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Xerophyte
Mar 17, 2008

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DelphiAegis posted:

Yeah, and never be afraid to hit your invuln, holmgang in the case of war. It's just a cool down, can't tank mobs when you're dead!

Note that Holmgang is, uh, special. You can either use targeting yourself, which just makes you not able to drop below 1 HP, or you can use it targeting an enemy, which will give you the same invuln and also Bind (what other MMOs call root) the targeted enemy.

Using Holmgang on an enemy is a trap. First, it means that Holmgang simply wont fire if you're out of melee range. Second, the invuln ends when the target dies, meaning that if you use Holmgang to survive hard-hitting dungeon trash you're liable to suddenly keel over at 3 seconds remaining as your chosen mob dies and your Holmgang dies with them. The Bind effect is emphatically not worth it.

Generally you want to replace your Holmgang button with a macro that goes
code:
/micon Holmgang
/ac Holmgang <me>
so you just get the invuln and not the Bind regardless of what you're targeting. Macros in FFXIV are themselves kind of wonky and should be avoided for common abilities, but for once-every-few-minutes oGCDs like Holmgang they're fine ... and much preferable to an invulnerability that cancels itself.

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Xerophyte
Mar 17, 2008

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The following isn't always true and is especially not true at low levels (<50), but: most dungeons will be paced as 2 trash packs > 2 trash packs > boss > repeat, with each pair of packs taking ~1 minute (assuming you pull both, which you absolutely should), and each boss taking ~2-3 minutes.

This means you can rely on a 1 minute cooldown like Reprisal being available every trash pack, a 90s or 2 minute cooldown like Rampart, Arm's Length and your job's 30% reduction every other trash pack, and your invulnerability once per boss section (Warrior, Dark Knight) or every other boss section (Gunbreaker, Paladin).

A generic cooldown plan for a generic segment in a generic dungeon is therefore something like:
- Pack 1+2: Your 30%, then your job's misc cooldown + Reprisal after that ends.
- Pack 3+4: Rampart + Arm's Length, then Reprisal after that ends.
- Boss: eh, whatever. If it casts something that sounds tankbustery, press a button.

Wait to activate cooldowns until you've actually planted yourself and are being attacked (e.g. the White Mage stuns are mostly over). You take little damage running between packs, especially if you hit Sprint before pulling the first pack. Don't stand around hitting the first pack in a pair, just aoe once or maybe twice while running through.

For invulnerabilities specifically:
- If your invuln is available and you're not a warrior, intentionally use your invuln in lieu of other cooldowns early on the 2nd set of packs, then on whatever trash comes next when they come off cooldown. Do not sit on invulnerabilities waiting for some perfect emergency where it will maybe save the day: treat them as just another part of your standard cooldown rotation.
- Even when planned you still want to use invulns when at least somewhat injured. Most of them work better when you've hit 1 HP in some way, and even for the one that doesn't it's still better to have a health deficit that can be recovered while you're not being hit.
- Warrior's Holmgang is generally an exception since it's pretty bad outside of raids and Warrior has a ton of easier bullshit that lets them become immortal: a warrior can tank nearly every dungeon after level 56 without taking an external heal at any point.
- Dark Knight's Living Dead is extremely good: the cooldown is pretty short and it's strong enough to basically lock you at full health for 10 seconds if you trigger it on trash, but since you need to "die" for it to trigger some healers will decide to spam heals on you to prevent this from happening. As a result sometimes the Living Dead buff will run out with you at 10% HP and the healer at 0% MP. There's not a ton you can do about it if the healer wants to make their own life difficult, just try to have something available to survive when the debuff drops.
- Gunbreaker's Superbolide is pretty easy to use, the only thing to note is that it's more efficient to drop low-ish before using it. Activation isn't instant, so trigger it at 20%-30% health or so. Sometimes you'll have a White Mage decide to use their heal-to-full just before you use your drop-to-1 instead of the other way around, but unlike DRK's that's not your problem.
- Paladin's Hallowed Ground is extremely simple, just grab a bunch of baddies, press button, then stand in all the ground markers while shouting about being a golden god. The only weakness is the 7 minute cooldown, but that's still at least 2 pulls in every dungeon that you should just trivialize.

