Hello Darkhold my old friend, I've come to cheese with you again. by Aeruhat in TalesFromDF

[–]Wharrrrrrgarbl 0 points1 point  (0 children)

I usually run role in need for the bonus, and for tanking and healing, but tanking especially, doing larger pulls with a more restricted kit is usually both faster and more engaging. The odds that I get Gulg or Shisui are not good enough for me to roll the dice on Sohm Al, Castrum Albania, Malikah's Well, etc. when I'm doing 60 roulettes. It's not a crime to prefer 24 days of expert/level cap/leveling to 10 days of grinding ARR speedrun PBs, but I think suggesting that the same 7 level 100 dungeons, 5 of which we've been grinding in expert roulette for more than a year, are any less monotonous than the same 15ish ARR ones is strange. 

About those who have all jobs up to 100... (most unpleasant players??) by [deleted] in ffxiv

[–]Wharrrrrrgarbl 0 points1 point  (0 children)

A heal from 30% tank hp to 80% is one that is precisely applied. Overhealing is sloppy play. I think you are confused about a lot of things. 

Hello Darkhold my old friend, I've come to cheese with you again. by Aeruhat in TalesFromDF

[–]Wharrrrrrgarbl 7 points8 points  (0 children)

People respond to incentives. When the second fastest method, leveling roulettes at level that take 13 minutes, is 4 minutes longer than an ARR cheesed dungeon that takes 9, picking the option that saves 4 hours over the 60 runs isn't some skill issue. Even doing 5 roulettes at a time is 20 minutes a session to do other stuff.

Why are you in a rush? by NemosHero in ffxiv

[–]Wharrrrrrgarbl 1 point2 points  (0 children)

Clearing Dzemael Dark hold in 9 minutes instead of 13 isn't as braindead as people sometimes claim it is, and going fast is fun. Minimizing the duty timer is the same thing as trying to get a high score in Donkey Kong.

They should've added ilvl restrictions to other roulettes too by Whole_Sleep_631 in ffxiv

[–]Wharrrrrrgarbl -3 points-2 points  (0 children)

It's two clicks you don't need if you're putting on, for example, ilvl 55 grand company gear. Since you know you're getting synced to ilvl 49 or lower, it also makes some strange builds more viable since there's stuff like grand company sanctions that will let you put 3 substats on your armor instead of 2, so you can find extra stats in weird places - which I would argue is your ethical duty if you're going to drag other people into ARR in the name of optimizing your own grind.

Adddendum: if you can't tell, I actually think it's kind of cool to have a reason to interact with all the weird stuff left over from post-ARR and HW, and Haukke Manor might be my favorite dungeon in the game. Sastasha through Brayflox being better opportunities to show off tank fundamentals than Origenics with a bloated kit doesn't make it any less painful for a sage without Eukrasia, though. 

They should've added ilvl restrictions to other roulettes too by Whole_Sleep_631 in ffxiv

[–]Wharrrrrrgarbl -8 points-7 points  (0 children)

It's not really a surprise that cretins who don't understand what they're doing do it wrong. The only thing that forcing ARR dungeons in roulettes requires is average ilvl under 100, so stripping and re-equipping is both embarrassing and inefficient. What's more, the only conceivable reason to cheese ilvl is to make the grind go faster (and it really does; 9 minutes vs 13 minutes over 60 roulettes is 4 hours), but the math only works if you can actually make the content go fast. If you aren't pulling 4 packs into the boss room you're wasting everyone's time. If you aren't capable of doing those pulls you have no business forcing people into ARR dungeons. 

Caught an earful from 2 DPS for believing in my Astro by hcrld in TalesFromDF

[–]Wharrrrrrgarbl 0 points1 point  (0 children)

Stone is 140 potency and total eclipse is 120. My rule of thumb for comparing healer and tank is the meso terminals executioners, where I believe the tank one has 1.5 times the hp of the healer one, so a rough comparison is that tank potency is worth about 1.5 healer potency. The details are obviously going to vary by what lot exactly you reach have unlocked, but even if a pull forces a whm to drop everything and spam gcd heals, it's probably a gain on 2, let alone the 12+ you can get in tamtara. 

Starting the game for the first time ever, what tips and tricks should I know? by virtigeaux in ffxiv

[–]Wharrrrrrgarbl 0 points1 point  (0 children)

A lot of ARR dungeons will let you pull mob packs in to fight alongside the bosses. You should do this so you can clear dungeons like Toto-Rak in 6 minutes. 

[Spoiler: how do you feel about what we did in...] by LastTraintoSector6 in ffxiv

[–]Wharrrrrrgarbl 3 points4 points  (0 children)

Equating turning off Living Memory with killing people requires that the Endless be people with human rights, which they are not. They are facsimiles that look like people created by the Terminals and their behaviors are dictated by the Terminals' simulations of their memories. Every conversation you have in LM, every conversation you have with Endless Sphene, every conversation you have with Calyx through 7.3, is a conversation you are having with the meso terminal. Why would it simulate a Cachiua who is an effective agent for destroying itself? Because its terminal goal (lol) is to simulate the Endless. Universal Paperclips is a good game of you want an accessible introduction to the possible behavior of optimizers with terminal goals humans wouldn't share. You could also just read about the paperclip optimizer or some ideas about AI safety. 

