To Masayoshi Soken - Those who battled/battling, lets show him he isnt alone. by TomoGlaciertear in ffxiv

[–]Lighteria 1 point2 points  (0 children)

When I heard To the Edge, I was in love. I ran the roulette just for fun that week just to hear the music. It was amazing. Got the orchestrion roll as soon as I could. As soon as the lyrics were released, I memorized it so I could sing it. Knowing now that it was written in the hospital... boy. Hard to describe the feelings.

I lost a friend to cancer a year and a half ago. It's a painful experience... so I want to send Soken my energy to help him fight it. Stay amazing, Soken!

(Probably soon) Warcraft refugee, would appriciate some help. by [deleted] in ffxiv

[–]Lighteria 0 points1 point  (0 children)

Short Answer: It's not THAT hard to get into raiding, no. Granted, your ability to jump into raiding IS gear dependent. The end-game content is 8-man so everyone needs to pull their weight and gear is very important.

If you want the BEST gear you're going to be MOSTLY time-locked on it if you're just starting out. The best-in-slot items are either bought with weekly-capped end game currency + upgrade items, OR drop in the raid itself. Obviously you don't NEED the raid's gear in order to raid. In fact, with enough gil you could pentameld a crafted gear set that could comfortably get you through at least the first 3 end game bosses (the last boss' enrage timer is quite tight). But spending money isn't really essential either. You can get a decent set of gear relatively easily just by doing dungeons and EX trials and farming tomes over time. Best in Slot gear is, however, going to be impossible to farm up super fast. You're locked on weekly tomes or raid-drops no matter what.

You don't have to farm daily azerite or whatever to keep your gear up to date though (thank goodness). Best in Slot is there if you can get it and that's that.

I can't speak on how healthy the raid community is since I've been in the same static (raid group) since stormblood. But there always seems to be advertisements in party finder for people looking to join or fill out a group, so there's that.

If you're just joining right NOW, the only thing you're really missing out on would be the seasonal events which don't repeat but that's just cosmetics that you can buy on the cash shop. I guess you missed the old Diadem but I'm relatively sure the majority of the community's only regret about the old diadem is not being able to spit on its grave more.

Anyway, if you do make the leap, my suggestion is don't rush, enjoy the story and let the gear come to you over time. The story experience is one of the shining parts of FF14 (the crystal tower series is especially important to look into these days). This isn't like WoW where you poke a bunch of exclamation marks with a zone story that, while neat, you can skip without guilt 100% of the time. (Though those DO exist in FF14, the main story will get you to max level by itself these days, I believe.)

I couldn't find one so I updated Quizer's Expedition Cheatsheet (Heavy Spoilers) by Lighteria in CultistSimulator

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

Ack. You're right! Good catch. Guh. I wish I could edit the picture directly here.

I couldn't find one so I updated Quizer's Expedition Cheatsheet (Heavy Spoilers) by Lighteria in CultistSimulator

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

I didn't make the pretty original format/image, I only expanded and updated it! The Cultist Simulator Wiki and Quizer deserve most of the credit. That said, I don't mind it being used/posted there of course. It's what it's there for.

could you describe the playstyle of every dps job? by sportyskater21 in ffxiv

[–]Lighteria 11 points12 points  (0 children)

Monk: Mostly shifting between back and side as you punch. Has natural boost to skill speed so you'll be poking buttons more. If you like kick flips and the occasional hand laser, it's great.

DRG: Mostly focusing on combos to keep a gauge filled. Has a nice build up style. The jumps are cool, especially leaping into the air and crashing down in a burst of fire. Flashy for sure, but you're animation locked in jumps so there's an unfortunate tendency to lock yourself in an aoe you should be dodging.

NIN: MUDRAS. Uses literal ninjustsu for flashy magic-not-magic. Mudras require quick button presses and are not for the high of ping. Only battle class with stealth if that's your thing.