Xerophyte
Mar 17, 2008

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GloomMouse posted:

Since you can do all the jobs with one character just think of them as "skill-trees" for your base class of Generic Hero Person

Yeah, that's pretty much how the game is designed. There's intentionally not a lot of experimentation available in how you play your job, and rotations are (mostly, Black Mage can get weird for occasional small gains) carved in stone by developer fiat. The high end raid content is then pretty carefully built and timed around how the jobs function, and the bleeding-edge world first nerd optimization is around which Caster Job your Caster Main(s) happen to bring.

That said, Squeenix do add talent-like things in the side content. Blue Mage is basically all build customization as you have no baseline skills, learn 100+ abilities from monsters and slot 24 of them. You're expected to set your loadout for what you're doing. The main Blue Mage content is the Masked Carnivale, which is a series of puzzle-y solo fights. There are also achievements (and a mount) for all Blue Mage raiding, where you replace the usual 8 man with 8 Blue Mages loaded up for tanking, healing, dps, etc.

A less extreme version is the old school MMO throwback areas of Eureka and Bozja at level 70 and 80, respectively. There you pick up extra abilities as loot, often classic FF stuff, and you can slot two of them as part of your build. For instance, you might give yourself Reflect and Death for solo grinding, or Seraph Strike and Arise for raiding Delubrum Reginae Savage on a healer.

Xerophyte
Mar 17, 2008

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The job differences boil down to a couple of things, basically:
- The current raid has intentionally made boss hit boxes very large, which benefits melee who have an easier time keeping uptime than usual.
- Red Mage and Summoner pay a damage tax for getting Raises.
- Physical ranged pay a damage tax for not having any uptime issues.
- Some jobs are not well-tuned.

That's pretty much it. All the stuff about who best interacts with the two minute group buff windows aren't really reasons for the relative DPS outputs being what they are. The game could have potency numbers such that any combination of selfish and selfless jobs end up on top. The potency numbers we currently have just happen to work out such that Reaper and Machinist are low within their types. So it goes, no moral.

For reference, these are DPS statistics for the last two weeks on the aforementioned part 1 of P8S:

Mark in the middle is the median DPS, fat bars are 25th to 75th percentile, thin bars are 10th to 90th percentile (I think) and dots are highest value recorded within the window. Flogs sorts by 75th percentile, for reasons known only to flogs.

The main thing to take away is that jobs within a role are generally very close. You don't really need to worry about picking wrong, and the fight tuning isn't very tight if you're not running with week 1 gear ... but if you try to clear Savage in the party finder then there has reportedly been a distinct uptick in groups who mandate double melee compositions (which were already a thing when double melee wasn't particularly good).

Xerophyte
Mar 17, 2008

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The shield-vs-pure healer dichotomy is really a high end raiding concept, where attacks that deal >100% of everyone's health in damage are common. For instance, the current final boss has multiple attacks that hit for around 62 000 damage, and a bigger attack that hits for 80 000 damage. A caster doing that fight on week 1 had around 60 000 health.

Vastly simplified: Sage and Scholar have on-demand shields and low cooldown damage reductions, so they end up with the primary responsibility for making sure those types of mechanic don't one-shot anyone. White Mage and Astrologian have on-demand heal-over-times, so they end up with the primary responsibility for making sure health bars go back up sufficiently before the next attack.

In practice there's more to it. GCD heals remain an only-if-needed thing and you should try to top people up without resorting to Medica 2, applying appropriate mitigation for big hits is a group responsibility through Addle, Feint, Troubadour, etc.

Sage's and Scholar's passive healing is mostly immaterial in Savage and up. It's helpful, don't get me wrong, but not a core part of their kit. In dungeons it'll matter more, but so do other passive things like the Holy stun.


DalaranJ posted:

Sage incentivizes using Eukrasian Diagnosis with Addersting though. Is it best to optimize Toxikon usage or ignore it?

