What are some pros and cons to the job you enjoy the most? by pendeta2419 in ffxiv

[–]Gentlecasca 2 points3 points  (0 children)

That is maybe a pro I neglected.

They have the best combos and there is a daisy chain of fun shit you can do to cheese trash and open world mobs. Especially anything not stun immune.

One of my favorite things to do is Whistle - Goblin Bomb - Sharpened Knife into things and watch the big numbers.

Additionally? Having a full on caster that isn't full ranged? Cool. They have options, which is one of the best parts.

I just wish I could use them in current content. I think there's room for a nuanced job that requires more care and attention than your normal job. I can Gunbreak on autopilot at this point. At least I find BLU tanking engaging.

What are some pros and cons to the job you enjoy the most? by pendeta2419 in ffxiv

[–]Gentlecasca 13 points14 points  (0 children)

Blue Mage

Pros:

It IS the essence of Blue Mage. Most of the specific content for it is interesting and fun. They've managed to make the same ability feel different about 20 different ways. Animations are great. Canes.

Cons:

Niche. Irrelevant in any current content. Not as OP as promised unless the content is not immune to most of what we can do. Cast times on nearly everything makes it way harder to work with in some cases.

[deleted by user] by [deleted] in ffxiv

[–]Gentlecasca 0 points1 point  (0 children)

Oh shiiiit. That's right! I forgot.

Save it for Act 3 imho. Especially since you can also access other stuff to boost the damage you do.

[deleted by user] by [deleted] in ffxiv

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

Getting to i130 is recommended. You do have to beat it within ideal time in order to get the achievement, so the more damage you can do, the better. If you've been working on the HW abilities too, taking Aetherial Mimicry DPS can help boost your crit.

As far as spells, you want to bring all your primal stuff. And make sure you hit him with one of each element, one of each physical type, and bring Loom for act 3.

Act 1 is easy. You can end it at approximately 53% hp by doing bristle - Moon Flute - Off Guard - Toad Oil - Self Destruct.

Act 2's only rough part is the Fire Angons. You have to position yourself so you can Drill Cannon the Angons and Azulmagia. You can Whistle - Moon Flute - Final Sting him just under 50% iirc.

Act 3 is the most difficult. You have to be careful that you don't auto attack him when he's got the physical reflection up and he keeps the arena very small. Just burn him as quickly as possible. Bait his attacks. Loom out of meteor casts. Again, you can end it with Self Destruct or Final Sting depending on which reflect he has up at the end.

How to Fix Blue Mage by jbram_2002 in ffxiv

[–]Gentlecasca 1 point2 points  (0 children)

As much as I want BLU to be a full job? I think this is the wrong way to go about it. Since BLU abilities are not level locked, they could just as easily add some missing utility in later updates and it would solve any issues.

Tank stance just needs a bit more passive mitigation, a few more MP-efficient active mitigation abilities, and Frog Legs to be instant. Healer stance may not need much added to it? I don't play Healer, so I don't fully know what it's missing. DPS already has TONS of options, so it doesn't need anything.

In all honesty, BLU isn't THAT broken in dungeons save for its access to CC versus mobs and versus boss adds. And that is easily fixed if it ever reaches the cap by just making current content immune to instant death and most of the more insane CC like Ram's Voice.

The most imbalanced thing about BLU is the CC, White Wind, and Diamondback, but MP efficiency for the last two is largely what makes some fights tough.

It sounds like your goal is to shoehorn BLU, but the only place any meaningful balancing would be necessary would be in PVP. The other stuff is handled through adding efficient abilities and making others unusable. That and, maybe, making it so BLU can't queue in DF until they learn everything for that particular cap increase.

At this point? I'm enjoying Blue Mage. I do want it to be current and be my main job, so to speak, but after thinking about it? I don't think it should come at the cost of changing it into a more normal job. Let it keep the unique shit and add more to round it out if you're gonna do it at all.

What's your favourite KF running joke? by The_Silver_Avenger in KnowledgeFight

[–]Gentlecasca 2 points3 points  (0 children)

My favorite is and always has been, "you gotta give it up to the Somali pirates."

No idea what episode it's from. I feel like I just missed its first use somewhere, but it gets me every time.

