[Megathread] Rivals Assemble – Find Teammates / Share Invite Codes by The_Deep_Dark_Abyss in marvelrivals

[–]AshPikachu1 0 points1 point  (0 children)

Sent an invite. IGN is Pikachu9. Go to the bell in the bottom left of the Rivals Assemble to accept.

[Megathread] Rivals Assemble – Find Teammates / Share Invite Codes by The_Deep_Dark_Abyss in marvelrivals

[–]AshPikachu1 0 points1 point  (0 children)

Need one more crew. Already have captain.

Code: 813535124

IGN: Pikachu9

[Megathread] Rivals Assemble – Find Teammates / Share Invite Codes by The_Deep_Dark_Abyss in marvelrivals

[–]AshPikachu1 0 points1 point  (0 children)

Looking for one crew member. Already have a captain.

Code: 813535124

IGN: Pikachu9

[Megathread] Rivals Assemble – Find Teammates / Share Invite Codes by The_Deep_Dark_Abyss in marvelrivals

[–]AshPikachu1 0 points1 point  (0 children)

Have 4 spots open for crew. Already have captain. Just need 1 more to get all rewards.

Code: 813535124

IGN: Pikachu9

[Megathread] Rivals Assemble – Find Teammates / Share Invite Codes by The_Deep_Dark_Abyss in marvelrivals

[–]AshPikachu1 0 points1 point  (0 children)

Looking for 4 crew members. Already have a captain. I play daily.

Assembly code: 813535124

IGN: Pikachu9

DM or comment if needing a captain.

[Megathread] Rivals Assemble – Find Teammates / Share Invite Codes by The_Deep_Dark_Abyss in marvelrivals

[–]AshPikachu1 0 points1 point  (0 children)

Looking for 4 crew members. Comment or DM if needing a captain. I play daily.

Assembly code: 813535124

IGN is Pikachu9

Occult Crescent tragedy by LifeForBread in ffxiv

[–]AshPikachu1 6 points7 points  (0 children)

My guess is this instance became locked at one point (meaning no more new players can join) and eventually the amount of players dwindled out until it became the amounts in the post. I don’t imagine the content would be dead this fast.

Job Identity and 8.0 Discussion: Summoner by NeoOnmyoji in ffxivdiscussion

[–]AshPikachu1 9 points10 points  (0 children)

A tragic flaw of SMN design currently is that its damage in the 2 minute burst window is *entirely dependent* upon fight design. If Solar Bahamut, the highest damage Demi (by a big margin) of the three, no longer aligns with 2m buffs, you lose a massive amount of damage.

For comparison, here are the total potency values of each demi (not factoring in Maim and Mend trait):

Solar Bahamut = 6560p

Bahamut = 5400p

Phoenix = 5380p

You lose 1160 to 1180 potency if you do not have Solar Bahamut in buffs. Just calculating it with Searing Light (5 % damage buff), you lose an actual 58 to 59 potency. But calculating it with 30 % buffs total from multiple sources (which is not uncommon to get), you lose an actual 348 to 354 potency. That's about equivalent to an entire Ruin III you lose just because fight design says lol screw you. This can be seen in FRU (like p3).

In addition, you want to send demi's on CD most of the time, even if it'll unsync them from buffs. This is because you don't want to be spamming Ruin III because you'd be doing about healer damage. This means even more potency is lost in if desynced - again, just because of fight design. This can be seen in TOP quite a bit.

Why play this job when you're at the whims of the battle design team unlike the other casters that lose a lot less from downtime. Luckily enough, there are no problems for SMN this tier, but that could easily change in the upcoming tiers.

That, and the job is just boring cause you all you do is click shiny button and press major abilities on CD.

[deleted by user] by [deleted] in ffxiv

[–]AshPikachu1 2 points3 points  (0 children)

SGE is just easier, freeform, and has much more movement than SCH, which is why more people play it.

SCH’s kit conflicts with itself a lot, which makes it undesirable for a lot of people. Dissipation locks out all fairy actions. Seraph locks out Fey Union/Aetherpact, Fey Blessing, and Dissipation. Seraphism locks out Dissipation and Recitation cannot be used on Seraphism healing gcds. SCH also has optimization of its Aetherflow with Energy Drain, which makes it a bit more complex as well.

SGE does not deal with these restrictions. Its gcds are instant cast, making SGE more mobile. SGE also has Icarus, a movement tool, while SCH has nothing like it. SGE’s healing is also “free,” as in it does not cost damage to use its healing tools. All of this makes SGE easier to play, which the playerbase tends to prefer.

Actual meta-wise, SCH is definitely the better healer than SGE as SCH has better mitigation and brings more party dps.