As mentioned, Toxicon is mostly a consolation prize. It does less actual aoe than Dyskrasia and the same damage to the priority target as a Dosis. Toxicon is only valuable if either it lets you get a cast in when you otherwise couldn't due to range or movement, or if you can specifically target the mob that will die last and get value from the priority damage. If you Toxicon some mob that dies early in a pull then the priority damage is "wasted", since that mob would've died to other aoes.

That said, in dungeons it's a good idea to use E. Diagnosis on the tank, yourself, and ideally whoever else you have time to between pulls to build up your Stings for "free" if you have time. If the tank doesn't let you get aggro on anything to pop the shield -- unfortunately more difficult now that Kardia does no enmity -- then stand in a ground target aoe to pop the shield.

These are teeny tiny optimizations and how much you want to care about either of them is up to you. Toxicon ultimately isn't that important right now except as a mobility tool.

Xerophyte
Mar 17, 2008

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Re: Materia, I'm personally a fan of keeping some around for slotting while leveling because:
- Leveling materia is usually quite cheap, at least for combat jobs.
- Having materia slotted increases your spiritbond rate for that gear, which gets you more free materia.
- Slotting and removing leveling materia is a 100% chance of success so you're guaranteed to get back any money you spend on initial materia.
- Having more numbers is fun even if, yes, they do go away when your gear syncs down in level.

How often your gear gets downsynced depends on what you're doing. It'll usually be the case in roulettes, unless you get lucky. When queueing for the highest level dungeon you can access, whether you're limited by job level or story progress you're almost by definition unlikely to be wearing gear from beyond that point so your melds will be active even if your level is synced.

Leveling materia is in no way a big deal and I would absolutely not suggest anyone pentameld anything while leveling. For anyone unfamiliar: on specifically crafted gear you can overmeld materia, adding more materia than the gear has visible slots. This has an increasing failure chance, starting at ~80% for the first overmeld and then going up to ~95% for 5th slot. Overmelding to 5 slots is called pentamelding and is expensive. You should not blow up 200+ Materia Vs on pentamelds when leveling. Filling up any materia slots you have with some extra Critical Hit or Direct Hit is cheap enough and not much of an imposition.

Materia can help even more on crafters, depending on how you're approaching it. Basic melds do a lot for your CP and thus ability to HQ while leveling, you don't have to worry about syncing disabling any melds, low level crafter (and gatherer) materia can be valuable to high levels so you get more value out of the extra spiritbond rate, and you don't have to pay money to some melder NPC since you can always do your own melds. If all you're doing is buying Grand Company turn-ins on the market board then all this is still irrelevant of course, but if you're going through the crafting log for those sweet, sweet tool glamours and completionist checkmarks then you might as well make it easier on yourself with some cheap melds.

Xerophyte
Mar 17, 2008

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Shinjobi posted:

What's the general gist to quickly leveling the gathering jobs

If you want minimal time investment, do Grand Company HQ turn-ins every day. You do not have to gather items yourself, buying them on the market counts.

If you want max level as soon as possible, do levequests.

If you also want to level crafters and like checkmarks, just complete the gathering log while doing extra loops around ores, logs, and other common ingredients (that aren't already cheap on NPC vendors).

Xerophyte
Mar 17, 2008

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I believe the highest item level required for any of the current casual story content stuff is the latest alliance raid, which apparently needs item level 595 to queue for.

For comparison, the current endgame gear sources are:
L610: crafted - normal raid
L620: crafted + unlimited tomestones - alliance raid - limited tomestones
L630: limited tomestones + hunts, alliance raid or savage raid - savage raid drops

Weapons have some additional sources for 615, 625 and 635 versions.

Getting 610 should just be a matter of asking some goon crafter nicely if you're in one of the FCs, or just buying it if you have 2M gil to spare. If you just want 595 then maybe buy some specific pieces if random drops haven't been nice enough.

Getting 620 is I suppose grindy if you want it immediately and try to get all the tomestones you need to upgrade a crafted set in a day, but unlimited tomestones aren't hard to come by if you spread it out a little. The middling dungeon roulettes reward enough to augment ~2 items/run.