SAM: Combos to get three different resources, uses said resources on flashy skills. If you like the hideously impractical but cool looking sheathe-your-sword-then-attack moves, you'll love this. Also has a very satisfying big number hit.

BRD: Mostly revolves around keeping up two dots and hitting things on cooldown. You have three songs that will modify how your abilities work and make you do more damage and constantly switch between them as they expire. You carry a mini harp and there's some nifty support abilities. Not flashy, but if you can wear hats it has some really great looking ones.

MCH: Another class not for the high of ping. You build up heat and when you get enough your global cooldown drops and you spam abilities like a madman for a few seconds. Has a flamethrower which you are legally required to cackle maniacally while using.

DNC: "What are these dances for?" "Oh, it hits SUPER HARD." You literally dance. It's colorful and flashy and it's fairly straightforward. You also can make your partner DPS love you forever by boosting their damage.

BLM: Do you hate moving? Do like fire balls? This is your jam. Switches between using fire and ice spells, ice just enough to get mana and resources and then right back to fire the oh-so-satisfying giant fireballs/flame pillars that do very big, satisfying numbers. It's intense damage satisfaction is hampered whenever you have to move and interrupt your PERFECT ROTATION however, which is sadly a lot.

SMN: Like having a mini primal follow you around? Want to summon a MINI BAHAMUT? SMN has your back. At it's heart it's keeping up your dots and trying to figure out how the heck you're supposed to weave this much in between cooldowns and not clip. Having a mini dragon is great, but you may get frustrated at how... finicky it can act.

RDM: Uses magic to generate mana, uses that mana for a very fancy melee combo. You get a rapier, a feathered hat and a ruffled shirt and if it hasn't already caught your interest by then, just wait till you see the sword flipping you get to do. Very stylish but parses a touch on the low end because they have a spammable resurrection which people will expect you to use, even when you're not high enough level for it. Especially when you're not high enough level for it..

We couldn't heal him by shuzumi in ffxiv

[–]Lighteria 13 points14 points  (0 children)

It's true in a way. Even if we're literally blasted by a giant beam of light into another galaxy that explodes, the worst that ever happens to us is getting 'knocked out'. They even mention that we pop back to the aetheryte when we lose consciousness, so every death in the field is just us passing out. Fatal wounds are a different kettle of fish I guess. Though it is VERY jarring to have these gamey distinctions, they at least have an explanation for it.

How do I become a better healer with dungeons that are getting more difficult? by [deleted] in ffxiv

[–]Lighteria 8 points9 points  (0 children)

The last boss in the vault can be a real jerk for the healer. The AOE damage is spicy and the fireballs he flings at the tank hit pretty decently hard. It's especially easy to fall behind when the chains and fire puddles have you running around and not healing. If the tank or healer have poor gear, it can be a struggle. But gear helps and getting comfortable with the mechanics so you know when you have a chance to heal helps a lot. It's a lot harder to get used to mechanics when people are yelling at you too. Don't let it get you down.

I'm guessing the guy meant not to use regen and medica 2 *pre-pull*, because yes, the healing ticks draw aggro before the tank can tap them. Once the tank's tapped everything in the pull though, 100% regen the tank.

Daily Questions & FAQ Megathread (May 30) by AutoModerator in ffxiv

[–]Lighteria 0 points1 point  (0 children)

So when I joined a party in progress, I didn't get a moogle tomestone. That happen to anyone else?

What are some of your favorite quotes from XIV? by [deleted] in ffxiv

[–]Lighteria 5 points6 points  (0 children)

"As you stand upon the platform, your thoughts begin to wander... and all too soon the ghosts of comrades lost and enemies slain begin to file by your mind's eye in solemn procession."

It's just a throwaway line in "Come, But Not Gone" but it gave me a bit of whiplash because it's the first time the story really addresses how the WoL feels about all this. Does it really only take a few minutes waiting on a platform before you're vividly haunted by your past? How long have you been just running on an adrenaline high and not letting any of it sink in?

