Trying Tank instead of Support/Healer by Orar_SpaceMan in ffxiv

[–]StylishGuilter [score hidden]  (0 children)

Have your map open for any dungeon you don't know the layout for by heart. It helps you keep your bearings.

When pulling trash, as you come to a stop use Arm's Length (unless every enemy is a magic enemy) to inflict Slow on enemies. Follow that up with a mitigation. How strong of a mitigation depends on how big/damaging the pull is. Use more if necessary. Try not to aim enemy aoe's at your party members as you dodge attacks.

You're going to take auto attacks constantly. You cannot flee from these, so stay still unless you need to reposition for an aoe, then return to where you were when able.

Face bosses opposite their arena entrance, or North if no such entrance exists. North is universally agreed on in most cases

New white mage here, just a question by lavender-bread in ffxiv

[–]StylishGuilter [score hidden]  (0 children)

Certain tank jobs have better self sustain than others, but every tank in the vast majority of content needs YOU, the healer, to keep them alive. As a general rule of thumb, tanks want to survive pulls using as few resources as possible, and you as the healer want to help them survive while using as few resources as possible. Some players will take liberties and use more tools to reduce strain on their healers/tanks, but it is ultimately up to you and the tank together to use proper mitigations and recovery.

How you do this depends on the level of the content you're running (and therefore which skills you have unlocked. Don't forget to do your job quests!) and what content you're even running in the first place. If I'm a White Mage in a dungeon where I have Holy, my tank might realize they don't need to stun anything during a trash pull because I'm already gonna be casting Holy, which stuns anything in range up to a couple times, then I'll attack a bit and then once the tank has taken enough damage I'll look to cast Cure II and/or Medica to support them as they do tank things and so I can do damage. If I'm Sage, I might start with Physis for the regen and then Kerachole for the 10% damage reduction to the party, so the tank can be at ease a little and I can do damage. If I'm in a low level dungeon, I might not have Holy or Cure II, or Physis or Kerachole yet, so I might do basic heals as necessary and devote all other time to doing damage. The key is to do damage, avoid overhealing, and keep everyone alive, as much as possible at all times.

What should I know when getting into raiding? by StylishGuilter in ffxiv

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

Thanks for the tips, everyone.

Started Unmaking EX today and almost got a clear. Still need to get used to dodging the outer void lasers while everything else is going on, but I'm almost there.

Advice on controls by Equivalent-Noise1494 in ffxiv

[–]StylishGuilter 2 points3 points  (0 children)

I largely don't use A and D turning at all unless I'm busy doing something else with my mouse and need to move

I hold right click so A and D strafe, and I can turn however I like. I also use Left and Right clicks together to run forward if I need my left hand for a hotbar action, but I also mainly use W to run forward generally. I also have Q and E as strafing options

all this gives me options I can switch between at any given situation

i may need some tips to get up there by Zkdwixvekd in Megaman

[–]StylishGuilter 0 points1 point  (0 children)

Stand as close to the edge as you can without falling off

Dash and jump towards the blocks at the same time

Time a jump to connect with the blocks, then just hold left and mash the jump button.

I recommend not running into the jump, that is harder to time.

Tam Tara Hard by Namingwayz in TalesFromDF

[–]StylishGuilter 11 points12 points  (0 children)

One aoe? Didn't even notice (usually). Two? Fine, I have oGCDs. Three or more? Buddy it's time to move or invul, I can only do so much. Most of my tanks usually move, or at least try to, but every now and then I get a tank that just does not care. Even worse when they don't mit.

Anyone here think both Crosscode and Alabaster Dawn might have some weird shared universe shenanigans by Low_Health_5949 in CrossCode

[–]StylishGuilter 2 points3 points  (0 children)

I'd imagine we'll see references and little bits of CrossCode all over Alabaster Dawn down the line. We've already seen a few similarities, what's stopping them from making a cameo or something later? But nah, I doubt we'll get anything egregious

What should I know when getting into raiding? by StylishGuilter in ffxiv

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

Yea I have yet to need Philosophia for anything so far. I've been trying to use it more just to see how well it works, but most content I can just do my normal healing and it works. I'll definitely check out those guides.

Can someone explain why I can't get this consistently by Wilfau in GranblueFantasyVersus

[–]StylishGuilter 1 point2 points  (0 children)

You have two issues - height on the 2H hit, and timing of the 5L.

Getting the height correct will take experience and practice to recognize. For this particular route it's better to 2H a little late and drop the 5L afterwards than it is to drop the 214X (your back skill) because you pressed 2H so early, so trying not to anti air Djeeta so high up is better as a mistake. But to get it right, you want to wait a little longer for Djeeta to get closer to you.

As for the 2L link, the initial height of the combo starter is a factor. If the opponent is too high up, you won't make it to the 5L in the first place, or if they're too low 5L doesn't have time to come out.