Getting 630 has a pretty hard weekly limit on how much you can do. Limited tomestones cap after 4-5 dungeons/week, the augmentation item requires 2 alliance raids/week (or a bunch of hunts). Also savage raid drops, but if you're considering savage you probably know all this.

Gearing is not a very grindy activity even if you decide to go for broke. The grinds that are in the game tend to be more for the "casual" stuff, like fishing, triple triad, hunts, etc.

Xerophyte
Mar 17, 2008

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That sounds like there's some fundamental error in what skills you're using, yes.

If you want to figure it out for yourself then the basic rules for high-end crafting are:
1: Always open with Muscle Memory
2: Next, put up Manipulation and usually Waste Not 2. Generally prefer them over Master's Mend.
3: Do all other synthesis increases under Veneration. Favor Groundwork, then whatever gets you close to 100%
4: Do quality increases under Innovation. Favor Preparatory Touch, but finish with Great Strides + Byregot's Blessing.
5: Finish with a minimal Synthesis.

However, in practice what everyone does is use a set of standardized macro sequences. Manual crafting is usually only used for Expert Crafts, where you absolutely have to respond to an expanded set of quality procs to succeed. Teamcraft is the general crafting site and their guides section has a 6.3 Endgame Crafting Rotations guide which covers the current rotations, as well as recommended gear sets, breakpoints, etc.

You can also go to https://ffxivteamcraft.com/simulator, enter your stats (or have them saved), press the "Rotation finder" button on the left and pick an appropriate community rotation. For HQing something like Bayberry Cloth I currently use one that gives me the following two macros

code:
/ac "Muscle Memory" <wait.3>
/ac Manipulation <wait.2>
/ac "Waste Not II" <wait.2>
/ac Veneration <wait.2>
/ac Groundwork <wait.3>
/ac "Careful Synthesis" <wait.3>
/ac Innovation <wait.2>
/ac "Preparatory Touch" <wait.3>
/ac "Preparatory Touch" <wait.3>
/ac "Preparatory Touch" <wait.3>
/ac "Preparatory Touch" <wait.3>
/ac "Master's Mend" <wait.3>
/ac Innovation <wait.2>
/ac "Preparatory Touch" <wait.3>
/echo Macro #1 finished <se.1>
code:
/ac "Great Strides" <wait.2>
/ac "Byregot's Blessing" <wait.3>
/ac "Careful Synthesis" <wait.3>
/echo Craft finished <se.2>
My gear is still a patch out of date, if you're using the 6.3 stuff then you'd probably get a somewhat shorter macro (or at least not have to eat HQ Calamaris and CP Draughts).

E: With macro crafting you generally end up with one macro for 70 durability crafts and one macro for 35 durability crafts. It is expected that you will need 2-3 HQ ingredients to successfully HQ 70 durability crafts from the current patch. 40 durability crafts should be HQable at close to minimum stats if you have melded to near your CP cap, which you definitely should.

E2: I should perhaps add that technically it's more efficient to use Prudent Touch than Waste Not + Preparatory Touch to build quality ... but it's a very small difference and so much slower that I really don't recommend it. If you want to craft manually then relying on Prudents has the benefit of more opportunities for Tricks of the Trade and other procs so I do use it for Expert Crafts where those really matter.

Xerophyte fucked around with this message at 08:07 on Jan 31, 2023

Xerophyte
Mar 17, 2008

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Alxprit posted:

Yeah actually there's a few different instances of faster or slower GCDs that end up affecting everything. Summoner's Ruby Ruin and Emerald Ruin. Red Mage's melee combos.

Also: Eukrasia and Eukrasian spells on Sage, Heat Blast and Autocrossbow on Machinist, ninjutsu things on Ninja, the Enshroud attacks on Reaper, dance moves on Dancer and literally every single weaponskill on Monk.

Spells and Weaponskills with odd recast times are surprisingly common.

