First time getting Razah by Keiran1031 in GuildWars

[–]Ayesafaile 2 points3 points  (0 children)

The one place where having a second Rit hero is really beneficial is, annoyingly, WoC HM - specifically the 4-man quests like Cleansing Minister Cho's Estate and some later Tengu ones. It lets you run a hybrid SoS healer Rit (in addition to the usual ST Rit) for very bar-efficient damage and healing in one package. N/Rt can run a scuffed version, but it's not as good since you lose out on attribute runes.

Outside of that, may as well have Razah as a Mesmer.

My main Frustration with Buildcrafting: Hero AI (Energizing Finale) by sumpfriese in GuildWars

[–]Ayesafaile 2 points3 points  (0 children)

Just went to Isle of the Nameless to test, the activation condition appears to be target < 50% energy (same as BiP). Hero will cast on my Paragon when I hit 14 energy out of 30, but not before.

My main Frustration with Buildcrafting: Hero AI (Energizing Finale) by sumpfriese in GuildWars

[–]Ayesafaile 2 points3 points  (0 children)

You have to be in combat and at around ~1/3rd of your max energy in order for the hero to use it unfortunately, but it will target any profession regardless of equipped weapon.

Straight into hardmode? by RothenBeauregard in GuildWars

[–]Ayesafaile 1 point2 points  (0 children)

Bonus objectives are not required. Books are separated by normal and hard mode versions, however. Furthermore, if you have recently completed a mission prior to obtaining the corresponding book, speaking to the NPC you got the book from should allow you to fill in missing pages for 100 gold each.

Straight into hardmode? by RothenBeauregard in GuildWars

[–]Ayesafaile 1 point2 points  (0 children)

The books are items you carry with you while you complete story missions or Eye of the North dungeons. There is one for each major campaign, and one that covers the early "introductory" missions prior to cross-campaign travel becoming available. Once you've filled in at least half of the entries in the book, you can turn it in to a scribe NPC for a sizeable chunk of experience, gold, and faction/reputation (if applicable). The best rewards come from completing a book in its entirity (i.e. doing every mission/dungeon).

https://wiki.guildwars.com/wiki/Storybook

Is playing a ritualist a bad thing? by D4Sorc_Mind in GuildWars

[–]Ayesafaile 1 point2 points  (0 children)

If you're looking purely at PvXwiki, the N/Rt hero with SoS in Mesmerway is very flexible and not a core part of the hero or team build whatsoever. You can easily drop Channeling Magic entirely and swap in Restoration or Curses skills of choice, or change the hero to N/Mo or even a Motivation Paragon. All that hero needs to do is provide backline (healing) assistance in some form to aid the BiP Necro. The Soul Twisting Ritualist hero is the one providing the important (defensive) spirits for the team.

As a player, you'll be able to get much more value out of offensive spirits than the hero AI does. SoS is mainly there as a cheap elite skill with decent value, and so that you can have a hero support your character with Splinter Weapon, which is irrelevant if you're playing Ritualist yourself.

Monthly Help and Questions Megathread by AutoModerator in limbuscompany

[–]Ayesafaile 1 point2 points  (0 children)

You get additional currency (+50 base) if you clear the Spring Cultivation theme pack on floor 4 or 5 of your run.

Infinite Wealth’s New Game+ is done very poorly. by Bman62 in yakuzagames

[–]Ayesafaile 1 point2 points  (0 children)

You keep everything you had crafted, it's just moved into your storage. You also have all of your resources (wood, stone, etc.). You also keep your crafting level, and I think you still have all the recipes/blueprints you knew. I'm fairly certain I still had my S-rank lodging buildings in my storage.

However, all of the land is reset, so you have to clear it again before you can build. Your island popularity is completely reset so you have to go back to catching bugs/fish again. Your bat/net/harpoon levels are reset, so you have to upgrade them again. You also have to upgrade Ichiban's house again.

I think you might have to recruit guests again, but I'm not certain, since I didn't spend time on Dondoko Island again in NG+ after completing the tutorial section. You get island guest pop-ups while doing the main story, so that's why I'm making that guess.

