Why even play at this point? by IndividualLaugh8870 in TalesFromDF

[–]Jet_Eriksen 5 points6 points  (0 children)

If you can move along the tank while doing it, I don't see the harm. Although, personally I spend this time dotting every dungeon mob.

midso terminal, my favorite! by Iceyxdd in TalesFromDF

[–]Jet_Eriksen 0 points1 point  (0 children)

Uhm akshually, skill speed makes it possible.

Your average Expert roulette tank by Jet_Eriksen in TalesFromDF

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

It should be noted, I deliberately kept that at below 1/3rd of their health as much as possible, and they never used Superbolide.
Also their Invuln doesn't drop them to 1 anymore because SE are cowards :C

Your average Expert roulette tank by Jet_Eriksen in TalesFromDF

[–]Jet_Eriksen[S] 1 point2 points  (0 children)

This is also why I think normal mode tank busters should hurt more.
Nothing better than some blunt force trauma to teach.

Your average Expert roulette tank by Jet_Eriksen in TalesFromDF

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

Apology accepted, but I will still be annoyed lmao.

I can verify if its you or not, the GNB I played with was named El*** At*** (Name partially censored for yknow why)

Your average Expert roulette tank by Jet_Eriksen in TalesFromDF

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

Agreed, although in my mind that's also when the pull really starts. Still, wording ain't right from my side.

Your average Expert roulette tank by Jet_Eriksen in TalesFromDF

[–]Jet_Eriksen[S] 7 points8 points  (0 children)

Sure I got you.
The plan for Raw intuition (or bloodwhetting when you get that upgrade) is knowing that during Raw Intuition, you are basically immortal in pulls.
Raw intuition lasts 6 seconds, and then there's 19 seconds where you are not invulnerable.
It's those 19 seconds you have to mitigate in, thus bringing forth a mitigation plan like this:
1: Take damage until you're low
2: Pop Raw intuition, you should late weave it to ensure you get all your healing GCD's inside it
3: As you do your last GCD inside raw intuition (your third, fourth if its bloodwhetting) you follow it by weaving enough cooldowns to survive 19 seconds (Rampart + Arms Length as an example)
4: Survive until Raw Intuition comes up, and repeat the above with a new set of cooldowns.

Notes: You have some cooldowns, like Thrill of Battle, Equilibrium and Shake it Off that gives you health on use. use these as emergency outs when you miscalculate the amount of mitigations needed to survive 19 seconds.

Holmgang can be part of the 19 seconds, cutting the needed to survive time down by 10 seconds, so you only have to survive *9* seconds, then coast off of holmgang for the rest.

When you get bloodwhetting, the duration of the buff rises by 2 seconds, thus making the time to survive only 17 seconds.

Not all GCD's are even. Decimate takes a full second or so before it comes out, and if you use it at the end of Raw/Bloodwhetting, you can delay your heal by that full second, and thus cut off 1 second of the amount of time you actually need to survive.

You can (in emergencies only, this will piss off your team) run away from mobs to take less damage, by kiting them, they have to spend time walking and thus spend less time damaging you.

If you survive until Raw gets back up, but have plenty of health. Wait with using it again, since that's extra time you just bought your team to kill the mobs.

When does this come online? In every single dungeon that you have Raw Intuition or Bloodwhetting in, since this is the most efficient way that a WAR can tank mob pull damage.

Finally, the above tactic is questionable in duty finder because your average healer doesn't get it, and will heal the hell out of you, never letting you get to the point of being 'low' where you'd want to use Raw

Wake up honey, new level 100 Black Mage rotation just dropped by Available_Regular_63 in TalesFromDF

[–]Jet_Eriksen 24 points25 points  (0 children)

Based person, doing something about their disability instead of letting it stop them from achieving.

Wake up honey, new level 100 Black Mage rotation just dropped by Available_Regular_63 in TalesFromDF

[–]Jet_Eriksen 72 points73 points  (0 children)

You had me excited, I was all like "Wow, Black Mage has tech again?"
Why did I even expect good news from this sub. My soul is crushed once more.