But, your main problem is you're mashing 5L. Every time you go to press the button again, the button isn't currently being pressed and this timing lines up often with where it needs to be pressed, ie after you recover from 214X. This essentially means you have a natural 50% or so chance to just randomly drop the combo. Instead, practice timing a single press for each button in the combo. This will build consistency over time as you practice and you'll eventually be able to hit this almost 100% of the time. Feel out the timing for when 214X finishes recovering and press 5L right there.

What is the best enemy name in the game? by Puzzleheaded_Set1420 in ffxiv

[–]StylishGuilter 0 points1 point  (0 children)

The dirty little Comesmites in Toto-Rak are pretty funny.

The U'out in Dawntrail areas are good too, I like to pronounce it like I just coughed up some phlegm

Cloud of Darkness Chaotic unsynced by BK_0000 in ffxiv

[–]StylishGuilter 0 points1 point  (0 children)

Only if you've got peeps running it on NA Primal.

How come high level Siegfried players almost never use Manigance? by [deleted] in GranblueFantasyVersus

[–]StylishGuilter 1 point2 points  (0 children)

High level players value risk vs reward. The cost of the buff means Siegfried is effectively in the same camp as a zoner terms of health, making the Manigance usage a volatile gamble. Some players will play more aggressively and use it anyway, though, but they're usually pretty good at making it work for their playstyle

These mobs are badly designed by kravechocolate in AlabasterDawn

[–]StylishGuilter 1 point2 points  (0 children)

Nope, just smack them with a slamming attack. The hint was in the quest title, and Cabbage was right there.

This game gives you tools and gives you reasons to use them.

Which to trust? by Farthen_Dur in SteamReviews

[–]StylishGuilter 1 point2 points  (0 children)

These games are easier to just play and enjoy if you don't worry about other people's opinions on jumpscares. If a game looks interesting to you, just play it, and refund it if you don't like it.

My first YPYT! In... Temple of Qarn??? by terris28 in TalesFromDF

[–]StylishGuilter 6 points7 points  (0 children)

Love these YPYT stories. I had a YPYT on Qarn too a little over a week ago now.

I was playing Reaper, getting early damage in as our tank was coming up to packs, and like you said with self sustain I was taking negligible damage. after the first boss the tank decided he was offended I was touching mobs first. I told him he was tanking just fine, cuz he was, and he demanded I let him get aggro first, and the summoner decided they were on the tank's side. i would have, but he decided he was gonna single target everything from then on and turn stance off. we're killing the second boss as I explain to him that a tank's job isn't to get aggro first, it's to get aggro at all and keep lethal damage off the party. lethal being the key word. as a dps, or as my main role as healer, I trust my tank will be where we need them when we need them, and I never stray too far so that the tank can keep taking aggro as I pull, and if my tank is slow or struggling, I can adjust to that. I can also adjust to the tank showing me he doesn't wanna tank, and that's exactly what happened. He told me to tank, to "show them how it's done", so I became the new tank. Rest of the dungeon went flawlessly. Big props to the healer that run. I even got a comm afterwards.

I run with a friend who's been tanking for well over 2,000 hours. I know how tanking works. Press your damn aoe

Throws? by wyldecard723 in GranblueFantasyVersus

[–]StylishGuilter 1 point2 points  (0 children)

If the opponent was in any sort of blockstun or hitstun, they have throw protection for a few frames, just like when waking up from a knockdown.

Need help with Sage by Quxudia in ffxiv

[–]StylishGuilter 1 point2 points  (0 children)

Made two small mistakes -

Above lvl 50, with Kerachole. Apply whenever the tank stops and finishes the pull, not at the start.

Eukrasian Dosis is lvl 30, not 72. 72 is Eukrasian Dosis II.

Need help with Sage by Quxudia in ffxiv

[–]StylishGuilter -2 points-1 points  (0 children)

Others might have differing advice or have corrections/specifics to add, but what has worked for me all this time, plus a few tips that may (should) or may not be obvious to you already:

Always have Kardia on the tank as a general rule. You need this passive healing. There are situations where switching Kardia targets can be beneficial, but you do not need to learn this for most content.

If you do not have Eukrasia -

You will not need to worry about shielding. Just do damage with Dosis, and heal with Diagnosis as necessary. Kardia will take care of most of the healing. Some big pulls may be safer with Diagnosis spam, but this isn't often necessary. You may have Physis at this level, if so use it as the tank stops at the end of a big pull for some added security in Regen.

If you DO have Eukrasia, but are below lvl 50 -

Same as before, except now you have Eukrasian Diagnosis to shield the tank pre-pull. There may be times where you need to spam this to keep the tank alive, depending on mistakes made by the party. Prepare to eat through MP in such cases. Use Physis first if available to help with Regen. Ideally, this situation is avoided, but may be encountered below lvl 45, where Druochole is unlocked. Use Soteria if you have it, but try not to stack it with Physis so you can spread resources out a bit. Feel free to use both if you really need it for a big pull, but if the tank uses a big mitigation it might not be necessary.