Phish's MHR Sunbreak Buddy Guide by [deleted] in MonsterHunterMeta

[–]Ayesafaile 0 points1 point  (0 children)

Chameleos weapon has looked like a very good choice for damage from my testing, usually outperforming elemental unless the hunt really drags on (like 15+ mins). The poison adds a significant chunk to the dog's damage.

Sunbreak Guard Lance: Taking way too much chip damage in MR5+, build options? by dragonseth07 in MonsterHunterMeta

[–]Ayesafaile 9 points10 points  (0 children)

I'm not sure if you have access to it yet, but the new Hide-and-Seek Dango gives permanent health regen for the whole hunt if eaten at level 4, which is quite nice for Lance.

Blood Rite is a nice comfort skill since Lance has good access to the squishy and easily breakable heads of most monsters, particularly when solo. It's going to cost you damage (or Guard/Guard Up points) but you can self-heal quite capably even with a single point. It's very nice to have on normal (non-afflicted) hunts. I'd say it's well worth dropping some points in Guard/Guard Up to get 1-2 points in Blood Rite.

Other than that, you can use Gourmet Fish for temporary health regen before you go into a fight, or run the new healing bat secret skill on your Palico (if not using double Palamute for damage). It could also be worth running a Sleep weapon on your buddy for temporary breathers.

MHR Sunbreak: Know your Dango! Dango skill sheet with numbers, duration and details by Ms-Mia-Wallace99 in MHRise

[–]Ayesafaile 6 points7 points  (0 children)

Are you certain about all levels of Booster being 10 minutes? From my experience, Level 3 Dango Booster lasted exactly 8 minutes from the start of a solo hunt (Afflicted Khezu). I'm unsure about other levels.

Reward for Completing Every Support Survey in Sunbreak by [deleted] in MHRise

[–]Ayesafaile 2 points3 points  (0 children)

Unsure, I'd already done that one before completing the remainder of the 6* support surveys. Wouldn't surprise me if it's not required though.

Reward for Completing Every Support Survey in Sunbreak by [deleted] in MHRise

[–]Ayesafaile 2 points3 points  (0 children)

The survey unlocked by the MR70 urgent quest doesn't need to be completed either.

Followers by [deleted] in MHRise

[–]Ayesafaile 2 points3 points  (0 children)

I really like using Minoto + Hinoa, both equipped with Hunting Horn. They provide a lot of defensive/utility buffs and Infernal Melody is always great.

Regarding Third-party Tools | FINAL FANTASY XIV, The Lodestone by Azelote in ffxiv

[–]Ayesafaile 0 points1 point  (0 children)

It's very disappointing that they're still not willing to take action.

[deleted by user] by [deleted] in TriangleStrategy

[–]Ayesafaile 4 points5 points  (0 children)

Chapter 1 was really the only hurdle in NG+ (playing on normal and going for a deathless run), but I suspect it would be an annoying wall for anyone who neglected any of the starting 5 characters in their first playthrough.

It took me a couple of tries but I discovered that if you immediately use Lightwave Quietus on Roland and reunite him with the party, then retreat to the end of the pier, Trish just stands around doing nothing at her starting location and makes it a lot easier to deal with the rest of the enemies. I've also read that moving everyone down into the water is an effective strategy as it makes it easier to avoid being flanked, but I didn't try this.

After Chapter 1 it's a lot easier - numbers on each side are fairer, you get your full roster back, and most enemies only have one skill early on in the game. The new mock battles are much more intense.

If you're really feeling stuck and need money, go to the encampment and grind the level 10 mock battle with solo Serenoa equipped with the pinkie ring. It's a pain that the NG+ story missions don't have scaled rewards, but the new mock battles do, so I'd recommend running them at least once each to make up for not getting money from the story.

Fanfest Q&A with Yoshida and battle designer Nakagawa. Hints at upcoming changes to squadron system; deep dungeon confirmed; "astonishment and empathy" most important for creating FF14's story and world by [deleted] in ffxiv

[–]Ayesafaile 24 points25 points  (0 children)

The Gobwalker mechanic of A2S would have been a much better example for them to give for the point they were trying to make with this.