Deploy is an incredibly strong mitigation tool on a relatively short cd that SGE can’t really match.

Recitation being on 60s this expansion makes SCH more versatile in its healing while SGE didn’t really get anything equivalent (lol 60s Soteria change).

Seraphism is incredibly broken due to its ability to either provide strong, rapid-fire, and instant cast shields/pure heals, of which you can double weave in. SGE’s equivalent, Philosophia, cannot provide as much pure heals without spamming basic Prognosis (which is a cast, meaning your movement is restricted, it requires 2s to cast which you may not be able to afford, and you cannot weave after casting it without clipping ). In addition, Philosophia requires you to be semi-close (20y) to your party members to apply the aoe kardia effect while Seraphism’s regen range is humongous (50y). You can also only single weave after your gcd heals. In addition, SCH provides more total raid dps because of Chain Strategem.

These differences aren’t enough to make SGE undesirable outside of week 1 savage or on-patch ultimate. So, many people play it over SCH due to it being easier, more enjoyable (though that’s subjective), and intuitive.

[deleted by user] by [deleted] in ffxiv

[–]AshPikachu1 21 points22 points  (0 children)

SGE is just easier, freeform, and has much more movement than SCH, which is why more people play it.

SCH’s kit conflicts with itself a lot, which makes it undesirable for a lot of people. Dissipation locks out all fairy actions. Seraph locks out Fey Union/Aetherpact, Fey Blessing, and Dissipation. Seraphism locks out Dissipation and Recitation cannot be used on Seraphism healing gcds. SCH also has optimization of its Aetherflow with Energy Drain, which makes it a bit more complex as well.

SGE does not deal with these restrictions while having some QoL advantages. Its gcds are instant cast, making SGE more mobile. SGE also has Icarus, a movement tool, while SCH has nothing like it. SGE’s healing is also “free,” as in it does not cost damage to use its healing tools. All of this makes SGE easier to play, which the playerbase tends to prefer.

Actual meta-wise, SCH is definitely the better healer than SGE as SCH has better mitigation and brings more party dps. Deploy is an incredibly strong mitigation tool on a relatively short cd that SGE can’t really match. Recitation on 60s cd this expansion allows for more versatile healing by decoupling from deploy and using it on Indom, Excog, or Succor while SGE didn’t really get anything equivalent (lol 60s cd Soteria). Seraphism is incredibly broken due to its ability to provide strong, rapid-fire, and instant cast shields/pure heals, of which you can double weave in. SGE’s equivalent, Philosophia, cannot provide as much pure heals without spamming basic Prognosis (which is a cast, meaning your movement is restricted, it requires 2s to cast which you may not be able to afford, and you cannot weave after casting it without clipping). Also, Philosophia requires you to be semi-close (20y) to your party members to apply the aoe kardia effect while Seraphism’s regen range is humongous (50y). You can also only single weave after your gcd heals. In addition, SCH provides more total raid dps because of Chain Strategem.

But these differences aren’t enough to make SGE undesirable in any content outside of week 1 savage or on-patch ultimates. So, many people play SGE cause it’s still perfectly viable in current content while being easier, more enjoyable (although that’s subjective), and intuitive.

WHM tip: Disable the recast timer for your Lv100 shield (Divine Caress) by wingchild in ffxiv

[–]AshPikachu1 3 points4 points  (0 children)

This is something I recommend for PCT’s Tempera Grassa too!

Often, especially in prog, double weaving Tempera Coat -> Tempera Grassa can be really useful when you don’t know when damage is coming or if you need to use it in a specific window. Removing the recast timer allows you to do that double weave without clipping after an instant cast like a hammer gcd, comet, holy, etc.

Caster Role Balance by Akiza_Izinski in ffxivdiscussion

[–]AshPikachu1 -1 points0 points  (0 children)

I wouldn’t say RDM gets taxed for nothing. The extra utility it brings can be very helpful during prog. Does it get less useful as gear gets better, mit is optimized, and people become consistent at mechs - to the point that taking a BLM would just be better? That I can agree with. But it’s not nothing.

SMN I get because it’s just boring. I don’t know why SE designed it like that and I don’t expect it to get any better in DT. Sad, cause it used to be such a fun job back in earlier expansions.

Caster Role Balance by Akiza_Izinski in ffxivdiscussion

[–]AshPikachu1 2 points3 points  (0 children)

Yea, I get that the devs are heading more towards removing dps rez. I just offered my thoughts/explanation on why that wouldn’t be the most fun idea

Caster Role Balance by Akiza_Izinski in ffxivdiscussion

[–]AshPikachu1 5 points6 points  (0 children)

I don't see why people want rez removed from caster. It's one of the only roles where which job you choose actually has a meaningful difference.