Xerophyte
Mar 17, 2008

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Yeah, I've gotten angry whispers for killing random ARR & HW A ranks while out and about.

I can't believe I need to say this but supporting a particular type of hunting organized on out-of-game discords is not a moral imperative. You are allowed to just kill these specific mobs that the game tells you that you should kill as you encounter them (assuming you can, anyhow).

Giving someone grief for killing hunt targets is against the ToS, and you can report people for it if it happens to you and they're being obnoxious.

Xerophyte
Mar 17, 2008

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God Hole posted:

what's a hunt train? I'd like to avoid stepping on that rake for now

There's an activity called The Hunt you unlock at level 50, which involves killing specific monsters for a type of currency (Alliance Seals in older expansions, Sacks of Nuts in the newest two). It's basically a repeatable, expanded version of the Hunting Log you get when you start the game. Hunt targets come in various ranks.
- "C-ranks" are normal overworld mobs. You get a new set of mobs each week from the hunt board in each expansion.
- B-ranks are named overworld mobs that respawn very quickly (minutes). You get a set target each week from the hunt board.
- A-ranks are rare random spawns. There are usually two per zone, with a 5ish hour respawn. Anyone who helps kill them gets credit, you don't need to have them as a specific target.
- S-ranks are very rare spawns that spawn maybe twice a week. They usually require specific, annoying actions to spawn, like killing lots of particular type of mob during a particular weather type.

Killing A and S ranks gives a lot of the hunt-specific currency, which can be used to buy things that are cool and or useful. For example, you can buy mounts, materia, endgame gear upgrade materials, etc. So there are (often datacenter-specific) communities that organize "trains" where multiple full 8-man groups blow through every spawn that's currently available on the entire data center for a given expansion.

Hunt trains themselves are fine, and most of the hunt community is perfectly sane. It's a popular activity! I've used the aforementioned Faloop! community, which is the main hunt organizer on the Chaos DC, to finish up a bunch of old rare achievement FATEs that I'd missed. Everyone I interacted with in that process was perfectly nice.

As with most things video games, though, some people get weird about it.

Xerophyte
Mar 17, 2008

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God Hole posted:

Could someone explain to me how POTD works? Do I only have to go through the first 50 floors once to unlock the higher levels for other classes or do I need to run through all the floors with all of my classes at least once? how long would that run take btw

this is pretty much the best option for leveling alt classes right?

You only have to go through the first 50 floors once to unlock the floor 51 starting point for any job. Progress checkpoints every 10 floors, each set of 10 takes maybe 15 minutes with some queueing in between. I don't know what the queues are like for going e.g. floor 31-40, but I'm guessing they're longish since that's not going to be super popular. You might be able to set up a 1-50 run in Catgirl Bargains or some other relevant discord or linkshell.

As far as XP goes, if you ignore queue times then deep dungeons are better than FATEs and hunts, worse than dungeons and roulettes. If you do count queue times then it depends. It might be better xp/time than dungeon spam for DPS, it almost certainly isn't for TH. It's definitely worse than doing most your roulettes once/day (exceptions: guildhest, 5678). Personally I prefer regular dungeons even when leveling DPS, although it's been a while since I had a sub-L70 job. The queue is a good time to finish job quests, go through the hunt log, maybe do custom deliveries or do some gathering...

Note that, and I can not stress this enough: do not solo PotD to level. Soloing is a challenge mode, it doesn't scale down the mobs in any way. You're just doing a 4-man dungeon alone, which you may or may not find fun but definitely will not find efficient.

Xerophyte
Mar 17, 2008

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quiggy posted:

I don't need like a "how to clear Savage content" guide or whatever, just something so I can not make an rear end of myself in a dungeon/trial/raid.

The main thing of all this is just the basic healer idea of trying to maximize your oGCD use, and spend as many GCDs as possible on damage. This matters slightly more on Sage since a missed damaging GCD is also a missed Kardia heal. In particular on Sage, resist the temptation to constantly keep shields up on everyone.