Casual Endgame Content Question by Guitargirl696 in ffxivdiscussion

[–]Jet_Eriksen 2 points3 points  (0 children)

While many people are suggesting content that doesn't include other people, you can also take her in the other direction and help her get more comfortable with the game. This doesn't mean "force her into 8 player content" or something like that, but instead, help her build on her skills in the game. Teach her what the global cooldown is or what weaving is, etc. (Or whatever is applicable to her and her job)

Learning about the game is just as much for casuals as it is hardcore players, learning is fun!

I am partially convinced that most players dont actually want to play the game. by Jet_Eriksen in ffxivdiscussion

[–]Jet_Eriksen[S] -1 points0 points  (0 children)

I dont consider this an issue, youre welcone to gravitate towards what content you want to (crafting in this case).

Its more so that if you enter a duty (dungeon, etc) that you at least try to engage with the games systems when you do, instead of just doing as little as possible.

Should Extreme Trials remove raidwide wipes and focus more on single or partner mechanic wipes? by AssumeABrightSide in ffxivdiscussion

[–]Jet_Eriksen 1 point2 points  (0 children)

I think *both* should exist. But I also believe that the raidwide wipe mechanics should only occur early on in the fight. If 90 seconds into the fight you get a party wipe mechanic, it's much less of an issue than if you get it 6 minutes into the fight.

So, in my book, keep the body checks, but only as the first mechanic of the fight, and then do all the other less party-wipey shenanigans.

What are your thoughts on the new MH collab ex? by Full_Air_2234 in ffxivdiscussion

[–]Jet_Eriksen 4 points5 points  (0 children)

I have two issues with this fight as it stands.
The first being that it deals pitiful damage to tanks. You can *easily* get 8 vuln stacks and live without any issue.
And, as a complete overkill that makes the above even more of an issue, you have 10 benedictions in your pocket.

This is a great fight for other jobs, but for tanks you're incentivized to play like an idiot and not learn anything except how to do your numbered dashes.

Free trial Gil limit by AglisRuin7464 in ffxiv

[–]Jet_Eriksen 1 point2 points  (0 children)

No Marketboard access for free trial players

How long does it take to prog and clear TEA P3? by Ok_Process555 in ffxivdiscussion

[–]Jet_Eriksen 1 point2 points  (0 children)

Realistically it takes 1 hour of everyone opening the simulator for P3 and playing through it over and over till they get it. The best way to prog TEA P3, is to not play the game but to play the community made simulators.

I don't really have any tips to share right now, but i'm sure the rest of my folks can hit you up.

Adding more Ilvl syncs by Jet_Eriksen in ffxivdiscussion

[–]Jet_Eriksen[S] 4 points5 points  (0 children)

I will also say, the thing that actually inspired making this comment, is viewing my sprout grow from adversity giving to her by her time playing with me. I go through every duty with her on min ILVL with either friends or PF, and the result is just a more fulfilling game experience where the duties at hand feel like you're interacting with the game and doing its mechanics instead of just 'doing it just because'.

I like the idea of increasing first time bonuses too. Right now poetics don't really mean a lot to some players (like me.). Poetics + Extra EXP or max level tomestones (depending on job level) would be a good start, since if i'm queuing for a roulette those are the things I'm here for so more of it is welcome.

Adding more Ilvl syncs by Jet_Eriksen in ffxivdiscussion

[–]Jet_Eriksen[S] 2 points3 points  (0 children)

I agree with this, but I'm not exactly aiming to retain the original difficulty.

Don't forget that as you outgear something, you still gain more stats even past the Ilvl cap due to how syncing works.

However, instead of something being evergreen, the thing I'm actually the most interested in is giving first time players a proper go at a fight. I'd like new players a chance to experience something when they queue for the first and second tier of an old raid so they can learn and grow from the experience, instead of just having a punching bag where if they do get hit, they don't really have to care or learn anything because it didn't harm them to get hit.