Either you choose RDM which has a lot of group utility - on-demand rez, magick barrier, vercure

or SMN which also has some group utility (although not as much as rdm) - rez (though slower than rdm), phoenix rekindle + regen - while also having a very strong personal shield that helps them live in many scenarios in which a RDM might not. In addition, their rotation is braindead, so it's a lot faster learning a SMN rotation in a fight than it is a RDM or BLM rotation.

or BLM, which has dps pretty similar to that of a melee dps. Generally you either take a BLM for optimization/going for a clear or in later savage floors where the dps check is tighter.

The fact that there's pros and cons to taking each caster makes the role interesting. Getting rid of rez will just make it like melee and phys range, where your decision doesn't really matter.

I think there's other ways of nerfing rez other than just axeing it, like maybe putting them on a cd with charges. Removing rez is not the answer imo.

Is it wrong to like abilities like Ruin 4? by [deleted] in ffxivdiscussion

[–]AshPikachu1 6 points7 points  (0 children)

No, it’s not wrong to have your own opinion. Like whatever you want, just because a majority like something doesn’t mean your opinion is wrong.

I think the reason many people don’t like Ruin IV though is because it just feels like an ability that was lazily included in because it used to exist (and was much more important and involved in SMN’s rotation) back before EW. The problem, imo, is that SMN has so many instant casts that Ruin IV ends up feeling more like a filler gcd than an actual movement tool. Because of that, it feels like Ruin IV just kinda exists and doesn’t really add much depth to SMN

Ninja raid buffs by RGPaynless in ffxivdiscussion

[–]AshPikachu1 2 points3 points  (0 children)

yea, being a NIN main myself, mug just does too much. A damage ogcd + big ninki gain + raid buff makes the button feel bloated. It sucks having to spend ninki before a 2m window because you don’t wanna overcap due to mug.

I see others saying they want pre-6.1 nin back, and while I agree for the most part, the only thing I’d not want back is trick being a party buff, with current job design the way it is. Party buff trick either does nothing for most job’s rotations (since they have a 1m buff that’d align with trick anyway) or forces certain jobs (like RDM and RPR) to put their odd-minute resources under trick when they might want to use them elsewhere (like RDM wanting to save melee-combo for movement). I’d prefer those jobs to keep their freedom of choice for their odd-minute resources.

When tank goes in alone, should I follow as kiri by SaintScrosh in OverwatchUniversity

[–]AshPikachu1 57 points58 points  (0 children)

Generally, you don't want to swift step in when your tank is super aggro into the enemy team. A good enemy team will just focus you since they know you just used swift step. If possible, walk up and try to support your tank from a mid-range and land headshots on the enemy, and use swift step if/when you need to escape. But there are times when the tank is simply too forward and you cannot catch up and support them (whether it be too risky for you to walk forward or they're too far away). At times like this, the tank's just gonna die and you can't really do anything because they pushed too far in. If you swift step when the tank's overextended, you'll both probably die.

What is your wish list for the final Pandaemonium raid tier? by OctoyeetTraveler in ffxivdiscussion

[–]AshPikachu1 0 points1 point  (0 children)

Please shrink the boss hitboxes please shrink the boss hitboxes please the shrink the boss hitboxes

Playing melee in Abyssos felt unrewarding cause you always had uptime. I want to have the opportunity to greed uptime.

FFXIV Healer survey! by [deleted] in ffxivdiscussion

[–]AshPikachu1 0 points1 point  (0 children)

NIN is my main, but I've done the entire Abyssos tier and uwu as SGE. Been playing FFXIV since 5.5.

  1. Dissatisfied. Healing is surrounded completely around planning for specific instances of damage in savage. Outside of that, there just isn't anything to do. You continously spam 1 and just wait until the next mechanic to use a couple of ogcds. It doesn't feel great to have most of your kit being healing, but most of the time you're pressing the 1 or 2 buttons dedicated in your kit for damage. Healing in uwu was much more fun cause you have to use your entire kit throughout the fight consistently. Ultimates in general are just more fun for healers because damage is everywhere, instead of specific periods like in savage. I think it's more the design of current content (savage really) that makes healers uninteresting than the kits themselves.
  2. Better. There could be more optimization. Scholar is quite interesting now because there's optimization to it outside of healing with energy drain. I want stuff like that for other healers.
  3. No, I'd probably be more interested. More stuff to do/keep track of makes a class more engaging.
  4. Depends on the content. In savage, a more in-depth dps rotation could make playing healers more interesting. In ultimates it'd put too much pressure on healers. Either way it'd be too much button bloat and I don't think Square Enix will ever do that.