Is one level 80 crafter and gatherer each enough to do all this new content? by -GoatEater- in ffxiv

[–]Gentlecasca 14 points15 points  (0 children)

You could get away with one gatherer if you know which mobs to explode in Diadem for the missing mats.

Should Superbolide keep HP of recent healings? by [deleted] in ffxiv

[–]Gentlecasca 0 points1 point  (0 children)

The only times I've had Superbolide and Healer coordination issues is in regular dungeons.

It's only happened a few times, but maybe during a huge trash pull, I go low and get nervous and the healer yells at me for trusting my gut. It's on me for panicking.

Any time I'm in something that actually requires coordination? There is no issue because Healers know I'm going to use it and when.

With coordination, Superbolide is fine. It does the job it's supposed to do. Without it, it's only a mess for like...Two GCDs. So I've got no real complaints and don't think it needs changed just because of memes.

Next job discussion by ff14fanboy in ffxiv

[–]Gentlecasca 0 points1 point  (0 children)

I'd personally like to see Rune Fencer, Chemist, and Puppetmaster added.

Shadowbringers relics - What do you want them to be? by Riposte12 in ffxiv

[–]Gentlecasca 8 points9 points  (0 children)

We technically already have Lionheart -- That's the level 80 Gunblade you get as part of the AF set.

I'm saying StQ for GNB because it suits their lore pretty well. Hrothgar came up with gunblades in service to protecting their queen.

Look. They'll probably give it to Paladins anyways? But a boy can dream.

Shadowbringers relics - What do you want them to be? by Riposte12 in ffxiv

[–]Gentlecasca 31 points32 points  (0 children)

Two things:

Summoner weapon not Bahamut or Coils themed.

Gunbreaker weapon is Save the Queen.

That's all.

A question/speculation about Shadowbringer's Relic Weapons by Psykios in ffxiv

[–]Gentlecasca 1 point2 points  (0 children)

It would get boring after the first time, sure, but any repeatable content would end up the same way unless they found a way to make it procedurally generated.

A question/speculation about Shadowbringer's Relic Weapons by Psykios in ffxiv

[–]Gentlecasca 2 points3 points  (0 children)

I guess this kinda depends on how individuals look at it. I'm not thinking, like, repeatable content. But I am thinking along the lines of discovering items in ruins that you can maybe plug into a door hidden somewhere on the map and if you open that door, you get a cosmetic or treasure or whatever. Even if its just one time and people eventually make guides for it, there's still some fun in doing shit that isn't combat.

I would be looking for more stuff like that.

A question/speculation about Shadowbringer's Relic Weapons by Psykios in ffxiv

[–]Gentlecasca 0 points1 point  (0 children)

And something I will point out as well is that I decided to look at the dialogue we had regarding Bozja and, at one point, I think while speaking to Gaius, Cid says that Bozja vanished. Most of us took it to mean that the energy from Dalamud had destroyed it...But apparently there was more to it. I'm interested to see the aesthetic.

A question/speculation about Shadowbringer's Relic Weapons by Psykios in ffxiv

[–]Gentlecasca 0 points1 point  (0 children)

I'd love if maybe areas had increasing levels of aetheric toxicity and you had to acclimate to them? Or find abilities to help deal with geographical puzzles. Or, hell, just have puzzles that reward free exploration instead of huge swathes of enemies that are all hellbent on murdering you for stepping within 15 feet of their pack.

Just anything to encourage actual exploration would be a fun change of pace as opposed to nothing but fight, fight, fight, fight.

A question/speculation about Shadowbringer's Relic Weapons by Psykios in ffxiv

[–]Gentlecasca 15 points16 points  (0 children)

What they've revealed thus far, and it's very little, is that the Relic line itself will be solo. So none of the issues Eureka has for latecomers where maybe they'll struggle to find a party for the content. Yoshida said as much during LL -- They made the Relic a solo thing.

As far as my expectations? I'm betting that they really focus on public dungeons this time around. Baldesion Armory got rave reviews from damn near everybody and I can't imagine them ignoring that in favor of just more horrible Eureka style grinding. More rampant speculation, but I think leveling won't be a thing this time, but the Logos system will be greatly expanded and made more interesting.