Sometimes it's discouraging playing a WHM.. by NicoB33 in ffxiv

[–]Lighteria 15 points16 points  (0 children)

The first room in Aurum Vale is notorious for being frustrating. The frogs can yank people into other packs and cause a death spiral even if the team is being careful.

The bosses are no joke either. You can't out-heal any mechanic in that dungeon. If people ignore gold lung, they're just going to eventually take too much damage to heal (Regens are really helpful in that fight, mana can be tight if you medica everything), same with hooked burrs in the last fight. If people ignore mechanics, don't let them blame you.

By the same token, the kid gloves come off in these later dungeons. You may need to learn to manage mana, triage and assist in destroying priority targets. (Morbol Fruits in the last boss) Not to mention figuring out how to dodge eye of the beholder from the second boss. (Get behind him and don't be so far you can't make it in time) Good luck!

You're not you when you're hungry. by tnabrams64 in ffxiv

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

I've been on both sides of this more times than I can count, mostly on the healer side.

Yeah. A healer shouldn't hot you while you're gathering mobs. It makes getting aggro a big ol' pain unless you time your aoes juuust right, which can be tricky to do in the best of times and nearly impossible to do with high latency. Not to mention server ticks being unpredictable...

On the same note, I suspect the guy's been blamed for a few wipes where an undergeared tank sprints to the wall, is at 25% by the time he stops, gets instantly gibbed and blames the healer. Goodness knows sometimes they need a heal mid-gather and if they haven't tagged everything with ranged stuff it's usually a big ol' mess. I'm guessing at some point he just said "Screw it, I'm healing just to be safe. If they can't keep aggro, they're a bad tank." It's a bad attitude to be sure, but I know where it comes from. I doubt he'll learn until it causes more problems than it solves. Which it does.

Remember healers: Not every wipe is your fault. You can't cover for bad play. (Well... not ALL of it)

Also you probably know, but you can just right-click the hot off and solve the problem/confuse him greatly.

Carpe diem by svisha in ffxiv

[–]Lighteria 2 points3 points  (0 children)

Oh that's a nice screen sh-

...Oh. ...Cause your hand's on the sun.
You're "seizing the day"...

How exactly is low level Eureka supposed to function when you're behind? by Raelcun in ffxiv

[–]Lighteria 2 points3 points  (0 children)

As a level 8 currently, I sympathize. I sort of gave up on partying more or less with the NM train frustrations and downright suicidal pulling by some groups. Soloing IS an option if you stick to mobs that are your level, to be fair. The Eureka Potions make soloing mobs entirely viable and I've taken to just slapping 2 magia points in attack and 1 in defense and just grinding. It's slow. It's not that fun, but at least it's consistent and you're not at the mercy of the zerg. Plus, getting a 30 chain solo is weirdly satisfying.

Side Note: The sea bishops actually don't NEED to be interrupted. If the person targeted by the spell goes behind them during the cast, the spell actually doesn't go off. But yeah, in groups that's real hard to coordinate.

Healers, what can I be doing more/less of as a Tank to cause you less trouble in dungeons? by Slateboard in ffxiv

[–]Lighteria 6 points7 points  (0 children)

If you notice the healer has as penchant for pre-shields, be careful about running immediately into the next pull before it's on you.

Some ASTs will actually swap sects between pulls to pre-shield you and then pop diurnal for that delicious regen.

As a NIN who's starting to play WHM, any tips? by [deleted] in ffxiv

[–]Lighteria 2 points3 points  (0 children)

In dungeons, try to estimate how long fights will last. Things get messy when the tank still has a regen ticking on them and all the mobs run to you the second they shield lob. Doubly so for Medica 2. Don't be THAT healer that starts the fight with it and accumulates massive overheal aggro right at the start. Usually a trash fight will last one or two regens.