General Sage tips for roulette content:
- Unlike WHMs, Sages are not very good at healing people quickly. You will need to be a little more proactive.
- Usually you will just put Kardia on the tank and forget about it. You can move it if someone eats a dot or similar -- it does not cost a GCD so it's free healing -- but doing so is not necessary, and not something you should worry about while learning the job.
- Put up shields between pulls. At least, E. Diagnosis the tank, E. Prognosis the group, then stand in an aoe marker for more Toxikon charges.
- In dungeons you can expect to use 1 min cooldowns every pull and 2 min cooldowns every other pull. 1 minute cooldowns are Physis, and later Krasis. 2 min cooldowns are Haima, Panhaima, Holos and Pneuma. There's also Soteria on 90s. Accordingly: Physis and Krasis should be used on every pull, early to make subsequent casts benefit from their power buff.
- Zoe only works on GCD heals. You'll almost always use Zoe together with Pneuma at 90, but before then just use it on Eukrasian Prognosis or Diagnosis when you can remember to do so. It's minor before Pneuma so don't worry too much.
- Addersgall: Single target, prefer Taurochole, then Kerachole if >L77, then Druochole. Aoe, prefer Kerachole if >L77, then Ixochole. Kerachole at L77 and below does almost nothing outside of Savage & Ultimates.
- Phlegma is a better aoe than Dyskrasia and a better single-target ability than Dosis. Toxikon is about par with Dyskrasia and Dosis. Treat them as primarily movement tools, but also as DPS cooldowns that you should use before they cap (especially Phlegma). In aoe, try to use them while targeting the highest health target in the scrum for better effect.
- Avoid non-Eukrasian Diagnosis and Prognosis. They're not very useful outside of heal-to-full-or-die scenarios, or when synced <L30.
- Pepsis is extremely weak. It's useful in heal-to-full-or-die scenarios and that's about it. Do not feel like you need to find a use for it in dungeons. You can forget about it and lose nothing of value.
- Panhaima: in dungeons, just treat it as another tank-healing oGCD for trash. For aoe, don't sit on it hoping for some situation to come up where you can pop all the shields. If it is available and there's a raidwide coming then use it and let it expire for the heal. It's more important to get more uses in than it is to get a few hundred potency more from a use.

Your basic strategy for every dungeon pull will be to alternate a damaging GCD, then a healing oGCD if doing so will not overheal. I will typically open with Dosis (or Phlegma, or Toxicon, or Dyskrasia) > Krasis on tank > Dosis > Physis > Dosis > [Haima OR Panhaima] > Dosis > [Holos OR Soteria], alternating which of the 2 mins I use between pulls. Follow with addersgall abilities when they will not overheal. If you run out of addersgall before the pull runs out of mobs then spam Eukrasian Diagnosis on the tank, but this shouldn't normally happen. At lower levels you'll have fewer cooldowns, adjust accordingly and plan a division to alternate your 2 mins.

In trials and normal raids you'll not need to worry as much about the tank. Just keep Kardia on them and they'll take care of themselves. Use Pneuma, Physis, Kerachole or Ixochole after raidwide damage: this should cover all or nearly all the healing you do. Use Taurochole, Druochole and Haima for spot healing if someone stands in fire, or after (and occasionally before) tankbusters. Do not feel that you need to keep shields up on everyone constantly, or that you must always put up shields before raidwides. Apply shields while out of combat, and if you believe someone will die without your shielding.

E: As for when someone will die without your shielding, it depends. Roulette content isn't designed to require healers with shields, so you should assume that shields are superfluous if everyone is at or near full health. Use your best judgement below that. Sometimes you'll get it wrong, and either you massively overheal, or that person with 3 vuln stacks wasn't as safe as you thought and will need an Egeiro. A mistake is unlikely to be very costly either way. If it's new content for you and you feel safer overshielding then, sure, overshield. As a rule try not to worry too much, and especially don't worry that someone at full health will immediately keel over because you didn't press Eukrasian Prognosis.