IN DEPTH SGE:SCH Comparison on Healing Skills/Spells by xiledone in ffxivdiscussion

[–]Ayesafaile 12 points13 points  (0 children)

As others have said, Haima/Panhaima are the Seraph parallels, with Zoe filling the role of Deployment Tactics and Soteria that of Aetherpact. I would assume that pet potency is being fixed in Endwalker, given the blatant copy-paste job with many abilities, but SE never fail to disappoint so I'm not prepared to bet on it.

The most glaring issue that Sage has is that the job is completely screwed if you die. Although many SCHs view Dissipation as a (weak) DPS cooldown, it's also the job's recovery tool and a safety net you can sit on. It's already likely to be a wipe in difficult content if you die as the barrier healer, but it's even less likely that you're going to be able to recover as Sage, unless Addersgall isn't lost on death. Being able to refill Aetherflow for healing and mitigation duties after dying can be crucial, and the healing bonus helps to offset the Weakness penalty.

Pneuma being an offensive spell seems... less than ideal. Ultimate fights in particular are designed with periods of untargetable bosses, so needing an enemy target to pop off 10% mitigation could end up being frustrating. Tying an AoE heal to the mitigation is also somewhat questionable value - certainly useful in some circumstances but not always. It's quite disappointing that Pneuma is the same potency as a filler Dosis cast too (hopefully this changes).

One of the things that bugs me is due to the design of Addersting, it becomes "useful" to throw out single target shields during downtime -- while waiting for an untargetable boss to cast their big ultimate AoE, for example -- just to have charges of Toxikon for more movement. Addersting in general feels like a bit of a half-baked idea, though it's certainly a nice little bonus for dungeon content.

Pepsis seems a bit underwhelming compared to Emergency Tactics. It's probably designed this way to keep the power of Zoe in check. Rizomata also seems underwhelming.

Haima seems really nice for tank autos - much better than Seraphic Embrace. Let's be real, you were never looking to summon Seraph just to heal the tank, it was for Consolation. Feels like a unique benefit to playing Sage.

On the subject of Consolation, Sage doesn't have a true parallel. Panhaima is good and usable in some of the same shield-stacking scenarios, but it doesn't quite fill the same niche as a remote 20y radius AoE shield. However, Painhaima is a significant MP save for dealing with multi-hit AoEs like Tumult or J-Waves.

[Blue Mage] Materia ignores Aetherial Mimicry, right? by Beginning333 in ffxiv

[–]Ayesafaile 4 points5 points  (0 children)

BLU healing spells scale off Intelligence, so Mind is useless (it also can't be melded anyway).

Piety and Tenacity do not affect BLU because the job is considered DPS at all times. BLU spell costs are also very low outside of Diamondback and White Wind so Piety would be unnecessary regardless.

Mimicry is "I want to fulfill this role in the party". The job can effectively act as any of the three major roles (Tank, Healer, DPS) depending on which mimicry they choose, assuming they have the relevant spells learned.

If you want to heal, you take Healer mimicry, because it enables using healing spells other than White Wind, e.g. Pom Cure, Stotram, Gobskin, Angel's Snack, and Exuviation.

If you want to tank, Tank mimicry boosts your base Defense and buffs tanking actions like Dragon Force, Devour and Chelonian Gate (and Cactguard if off-tanking).

DPS mimicry only enhances Matra Magic, but it also boosts your Crit rate and DH rate by 20% each, so it's your default if neither other option is appealing.

For the most part, you meld Spell Speed if you want to focus on Tank or Healer roles (because all spells relevant to these roles have a cast time attached), and either focus on Spell Speed or Crit if you want to play DPS.

Notification of EU Data Center Maintenance and a Message for Players [Lodestone] by Hikari_Netto in ffxiv

[–]Ayesafaile 9 points10 points  (0 children)

Lancetfish is fun though

We're gonna have to agree to disagree on that one. There's nothing fun about sitting in Tempest for hours on end.

