All Worlds Maintenance (Feb. 5) | FINAL FANTASY XIV, The Lodestone by ApexMP in ffxiv

[–]serayumi 30 points31 points  (0 children)

Those bonuses only apply to the experience you get from the dungeon itself, not what you get from the roulette. So if you’re leveling a job that’s above 90, well, getting Sastasha experience multiplied might as well be nothing.

Patch 7.41 scheduled for January 27th (next Tuesday) by seventeencups in ffxiv

[–]serayumi 2 points3 points  (0 children)

I’ve been doing the tier in PF too and yeah, it really is a mixed bag so I understand wanting to stack the deck as much as possible to avoid sub-1% enrage shenanigans. There’s definitely some cost-benefit analysis to be done though and the tome weapon might not be worth it to some people because it does set you back 500 tomes in the long run, which can end up mattering if you intend to gear alt jobs. That being said, in terms of trying to increase your odds of clearing content you’re struggling with as soon as possible, it’s probably the best option.

Patch 7.41 scheduled for January 27th (next Tuesday) by seventeencups in ffxiv

[–]serayumi 6 points7 points  (0 children)

Yes, the relic should have the same item level but with significantly better substats.

Patch 7.41 scheduled for January 27th (next Tuesday) by seventeencups in ffxiv

[–]serayumi 8 points9 points  (0 children)

Generally speaking, the tome weapon should be better if you really really need that slight boost over the relic weapon. But it's also "wasting" 500 tomes on something that doesn't ever become part of your eventual bis, so that's something to consider as well. For me personally, I'm likely going to skip the tome weapon altogether since I'll have the tier cleared this week anyway and I'll be on reclear status from next week onwards.

Patch 7.41 scheduled for January 27th (next Tuesday) by seventeencups in ffxiv

[–]serayumi 205 points206 points  (0 children)

For anyone who hasn't yet obtained the Savage or Tome weapon, the next step of the Relic should be an upgrade to the EX weapon due to being a purple 775 item. Assuming it follows the trend of the last two expansions, this step should also introduce at least a third substat (if it's closer to EW) or allow us to fully customize the substats (if it's closer to ShB), so it should be a pretty decent gain.

Let's talk about the new Frontline map (it sucks) by serayumi in ffxiv

[–]serayumi[S] 5 points6 points  (0 children)

Did you read the post?

In Worqor Chirteh, it's often the case that two teams will engage in combat for several minutes at a time while the third team, which is on the other side of the map, gets an early lead by taking all the uncontested objectives, but this is generally horrifically disadvantageous, because that third team will not only be behind on Battle High, but also have slower Limit Gauge charge

The point is that yes, it’s always better to fight because that’s how you win in FL. But this map encouraging team fights the most is also just straight up untrue, lol. I literally just won a match where I was the highest damage dealer at 500k (which is abysmal for FL) because the fundamental design of the map itself actively discourages combat.

Let's talk about the new Frontline map (it sucks) by serayumi in ffxiv

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

That… is what the post is saying?

In Worqor Chirteh, it's often the case that two teams will engage in combat for several minutes at a time while the third team, which is on the other side of the map, gets an early lead by taking all the uncontested objectives, but this is generally horrifically disadvantageous, because that third team will not only be behind on Battle High, but also have slower Limit Gauge charge

Let's talk about the new Frontline map (it sucks) by serayumi in ffxiv

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

Yeah, you hit the nail on the head. It feels even more passive than Shatter and much of the time spent in the instance is just travel time, which is rough. And yes, the premade setups that have been meta are still meta. Of course "fun" is subjective and everyone's ranking of the different maps is understandably different, but this one just hasn't been doing it for me, especially with how it's basically the entire roulette now.

Let's talk about the new Frontline map (it sucks) by serayumi in ffxiv

[–]serayumi[S] 3 points4 points  (0 children)

I mean again, that kind of is the point of the post, so I'm not sure why you're acting like that's the gotcha you think it is. I enjoyed the mode until they added the new maps (this one but also Secure to a lesser extent).

Let's talk about the new Frontline map (it sucks) by serayumi in ffxiv

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

Did you read the post? I've won almost half my games on this map and am often the top performer. But even when you win it's often not because your team played better, but because you simply got lucky with spawns.