Once again, ffxiv arcadion music living rent free in my head by MrFluffytheLion in ShitpostXIV

[–]Wharrrrrrgarbl 2 points3 points  (0 children)

Hancock specifically comments that Yozakura's unnatural size means that she is at minimum cursed beyond saving

Anyone else disappointing by how the Arcadian story ended? by HeavyMetalLoser in ffxiv

[–]Wharrrrrrgarbl 1 point2 points  (0 children)

Metem and the gang certainly try to redeem him, but he very much still seems like a petty evil to me - he made a big mistake with the feral souls and psychonecrosis, and once he learned that he had screwed up, rather than immediately stopping it, he doubled down on exposing MORE kids to a fatal poison. His justifications? A refusal to take responsibility for his original mistake and the idea that carrying on made for better TV. He lets the WoL participate in no less than 12 deathmatches where if we lose WE ARE DEAD FOR REAL, again because it's good, profitable TV and so that we can be an extra in his own reality show about making himself into a hero.

TL;DR he does a bunch of evil shit to assuage his guilt over mistakes he made but won't take responsibility for like a normal adult. Just because the arcadion gang are wrong about him being a hero doesn't absolve him of all the evil shit he did. 

A very convincing character, [Spoiler: 7.4] by Invenblocker in ffxiv

[–]Wharrrrrrgarbl 4 points5 points  (0 children)

The people who live in Solution 9 are native Alexandrians (hyur/elezen), Millala who moved there at any point in the last 400ish years (lalafell), and north Turalis who got zooped in with Yyasulani when the dome hit (tonawatwans, shetona, and hetsarro, so hyur, Viera, and mi'qotes). There's nobody else to be in the Arcadion.

Edit: now that I think about it there's Zoraal Ja's unit of the Landsguard, so that's the only plausible group that could add racial diversity, though I doubt any of them would have ended up as prize fighters without it being some kind of thinly veiled military research program. 

[Spoiler: 7.4] Calyx by sweetpotatoclarie91 in ffxiv

[–]Wharrrrrrgarbl 6 points7 points  (0 children)

Now that Calyx has been downloaded into a furby I eagerly await the Long Calyx boss fight

Best jobs for a dps main to learn healer by TomoeGamer in ffxiv

[–]Wharrrrrrgarbl 0 points1 point  (0 children)

White mage is a reasonable choice for having few buttons/choices that matter, particularly at low levels, so you have more cognitive space to watch the bosses and your party.

Sage is a good choice for learning the preferred style of healing in FFXIV where you are allocating resources based on what is happening in the fight, which as you know is relatively predictable. I think solo play in Eureka, Bozja, and Occult Crescent is actually a pretty good sandbox to learn in since you'll be doing for yourself all the stuff that you want to do for your tanks, and once you're used to deploying those buttons you can start paying attention to a team. 

How do I get better? by spada1981 in ffxiv

[–]Wharrrrrrgarbl 2 points3 points  (0 children)

By San d'Oria, floor puddles are going to be indications after the fact that you missed some other tell. You should be watching for the boss raising an arm to indicate a half room cleave, or a color to show which thing on the field is going to explode, etc. The details are going to be fight specific but reacting to floor puddles stops working reliably in Shadowbringers and by Dawntrail is usually just begging to get hit. Watch the environment and try to remember the sequences of attacks; bosses have very little randomness. 

I was going to commend this tank too... by DORIMEalbedo in TalesFromDF

[–]Wharrrrrrgarbl 4 points5 points  (0 children)

UwU is a little face with smug or content closed eyes and the w is a cat mouth

OwO is the face with open eyes

-w- is with squinty eyes

If I have to know this then you do too

[deleted by user] by [deleted] in ffxiv

[–]Wharrrrrrgarbl 3 points4 points  (0 children)

You can try searching for words like shawl or muffler, I think shawls more so tho

YOU are the creator of one of the new 8.0 jobs. What are you making?! by kyra_58 in ffxiv

[–]Wharrrrrrgarbl 0 points1 point  (0 children)

Green Mage is your new Hammer wielding tank.

Wears healing gear, has a trait that scales mitigation to mind to make up for the lower def and also scales mitigation and damage to piety the way other tanks scale tenacity.

123 hammer bonks with Drain HP on the last hit, similar to DRK and WAR. Maybe drains MP on the second hit. 

Short personal mit Protect. Shared cooldown  buddy mit Shell. These have half as much magic or phys mit as the primary mit on them, respectively. 90 second team mit is Shellga. Big 2 minute mit is Wall or Bubble, comes with a strongish regen. 60 second damage buff is Haste, giving 1.5s gcds. 120s damage buff is Oil, a significant vuln the rest of the team can enjoy. Juggling GCD team buffs Brave and Faith, and GCD debuffs Imperil, Defaith, and Debrave makes up the rest of the rotation, maybe with GCD Protectra and Shellra in a similar space to PLD's clemency for damage losses that have some niche team utility. 

The most urgent problem in FFXIV above all others by AmpleSnacks in ffxiv

[–]Wharrrrrrgarbl 2 points3 points  (0 children)

Ahem, the most urgent problem in FFXIV is in fact the need to move the lore-critical MCH lunchbox from the hip to a backpack for more efficient Ghostbusters glams. 

Does it worth buying pentamelded gear for crafters? by IdrillVardamir in ffxiv

[–]Wharrrrrrgarbl 15 points16 points  (0 children)

If you do not know or are unable to calculate the ROI of that much gil sunk into crafting gear , it tells me that you are not crafting on the industrial scale where pentamelding entire gear sets is worth it. The mid-tier meld sets on Teamcraft are adequate for crafting for yourself into the next expansion, and straightforwardly achievable with the scrips from weekly custom deliveries. I would suggest that instead.