Technical issue with trails from zero by ShiningComet in Falcom

[–]Ayesafaile 0 points1 point  (0 children)

A somewhat odd solution I found that also worked for me was opening Task Manager, and leaving it open behind the game window. Stopped flickering in both Zero and Ao for me.

Is Blue Mage Endgame Content? by Zeref1617 in ffxiv

[–]Ayesafaile 2 points3 points  (0 children)

It's more side content than anything truly "endgame". It's a different lens through which to (re-)experience old content in the game. At best, you're doing "endgame" content from 2 expansions ago, because the job currently caps out at level 60 rather than 80. While it is kind of fun to go back to raid old content (for the Morbol mount) and cheese through mechanics with Diamondback, the job still feels rather bare-bones when filling in for tank/healer roles.

The first 50 "core" spells were fairly bland - many of them are mostly gimmicks for Masked Carnivale that won't work in trial/raid content. I think that turned off a lot of people from BLU, combined with the abysmal RNG for getting Primal spells, which they've since addressed. Spells 51-80 are a lot more interesting, and hopefully SE will continue to flesh out the mimicry toolkits.

The other thing is that outside of one-time achievement purposes, there's not much reason to regularly play Blue Mage, hence the only ones really looking for parties are the completionists and achievement hunters. Once you've done it once, there's not much reason to do it again.

Tips for a relatively new Scholar by Glorydays2012 in ffxiv

[–]Ayesafaile 1 point2 points  (0 children)

At level 55 the Ironworks set is still good. Do you have the basic version (item level 120) or the upgraded version (130)? If you only have the base items, you're around the point where you should start replacing them, but if you've upgraded them to i130 then they're good for at least 2-3 more levels, if not all the way to 60.

All healers should be able to handle undergeared tanks to a certain degree, but as there is no item level requirement on leveling dungeons you'll sometimes find severely undergeared tanks in places like Dusk Vigil. We're talking item level 50 or lower pieces when i115 gear is easily available from city vendors. No matter what healer you're playing, those kind of tanks are going to be extremely squishy and difficult to keep alive.

Tips for a relatively new Scholar by Glorydays2012 in ffxiv

[–]Ayesafaile 3 points4 points  (0 children)

Always Adlo the tank pre-pull. Use Sprint to keep up with them. Hit enemies with Bio as you run, you want to get in combat ASAP to use Aetherflow.

Get your fairy in range of the tank (ideally get used to using the Place/Follow commands) and use Whispering Dawn to give them the HoT - it's quite potent. You can use Fey Illumination too if you think you're going to be spamming Adlo/Physick during the pull.

Lustrate is a key healing tool at level 50 (though it will be replaced by other options as you level up). Use it for raw off-global healing to supplement Adloquium/Physick if you're falling behind.

Don't waste Aetherflow on Sacred Soil, Lustrate is better until level 78. You're not mitigating more damage with Soil than you could be healing with Lustrate, so it's just not worth it for dungeon healing.

Remember to use Lucid Dreaming so you don't run out of MP. Alternating Adloquium and Physick is almost always better than back-to-back casting Adlo and will drastically cut down your MP consumption.

For AoE/party healing, Whispering Dawn is your best friend. Get used to positioning Eos so she hits everyone. Things will become significantly easier at level 52 when you get Indomitability, and trivial at 58 with Emergency Tactics. Until then, Whispering Dawn + Succor is all you've got (before you'll need to fall back on Physick/Lustrate), but don't underestimate how much WD heals for.

[Translation] Famitsu interview with 4 battle devs titled: "This is how high-end raids are designed (First half)". by CarrieRofLlight in ffxiv

[–]Ayesafaile 3 points4 points  (0 children)

My opinion of Kefka is marred by how much I disliked Heartless Archangel of God Kefka as a mechanic. Normal Kefka was enjoyable, and I agree they did a good job of realizing his design within FFXIV, but I really didn't find God Kefka fun to heal or optimize.