Finally ended up doing Cutter's Cry and Aurum Vale because they were required to advance GC rank. Dear gods, CC was awful. I expected the Sludge boss was going to be the problem (healer never dispelled but we lived), nope, wiped like 5x on the chimera. Pretty sure our sprout healer went in blind, so that didn't help, she was usually the first one to die to everything. Went into AV and thought, how bad can it be? Wiped to the first trash pull. -_- Still, it was overall better than CC.
I unlocked squadrons though so, yay? I dread having to do CC ever again though, ugh. Off-topic, any tips or tricks to leveling the chocobo faster?
"We must now recognize that the greatest threat of freedom for us all is if we go back to eating ourselves out from within." - John Anderson
@RampageBW1 @Val the Moofia Boss @Bovinity Divinity
When you order Tidus from Wish.com
Yep, that's me.
Costume was only $8.50 on sale an I already had my ARR Phantasia vial. It's so hilariously bad I'm contemplating changing my name to something like 'Tedus' so I can be a shitty knockoff brand meme.
Last edited by MrPaladinGuy; 2021-09-02 at 02:50 AM.
10850k (10c 20t) @ all-core 5GHz @ 1.250v | EVGA 3080 FTW3 Ultra Gaming | 32GB DDR4 3200 | 1TB M.2 OS/Game SSD | 4TB 7200RPM Game HDD | 10TB 7200 RPM Storage HDD | ViewSonic XG2703-GS - 27" IPS 1440p 165Hz Native G-Sync | HP Reverb G2 VR Headset
Cutters Cry is the Uldaman of FF14. Its weird, disjointed and the last boss is far harder than it should be. Probably the worst dungeon in the game in my opinion. It's only saving grace is that it's short and you can barrel through it in under 10 minutes if you know how.
@MrPaladinGuy
Everything you described is predicated on not having a just-in-time healer. Naturally I use tank cooldowns in trash pulls. But even with them, there are some healers that won't heal til you get to 10% health regardless to maximize every last second of dps time. Sometimes I've popped HG at 5% and get lectured by the healer. "Oh ye of little faith". To each their own. But I've had Hollowed Ground save the day enough times on bosses when the healer failed mechanics and I needed to carry the group to know better than to burn its long cooldown up front on a trash pull just to up healer dps time a single time in a dungeon.
Here:
Ofcourse, if you actually stay at your computer and help DPS, then the dungeon will go much, much faster, at most as long as it would have taken to do it with other players, if not faster (and, ofcourse, you didn't have to wait in queue just to get in). The archers do a lot of DPS.
Last edited by Val the Moofia Boss; 2021-09-03 at 05:15 AM.
you need to train them and make the smaller missions until they are about lvl 20+, and succes the "priority" lvl 20 mission, that'll rank up the squadron itself to rank 2, and get you acces to the incursions in dungeons (first one is lvl 20, so you will need to level the job to 15 yourself then maybe do a few dungeon/roulette to go to 20)
just got to that point this week, now I'm working on getting the squadrons members to 40+ for tank 3, needed for the next grand company promotion
The meta for Squadrons is to set everyone to the Offensive battle tactic. It makes the healer heal for more and it massively increases the damage of your party (+60% damage and healing at max rank). It's what makes Squadrons so efficient, because they're actually faster than a regular party. The tank never takes enough damage to need the extra defense, but if you're really worried about it, then set it to Independent. It would give it 20% HP, 20% reduced damage, and 20% damage instead of 30% reduced damage and 30% health.
Anyone know how long the FFXV crossover event is going to last? All I can find is a start date, no end date.
"We must now recognize that the greatest threat of freedom for us all is if we go back to eating ourselves out from within." - John Anderson
Do the weekly fashion report. Search on youtube for it. It gives you about 80-100k mgp weekly.
It's the easiest way to make mgp.
Usually involves just buying a few items from merchants or the board.
I'd actually like to know where you saw the start date for the event. I only know it starts this month.
Everything I've seen has said September 13th, I assume after the Rising event ends. This is one site that shows it.
The problem with the fashion report is I just made a new character on a new account, so it has to be newbie friendly. I think I'll be able to get 80 this week because it looks like all I need is an eyepatch and yellow pants. I think I can buy the dye from a vendor in Limsa, hopefully.
"We must now recognize that the greatest threat of freedom for us all is if we go back to eating ourselves out from within." - John Anderson
You need to send squadrons on missions, ala garrison table, once they are level 20, you'll get a special assignment, complete that mission and now you can do dungeons with your squadron, your character needs to be level 20 and not all dungeons are available, only a few
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Do you know if its possible to trigger a specific squad member? i really want a arcanist
It doesn't matter if you have a Just-In-Time healer or not - You're still giving them a bigger window to be in time if you're rotating your cooldowns. If you've got one that's just going to heal and nothing else, you're giving them more time to admire the scenary. I trust the healer to know how skilled they are and what they can handle better than I do. If I'm not dead they're doing fine.
You can reliably use Hallowed Ground at least twice in a dungeon, usually three times. It's not like Holmgang or Superbolide that stop you from dropping below 1HP, it's complete immunity to all damage - That's absurdly powerful. If you keep saving it for the perfect moment, when it's absolutely going to save your life, you're wasting potential uses of an otherwise very strong cooldown.
Unless there's a specific pull or specific mechanic you're saving them for, even big cooldowns like Hallowed Ground are worth using as often as possible. I generally consider 10% HP to be far too late to use a damage reduction cooldown most of the time, the next hit is going to kill you no matter what. Reduction cooldowns are preventative, healing ones are reactive.
When healing I'll intentionally let tanks dip low to use cooldowns like Benediction or Excogiation. I'll intentionally do the bare minimum amount of healing I can get away with to squeeze out more DPS. The state of FF14 right now is that DPS is the only metric that actually matters in any kind of content that you do and every decision is influenced by that fact.
Well, if last night was any indication, the influx isn't slowing down yet. One run of Sastasha I was the only one who wasn't new, so that was an experience. Cleared the whole place because the tank went everywhere except killing clams, so I learned that when you don't kill clams those little shade seekers keep spawning. Tank got excited at the colored coral, "Ooh, dungeon puzzle?" It was also the first and only time I've seen anyone kite the last boss over to the bubbling areas, either I'm imagining things or those do a decent chunk of damage. I'm used to Sastasha taking about 15 minutes, my food buff had run out before we finished.
Second run of Sastasha, 2 of the group were new and I felt so bad for the tank because the healer was a returning player who kept pulling all the things and the tank had never been there and didn't know what to do. He died at one point because he was overwhelmed and asked what he did wrong. I was >this close< to saying the healer's being a jerk and over pulling, but the healer copped to it. What a mess that was. Tank died, thaumaturge died, I'm doing my best as a lancer to stay alive fighting 4-5 mobs while the healer is casting raise on the tank.
I was extremely hesitant to run Copperbell after that because I did not want to be in an all newbie group on that slime boss and, despite running it as many times as I have, I still don't know where all the firesand is (or photocells in Toto-Rak, I should probably start paying attention).
One little pet peeve though, is when new tanks stand around because they don't know where to go. 1) It's a fairly straightforward dungeon. 2) There's a map. 3) Anyone else running ahead to show them where to go is going to pull aggro and they're going to be less willing to do so with a fresh tank. 4) They could've checked a guide in the time it took to start the dungeon. :P
"We must now recognize that the greatest threat of freedom for us all is if we go back to eating ourselves out from within." - John Anderson