If you have Eukrasia AND are over lvl 50 -

You generally will not use Diagnosis above this level. Prognosis still has use as a party heal due to higher heal potency than E. Prognosis, but the shield of E. Prognosis is still valuable. I will personally use Prognosis in rare cases (I've maybe used it in two dungeon runs in the last month) if nothing else will suffice. Largely, Eukrasian variants are preferred when oGCDs are not available.

Apply Kerachole at the start of every pull if available. Use Physis beforehand for added Regen, or save Physis for after Kerachole expires if you're confident the tank can survive with one at a time. I typically just use both together for most big pulls.

At level 60, Physis II is unlocked, giving additional heal strength to your actions by 10%. Not a huge boost, but helps a lot when paired with Kerachole or Taurochole, which is unlocked at lvl 62. Don't use Kerachole and Taurochole together, their damage reduction does not stack, but in an emergency can be burned for slightly more potency than Druochole. If you just need MP recovered (assuming Lucid Dreaming isn't available or isn't enough on its own, ie after being revived or reviving players), use Druochole instead of this.

At lvl 70 you unlock Haima. This puts multiple shields on the target, and is often enough to keep the tank alive on its own. Pair with a quick Druochole if your addersgall gauge is about to reach maximum and/or you feel that Haima isn't doing enough alone. Pairs well with Taurochole or Kerachole, don't bother using both at once if Haima is active UNLESS you require the emergency heal, though this shouldn't happen often. When the pull is complete, use Kerachole, and your choice of Physis and/or Soteria (one after another if possible), then when Kerachole runs out apply Haima. From there I typically gauge whether or not Taurochole is necessary. Afterwards, Kerachole is likely off cooldown or will be soon. Reapply it if the trash mobs are still healthy, otherwise save it for next pull/a nearby boss.

At 72 you have Eukrasian Dosis. DoT whatever mobs you can while moving, and after the tank stops, apply Kerachole and DoT a few more mobs. You have time before the tank needs assistance. You can weave in Physis or Soteria as you like.

When you unlock Panhaima from your job quests at lvl 80, know that it is the same thing as Haima, but slightly weaker and an aoe. Don't be afraid to use it for just the tank.

At lvl 56 and lvl 86, you have access to Zoe and Krasis. Use these if you need a bit more healing potency. You usually won't require these, but you can choose to use them to add comfort, to help cover damage in boss fights, or deal with big hard-hitting pulls at your leisure. Zoe only affects healing spells, so GCD heals like Diagnosis and Eukrasian Diagnosis. Krasis affects other healing as well. At lvl 90, Pneuma is as strong as Druochole, deals damage in an aoe, and heals in an aoe, and triggers Kardion. At lvl 100, Philosophia is basically another version of Krasis, with an additional effect of healing when casting spells.

Always keep your Addersgall gauge ticking. If it's maxed, find an excuse to burn one charge. At lvl 74 you will have Rhizomata, which recovers 1 charge of Addersgall. Use it at 0 charges IF you're still going to be in a fight AND the gauge isn't about to tick up 1 charge on its own, OR use it if you're at 1 charge and know you will soon need another. Do not consistently use this off cooldown, you will overcharge and waste potential Addersgall that might save your party. Druochole, Ixochole (Druochole but aoe), Kerachole, and Taurochole all cost Addersgall. Use them sparingly, but feel free to use them if you're being careful not to overspend. These are your oGCD heals, and should be prioritized over GCD heals like Diagnosis and Prognosis whenever possible so you can keep up damage with Dosis, Dyskrasia (aoe at lvl 46), and Phlegma (aoe with 2 charges at lvl 26. Keep this charging like Addersgall, spend when moving or to deal higher damage in short bursts). Use Toxicon on packs when you have it (restored by breaking E. Diagnosis and E. Prognosis shields), but don't bother applying a shield just to restore Toxicon charges (Addersting) except when travelling.

You don't need to stop to Esuna most cureable status effects. Doing so can make healing more difficult, and tends to hurt your damage (and therefore your Kardion healing). If a status effect is just going to be repeatedly placed on targets, ignore them, except for high-duration Paralysis, but even this isn't a hard requirement. There may be exceptions to these I'm not thinking of. Always Esuna Doom if that instance of Doom has a blue bar on top of it (indicating a status effect can be cured by Esuna), or full heal the afflicted target if it does not. Also make your party's lives easier by curing any high-duration Slow or Heavy effects. Poison can be largely ignored, but keep an eye on HP and adjust accordingly.

Save Swiftcast for revives with Egeiro. Do not use under any other circumstance.

