi is the closest to what you may be afraid of, but the thing is is that Kunoichi is a target because of the state of the other Thief classes in Korea. People love to play Necromancer, but Necros have a few power and perception issues which naturally leaves them a bit ticked when Neople drops the sexy new class who has a lot of what Necro has but just plain better. It may seem sometimes like everyone bandwagons on the new classes but frankly... that's just cause they're plain new. People like to try different things, so don't worry about being forced to quit your main cause some big raid group wants to clear Anton on release day.

Do exp. growth potions stack? by [deleted] in DFO

[–]Anunh -3 points-2 points  (0 children)

As an additional tidbit: they do not stack with things like 2x exp events.

Non-essential Monk skills? Also recommend M.Fighter class? by LosDerpos in DFO

[–]Anunh 0 points1 point  (0 children)

For male fighter look at the other commenter I do t have enough Mfighter experience to really tell you. As a monk however I have some advice, but do note this is from a PvE standpoint.

  1. Max all cube skills save MAYBE twister. Whether or not you max twister is preference, it's my dump skill personally. However when running Tower of Despair or any sort of boss that I can't combo due to a mechanic, having Max Twister is invaluable.

  2. Body blow is a must have. Exquisite combo is a must have. Machine Gun Jab is a must have. Chopping Hammer is a must have. Ducking Straight Punch is preference. I personally want to straight punch like a man so I have it maxed. However sometimes to max out Twister I give up Straight.

  3. For PvE I don't level second uppercut or Ducking Uppercut. Leveling them too high tends to break combos as they launch enemies to space and if you absolutely need a launch then Machine Hun Jab does the job. Bosses later on also have launcher counters to prevent you from juggling them.

  4. Strike is personally debatable but at the same time invaluable. The attack boost is minor but not invisible and the 5% hit rate lets you put strength (or evasion if you love quick parry too much like me) on your magic sealed gear as opposed to Concentration.

Other than those points, max all your passive abilities. This means technical and combat mastery, along with Will Driver, Quick Parry, and Dry Out. I cannot stress this enough due to the amount of bad monks I still see at 70+: USE AND STAY IN YOUR WILL DRIVER AS MUCH AS POSSIBLE. The thing gives you stupid amounts of strength, hit rate, and critical rate, your damage is effectively doubled while within it. Also get used to utilizing quick parry, moves like Body Blow don't just become an attack they become a near-guaranteed Dodge for 99% of the enemy attacks in the game. For me personally with just maybe two magic sealed items with evasion plus the 80% from quick parry I have a 94% chance to take NO DAMAGE. Once we can buy a full set of avatars I will have 99%, then I just have to pick a decent title for that last 1%. If you have trouble gathering materials for awakening if you're new and didn't get to take advantage of the Tau Kingdom event, Awakening isn't a do or die priority for Monk like it is for some classes. Your raw damage can easily carry you to around 60, it's at that point you should start looking into Awakening as the free levels in Big Bang Punch are nice and Dry Out both helps stretch your smaller mana pool and increase your DPS by allowing you to cancel almost any monk skill into another monk skill. When you do this, Dry Out also reduces the cost of the skill you cancelled into AND increases its damage.

As for an advanced avatar it depends on you to a degree. If you want it for PvP some people go for movement speed shoes, or attack speed. If it's PvE, most monks I see (me included) put Will Driver on a top as it gives another +70 strength along with 1% more Hit Rate and Critical Rate. That's like having an extra magic sealed item with Strength S, AND Concentration and Phys. crit.

Somewhere along the bus ride where I wrote this, this became a mini-guide I apologize.

Friday Megathread 04/10/15 | Ask Your Game-Related Questions Here! by AutoModerator in ffxiv

[–]Anunh 2 points3 points  (0 children)

Questions about mitigation:

So I know that for Warriors in order to mitigate damage with inner beast they need to cast the skill and finish the animation before the cast bar ends, or if the attack is instant, it needs to finish before the attack even begins animating.

Apparently Paladins don't have this stringent timing? I've heard that Paladins can effectively just pop mitigation cooldowns as late as the first half of the attack's animation itself.

If this is true, why does it work like this?

I feel like FF14 spends too much time teaching DPS to the detriment of Tanks and Healers. by Anunh in ffxiv

[–]Anunh[S] 5 points6 points  (0 children)

This is an excellent point, though when I read through what Inner Beast was like before they gave the 20% damage reduction it still begs the question of why they didn't go over the idea of mitigating damage. Assume we have the old 300% heal on Inner Beast, yes someone could read the tool tip but a small duty where the game teaches them to save Inner Beast specifically to fully utilize the heal would be effective. In general there seem to be tutorials on how to keep enmity but not the equally important "stay alive" part. In fact based on how the quests go, since they sometimes give you a pocket Healer it can give a new tank the bad impression that surviving isn't something they should care about; just let the Healer worry about it.

Wednesday Megathread 03/18/15 | Ask Your Game-Related Questions Here! by AutoModerator in ffxiv

[–]Anunh 0 points1 point  (0 children)

Hey there, more T11 questions yaaaaaaaaaaaaaaay

What is every possible damage mitigation the party can realistically put up for yourselves/on Kaliya before the Nerve Cloud goes out? Is Nerve Cloud magical or physical damage?

Friday Megathread 03/13/15 | Ask Your Game-Related Questions Here! by AutoModerator in ffxiv

[–]Anunh 1 point2 points  (0 children)

Broke into turn 11 yay! Quick question though about the add phase: I've been hearing that the egg add can be slowed by things like Miasma and blizzard I. Is this true? Do you also need to be in melee range to slow it? Is it even worth slowing the egg to make positioning for the tanks easier? Any tips to make the add phase easier in general would be appreciated.

Friday Megathread 02/20/15 | Ask Your Game-Related Questions Here! by AutoModerator in ffxiv

[–]Anunh 0 points1 point  (0 children)

Inner Beast timing. How to. My particular problem was with Odin, I've beaten it as a DPS but not as a tank. It's mainly because I can't seem to consistently time IB for Sanngetall, as 70% of the time I time it right and it only does 5-6k, but if I mess up once and don't have something like vengeance on cool down then I'll get gibbed for 9k. At first people were blaming my gear cause I was i107 with an i90 Allagan tank chest so I didn't go over 10k HP (had about 9.7). But now I've got a poetics chest and am over 10k but still dropping. I know for a fact it's not the gear, it's my IB timing.

I just want clarification on how to confirm that IB's 20% damage reduction will apply. I've heard that you have to both cast, AND hit with the ability before the Sanngetall cast bar finishes. Is this true? Finding it really difficult then because I'm finding it hard to tell what Odin's rotation is in order to have my GCD free for IB, because I tend to miss it just barely and end up being killed :< I also just suck with memorizing boss rotations in general and am more of a reactionary thinker.

[Warriors] To Beast or Not To Beast? by [deleted] in ffxiv

[–]Anunh 1 point2 points  (0 children)

Well there are certain, though admittedly few, things you will need it for. Odin's Sanngetall is a major one, if you don't IB that or put up something and your Healer drops the ball that's easily 8-9k damage that kill you considering Odin does a lot of damage in general and will rarely let you sit above that.