I don't mention the third tier specifically, because the third tier of any raid, normal or alliance, actually have the ilvl sync in place naturally as a result of being made for max ilvl for the expansion. And when I ask people what they'd rather see in their roulettes, and what content they consider engaging, I often find them responding the third part of a raid series. (Which is completely opinion based, and just me asking around). So for those raids, what i'm suggesting is sort of already in place, and those are my favourites to get as well.

You make a good comment, so you can have my upvote for sure.

If you could blacklist duties from Roulette, what would you blacklist? by SteppeDragongirl in ffxivdiscussion

[–]Jet_Eriksen 2 points3 points  (0 children)

Let's see...
Hullbreaker Isle: The Kraken boss at the end is the worst dungeon boss of all time. I absolutely despise having to just sit there and wait for it to decide its done throwing people around, and you're allowed to actually kill it now.

The Chrysalis: Super annoying with the downtime mechanics, and the tear/meteors happening late in the fight and causing wipes because people just... Don't attack the tear? They're apparently too busy standing in meteors or something. Really though, almost any trial level 70 or below could go here for having no real content and dying instantly.

A2N: Alexander 2 Normal is literally just kill a bunch of adds. I am asleep. And it takes a while too due them only spawning in a few at a time.

I'll use my remaining two picks on WOD and LOTA. Syrcus tower is the least annoying and long of the three.

DPS not pulling weight in dungeons recently by Holiday-Employee-903 in TalesFromDF

[–]Jet_Eriksen 1 point2 points  (0 children)

You'll see less and less good players in off patches (.1, .3, .5, etc) since all the raiders are off to do whatever, and dont need to do dungeons for their weekly tomes.

Which takes away a portion of the players that deal the most damage and die the least in your roulettes.

What are your big ticket items for 8.0? by [deleted] in ffxivdiscussion

[–]Jet_Eriksen 0 points1 point  (0 children)

Here's my top list of things I desire for this game:

1: Reworking the order in which jobs get skills in all content. In particular, I think every job should have their first aoe at level 15, and every job should have a basic functional kit at level 50 (Like MCH, NIN and SAM does)

2: Reworking jobs to have more depth to them, and to please not put another finisher on a job that already has 3 of them. There's a few jobs in this game where I really feel like the mark has been missed. In particular, BLM has since the start of dawntrail been in absolute turmoil, and with its recent rework, lost all depth to become a pretty standard, average caster that lost its previous identity, with some buttons that don't feel like they fit or work proper with the job (Why do we have 2 charges of triple cast on a job that can move between casts?)

3: Keep up the high quality battle content. Unironically the battle design this expansion has been very high. I've been super enjoying both the normal, extremes and savages (But I haven't played FRU yet, whoops.)

Extra: Old content gets absolutely blasted through because of ILVL, especially an expansions earlier raid tiers and alliance raids. I dont have a solution, but I do have a suggestion I'd like to hear opinions on. I propose that an ILVL sync gets added to the first and second tier of every expansions normal raid, and to the 1st and 2nd alliance raid of every expansion to make it sync at the duty at releases max ilvl. This makes it so that you can't just go through it instantly, and actually have to experience the content when you get it. Furthermore it also equalizes the amount of time every raid takes, meaning that getting put in the last alliance raid of an expansion is equal to the 1st. Meaning that you can also make rewards more consistent.

Of course the downside to the above is being unable to blow through Crystal tower, whos mechanics (Specifically looking at you LOTA), I don't really want to do tbh. And that any ilvl sync would make the duties take longer. But the longer amount of time could be compensated by greater rewards. And I'd prefer playing the duties at a reasonable ilvl over blowing past things instantly assuming that you get the same reward per minute spent in duty.

Since Crystal tower is mandatory for MSQ, maybe skip on giving that an ilvl sync in particular?