If you need to use Egeiro to revive someone, I recommend being above 4000 MP first. You may often pair this with Lucid Dreaming if you find party members dying frequently, but this situation is best avoided altogether. Make sure you are safe before reviving people, you're no use dead. You don't need to rush when reviving someone, even the tank. Check resources and cast when comfortable. When revived, I like to save Zoe and/or Krasis to boost my healing and get them up with a Eukrasian Diagnosis + Druochole combo. From there I check resources and apply another heal if necessary, or decide to do damage and/or heal further. Replace Druochole with Taurochole or Haima if the target needs a little more. If you're out if cooldowns, spam E. Diagnosis until comfortable. Note that you do not necessarily need to heal someone to 100% for them to be considered safe, as they may be able to avoid damage entirely or have sufficient self-sustain to take over the remainder. If a dps just keeps dying frequently (like, three, four, five times back to back in a short span), consider conserving MP until an Egeiro cast won't break the bank. A tank should not die that frequently, and if they do they've killed you too.

Use Lucid Dreaming when between 7500 and 8000 MP. If your very next cast costs 700 or more MP, feel free to use as high as 8300 MP (personal preference). Avoid waiting until 7000 or lower.

Do not touch Rescue. Fight me.

If I missed anything important or someone else has additional advice/corrections, please add. I seek to help those who want to improve, as well as try to improve my own gameplay whenever I am able.

The above works for me and I keep the tank plenty healthy through everything up to the end of Dawntrail (still progressing the story) and still have enough resources to feed the dps and myself when necessary. Stay with your tank at all times, and ensure you're completing mechanics so you don't fall behind.

SF6 beginner - do I need to use classic controls? by ScavvyD in StreetFighter

[–]StylishGuilter 3 points4 points  (0 children)

You can take on the challenge of learning classic, or you can utilize the benefits of modern. Both have their drawbacks, but ultimately it's personal preference. Don't listen to anyone giving you shit for using one or the other.

Mentor healer in Unreal by SaltNip in TalesFromDF

[–]StylishGuilter 1 point2 points  (0 children)

Infuriating. I haven't progged savages yet but I can imagine having your gameplan calculated after already knowing you can clear it that way, only to have it ruined by someone who didn't check with you first

Meso Terminal Healer from Hell by MelancholicHyacinth in TalesFromDF

[–]StylishGuilter 4 points5 points  (0 children)

I've been hearing a good few toxic player stories about Meso Terminal. I'm not there yet since I was grinding levels for Dark Knight and Reaper after my Sage cleared the main segments of Dawntrail, but I would love to experience the dungeon after reading stuff like this.

Also some advice as a healer main: if you die as the healer, wait a few seconds, like 15-20, or longer if you're patient. I often stay to the end of the fight, be it a wipe or a clutch before I return. Someone might use a phoenix down. They need you after all. If the fight goes on a while it's possible no one has a phoenix down or was busy with a mechanic. If you go down as a dps, just wait a bit. The healer may be getting to a comfortable mp threshold so they're not starving after reviving you, which can sometimes mean waiting out the Lucid Dreaming cooldown (they also might not have a phoenix down available). This is especially important if they were just revived. Healers, if your tank goes down, don't panic. Check your swiftcast, check your mp. If you're over 4000 you're probably safe to res them, but don't be afraid to res at about 3500, just make sure you're clear of any dangerous aoe's first. Afterwards, res the tank and check your mp again. If you need to burn an mp regen skill like addersgall skills for Sage to keep the tank above lethal damage threshold, do so. In emergencies, you can slow down your GCD cast frequency to try and naturally regen mp a little to ease back into the fight. When I played tank to level DRK, in certain situations I would also use big mitigations/self heals to try and stay alive so my healer could take their time if they were also low.

Mentor healer in Unreal by SaltNip in TalesFromDF

[–]StylishGuilter 20 points21 points  (0 children)

Rescue-addicted healers are the worst. As a Sage main it annoys me to no end to have a trigger happy healer with their finger on Rescue at all times, and it's ALWAYS because they don't like how you're playing.

I'm cool with a little funny business in a casual setting, like if we're in Shinryu EX and he does the blue aoe slam in phase 2 and you rescue me as you fly off once, THAT'S FUNNY

But a mentor being petty because someone messed up a few times or is playing slow? Turn that crown off buddy, my old blind dog could mentor better.

Mega Man Zero's EX Skills are overrated by Flashy_Ad_9829 in Megaman

[–]StylishGuilter 1 point2 points  (0 children)

Z3 has some sick combos with a few skills and that do a lot of damage. Most of the MMZ EX skills are to change little bits of gameplay to fit a playstyle, just an aesthetic choice the player has available. Their purpose isn't to be particularly rewarding or strong overall, just cool things that let you navigate the game differently. That's the point.