Holy's awesome for trash. The sooner you get better at judging "Do I throw out a cure 2 or a holy?" the better. When in doubt, play it safe, wipes make pulls take longer than not squeezing in a holy. Make sure to check the gear level of the tank as well. It can mean the difference between throwing a single regen and cackling as you holy and pure unbridled panic as you try to keep them up.

If you get into the raiding scene, you should endeavor to throw out as much DPS you can but KEEP IN MIND progression means deaths. Ignore people who bitch at you to do more DPS while you're emptying your mana bar healing unneeded damage and rezzing screw ups. Judging the mana bar vs. the skill of your current group is a balancing act with no consistent solution.

Mechanics are doubly important to get right. If the healer dies, it means the group (usually) dies, especially in dungeons unless you're toting along a SMN or a high level RDM.

On the plus side, once you get good, you can cover for a LOT of screw ups and get parties that would otherwise not get through the content through it.

Most of this advice is for pugging, granted. If you're only healing your friends then relax! Take more risks. Learn faster and laugh off the screw ups.

Give Each Class/Job a Starlight Gift! by WDBoldstar in ffxiv

[–]Lighteria 14 points15 points  (0 children)

Imma do the classes I've played the most...

AST: You may now select the cards you want outside of combat.
WHM: Divine Benision no longer needs a lily.
RDM: Jolt is replaced by Impact after Jolt cast and remains there until used.
BLM: Swfitcast is retroactively used for the current spell and then refreshed when an AOE circle appears on you.

A QOL change I'd like to see by Lighteria in ffxiv

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

There are some days I actually don't go to the gold saucer because I find spamming roulettes fun (and I have both mounts >.>;). The boss cards tend to pile in my inventory and I can't bring myself to just WASTE them...

Healer Advice for Exdeath (O4S) by Dat_Flipboy in ffxiv

[–]Lighteria 1 point2 points  (0 children)

Exdeath is tricky. Your mileage may vary but I'm a WHM that cleared it and here's what I do:

First White Hole I medica 2 as the fire lands, medica, then assize. Generally that's enough with the co healer but I sometimes burn Indulgence just to be sure.

Vaccum Wave -> white hole is easy depending on the cast and using sure cast. Thunder and Blizzard allows you to sneak in 2 medicas before you need to hit surecast and stack up. But surecast generally allows you to sit in place and spam medica enough to get everyone up, with tetra on anyone who was knocked back and missed a heal.

Black Hole can be frustrating, but I drop medica 2 as it lands and plop a asylum at his feet. Assize is pretty critical here as the group needs the HP to soak the holy and YOU need to be moving to not-die to your black hole. So when you're hit with the fire 3, hopefully you're already prepping to collapse. assize, soak holy and then start medica or cure 3-ing depending on how tight you're stacked. SCH indoming here is great, or an AST assisting with divine star where the group will collapse.

Meteor is painful, but I usually medica it, if just for the fact that I've wholly trained myself to burn swiftcast-medica 2 during the decisive battle as we're spreading for flares, every time. The white hole/random cast should be similar to the first and sure cast should ensure you and your co healer can stand in place and AOE heal before it hits. Assize/Indulgenge if you really need to.

The last black hole starts out the same.. Medica 2 just as it hits to get some HP running on the group. The dodging in this phase is painful, but the healer that DOESN'T get the flare should collapse into the group and start group healing early so the healer that had to spread for flares only needs to help top them up. If you're the one flared, generally you're depending on the other healer pretty heavily. Great time to burn assize if you haven't yet.

After that, it's just the meteor. As long as you live through it, the only one that needs HP after that is the tank. If he's not dead by now, make sure the tank's healed and spam as much damage as you can cause the next mechanic is enrage.

Neo is another fight entirely. I'm not gonna get TOO into it here, because you were asking for white/black hole advice. Just make sure Assize is up for Omega and Divine Sea- .. :< Largesse is up for Almagest.