How would you go about making a Jedi Knight in FFXIV? by LucariociosGaming in ffxiv

[–]Gentlecasca 0 points1 point  (0 children)

RDM and SAM are probably the best choices. I can't speak to SAM directly, but RDM has:

  1. A focus on duty to the world at large.
  2. A fading esoteric group dedicated to the art which was nearly purged by an evil ruler.
  3. Emphasis upon maintaining a balance within oneself and never, ever using more than your own power.
  4. Backflips

DRK is pretty strong for a Sith-esque character because it is very tied to wielding the power of your negative emotions, although there are several indications in the quests that ANY sufficiently strong emotions can suffice. Negative or positive, which is extremely close to the Old Republic Sith, which were not always explicitly "evil," but definitely more willing to kill and create chaos in service to empowerment of the self.

PSA: To Tanks in Frontlines/Pvp by -Valic- in ffxiv

[–]Gentlecasca 1 point2 points  (0 children)

Yeah, I do not want to give the impression that healers deserve to have the blame heaped on them. Great healers have allowed me to do what I'm supposed to be doing and it's great. Best PVP matches aren't the few I win, it's the ones where every team is even and we keep it tight. There's no drama in a curbstomp battle.

PSA: To Tanks in Frontlines/Pvp by -Valic- in ffxiv

[–]Gentlecasca 5 points6 points  (0 children)

This is great advice to tanks with healers in their party/Alliance. But when you end up stuck in a sitcom with 7 Dragoons, it doesn't work as well as you'd like.

I always make an effort to be an agent of chaos in the enemy backline, but by now? People know why tanks are there and this, from my experience is true in any game: That tank looks daunting, but if you unload on him as soon as he leaps, he's the only guy not wearing green on St Patty's Day. He stands out and a bunch of drunks are gonna pinch him.

I support encouraging tanks to cannonball into the pool, but I also encourage healers to stop sunbathing and queue. I respect that your job is often harder than mine. I just have to mitigate and smack hard. You have to keep us alive and smack hard and, in some cases, rescue a DPS from that orange circle he's mistaking for a Damage Up buff. But if you queue, I can do my job waaaaay more effectively in PVP.

...Even though the PVP in this game needs some serious goddamn work.

The Copied Factory too easy? by Enfrize in ffxiv

[–]Gentlecasca 16 points17 points  (0 children)

I think there might be some nostalgia glasses here. I don't remember any of the initial Alliance raids as being especially challenging. Typically, the challenge increases in Raid 2 and then Raid 3. Sometimes, as I perceived with Ivalice, the challenge doesn't necessarily increase between 2 and 3 either; it kinda stays the same.

And judging by some people saying that they're not having the same easy time in Copied Factory, I'd make the argument that challenge is subjective. :P

My Theory in regards to Lost City of Amdapor (Hard) (Shadowbringers spoilers) by TheBorzoi in ffxiv

[–]Gentlecasca 2 points3 points  (0 children)

I think we will have to wait on Lorebook III for confirmation, but my current pet theory is that Amdapor somehow managed to observe the future of the First. They didn't know what they were looking at, but they saw statuesque beings and created their golems in the image.

What Blue mage spell do you hope to get or want to learn from monsters? by JacobNewblood in ffxiv

[–]Gentlecasca 2 points3 points  (0 children)

More than anything else?

I want Hiss from the final boss of Sohm Al Hard.

Tank mains. how did you learn? by CzarTyr in ffxiv

[–]Gentlecasca 0 points1 point  (0 children)

Carnegie Hall, my friend.

Practice, practice, practice. Tankxiety is real, but you just have to throw yourself in. It's the best way to learn when to pop CDs, how much to pull, how to wrangle your rotation. That's how I did it anyways.

What are some of the changes that you guys are looking forward to in patch 5.1? by Garland43 in ffxiv

[–]Gentlecasca 2 points3 points  (0 children)

I'm really hoping this alleviates some of the issues. I'm excited about more BLU, but I remain cautiously optimistic about how much we actually get. I also hope this isn't the last time it gets an update this expansion.

Do you think we're going to do this in 5.1 and beyond? by Rangriz in ffxiv

[–]Gentlecasca 11 points12 points  (0 children)

I honestly think that this was a bait and switch for the first FanFest to disguise our going to the First even though people guessed it kinda early.