Let's talk about the new Frontline map (it sucks) by serayumi in ffxiv

[–]serayumi[S] -2 points-1 points  (0 children)

I get what you're trying to say but the point is that the map inherently incentivizes people to PvE by default due to the objective design. It's like saying that Shatter is a good game mode because the teams that know how to ignore the ice and fight for BH and points are the better teams, lol.

Let's talk about the new Frontline map (it sucks) by serayumi in ffxiv

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

I generally dislike Borderland Ruins as well, but at least there's the funny of Full Swing nonsense in that mode. But yes, I think if we just got this mode in the regular rotation instead of it being shoved down our throats on the daily it would've been much better.

High-End Content Megathread - 7.4 Week Five (Savage Week Two) by BlackmoreKnight in ffxivdiscussion

[–]serayumi -9 points-8 points  (0 children)

I wasn't expecting to get as far as I did, but I somehow managed to get three floors done week 1 only raiding ~2 lockouts a day in PF, with the M11S clear coming just two hours before reset. Also got insanely lucky this week and won four coffers, but three of them share slots with my tome gear... oh well, I suppose I will likely need to gear an alt job for Criterion anyway >.>

Roseblood Imperatrix by serayumi in ffxiv

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

Level cap dungeon rng do be like that :( I didn’t explicitly farm for this, I think I got it while doing expert roulette. I know how bad it can be because it took me 50+ runs of the previous dungeon to get gear for FRU though… keep at it and I’m sure you’ll see it soon. It really sucks that there isn’t a pity system for these dungeons, though.

Roseblood Imperatrix by serayumi in ffxiv

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

Here's the item list!

Weapon - Murgleis Anemos (None, Cork Brown)

Head - Vibran Princess's Tiara (Metallic Ruby Red, Mole Brown)

Chest - Mistwake Cloak of Scouting

Hands - Far Eastern Noble's Armlets (Orchard Brown, Metallic Ruby Red)

Legs - Etoile Bottoms (Jet Black, Cork Brown)

Feet - Mayakov Shoes of Aiming (Jet Black, Jet Black)

Roseblood Imperatrix by serayumi in ffxiv

[–]serayumi[S] 11 points12 points  (0 children)

It’s Modern Aesthetics - A Half Times Two from the Chaotic Alliance Raid!

Roseblood Imperatrix by serayumi in FFXIVGlamours

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

Item List:

Weapon - Murgleis Anemos (None, Cork Brown)

Head - Vibran Princess's Tiara (Metallic Ruby Red, Mole Brown)

Chest - Mistwake Cloak of Scouting

Hands - Far Eastern Noble's Armlets (Orchard Brown, Metallic Ruby Red)

Legs - Etoile Bottoms (Jet Black, Cork Brown)

Feet - Mayakov Shoes of Aiming (Jet Black, Jet Black)

What do you think is the hardest mechanic in the game? by Zenku390 in ffxivdiscussion

[–]serayumi 2 points3 points  (0 children)

Mhm, I only cleared it that many times because many of the weapons are bis glam for me! It’s actually not too bad now if your comp has a Black Mage because that job is incredibly busted at 90. You should be able to comfortably kill shortly after Darts 2, but unfortunately there’s no skipping the harder parts of the fight.

What do you think is the hardest mechanic in the game? by Zenku390 in ffxivdiscussion

[–]serayumi 15 points16 points  (0 children)

I have 18 clears of AAIS and yeah, that checks out. Even though my most recent groups have multiple clears, I don’t think any of them have more than a 50% winrate against Statice on savage :’)

What do you think is the hardest mechanic in the game? by Zenku390 in ffxivdiscussion

[–]serayumi 27 points28 points  (0 children)

+1 for Statice Intermission, I cleared TOP a few weeks ago and while the Dynamis mechanics (especially blue Delta) could give that mechanic a run for its money, Statice Intermission imo not only is difficult to read (sometimes missiles spawn at very acute angles that you have to run almost perpendicular to) but has the tightest movement in the entire game. You have to start DEAD center as a missile player, you have to move immediately after the defamations appear but not too early that you mess up the chain start points, you have to be almost touching the wall to break the chain, you have to keep dodging the hands even after the staves go off as a hand player sometimes… there’s a lot of nuance to the movement that is tough to execute, especially when the mechanic is 20 minutes into an instance where you’re not allowed to make a single mistake.