Xerophyte fucked around with this message at 01:18 on Feb 24, 2023

Xerophyte
Mar 17, 2008

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God Hole posted:

man crafting is gonna be a complete nightmare for my inventory huh

Pretty much. They get more principled later but A Realm Reborn/the base game especially has a lot of different materials and intermediates. Have you unlocked retainers and the chocobo saddle bag? They act as banking space which helps immensely. You unlock retainers from a side quest around L20, after choosing a Grand Company in the main quest, and the bag from unlocking your chocobo as a combat pet in another GC sidequest at L30.

Since it's so interconnected it helps to batch the jobs, especially as you get into the expansions. Get all of them to 30, then all to 50, then 60, etc. Sell crafting materials once you no longer need them, buy materials that are cheap or annoying (commonly: gems, monster drops).

I didn't really find gathering without flying all that bad when I did ARR on my alt last year since the gathering areas are so small and contained. That said, I was alternating gathering with combat and crafting jobs and more focused on log completion and making myself HQ stuff than levels since I have a main with those. Mileage will vary, I imagine.

For crafting, one thing to be aware of is that a lot of crafting materials and intermediates for level 1-40 crafts in ARR are sold by various vendors. There are the guild vendors near each trainer, but also Tradeskill vendors in cities, Housing vendors in housing districts, and (reputation limited) Beast Tribe vendors. If the tooltip for a metal bar or piece of lumber lists a Sale Price then there's an NPC somewhere selling it directly. You don't have to make all your Bronze Ingots or Undyed Velveteen yourself.

Xerophyte
Mar 17, 2008

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Help Im Alive posted:

I know this is a stupid question considering I've played for like 1200 hours but how do people generally make house buying levels of gil in this game

I have the 3 gathering classes + culinarian at level 90 so it seems like I should probably be doing something with those but idk

I've made most of my money crafting on patch drops. On a raid patch week you can buy 10M worth of materials and turn them into 20M worth of equipment in an hour or two, although you will need to spend some time afterwards occasionally tabbing in to FF14 to babysit your undercuts.

If you don't want to do crafting you can set timers for new nodes on patch drops and run around gathering the 10M worth of materials for people like me to buy. That'll take more than a couple of hours, but will involve less babysitting the market board.

Beyond that, just sending out retainers is something like 5k-10k per venture, and endgame dungeon roulettes are around 30k-50k per run when including materia, spiritbond, etc. A week of regular play totals maybe half a million gil.

E: For context I am sitting on 100M gil or so. That's far from true market baron gilhoarder levels, I am not a moneymaking expert. There are goons with considerably more. All the disgustingly wealthy players I know make their money by crafting more than I do, as well as doing things I am too lazy to do like find profit niches in the housing items market, etc.

Xerophyte fucked around with this message at 23:40 on Mar 11, 2023

Xerophyte
Mar 17, 2008

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If you want to optimize then you should basically think of Afflatus Rapture/Solace as instant cast Glares that do some incidental healing and don't require the presence of an enemy target. Their primary function is to let you do damage when moving and when the boss is not targetable (or between packs in a dungeon).

Their healing is a nice side effect and ideally you arrange things so you get some value from that, but as long as you're not capped you should spend lilies when you are moving/don't have a target even if doing so is pure overhealing. If this means you need to use a "non-damaging" GCD heal later you will still come out ahead: a fully overhealing Rapture and casting an effective Medica 2 later will almost always be preferable to doing nothing and casting an effective Rapture later.

If you're doing Savage and really-really optimizing then Misery is frequently worth more than 4 Glares, since you can fit the Misery into the raid buff window. You effectively get the raid buff damage boost for the 3 Solace/Rapture GCDs you spent building up to it for free.

Xerophyte
Mar 17, 2008

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Regardless of if you are the MT or not, in normal mode and roulettes you probably just want to stand somewhere in front of the boss even as OT. Most of the time you can just stand directly on top of the other tank.

This is good partly because it means that if you out-enmity the MT or they snuff it then the boss wont turn or move. It's also pretty common in newer content for attacks to target all the tanks, or require off-tanks to stack on the MT. Having a tankbuster appear in the middle of the big stack behind the boss because the OT decided that was the place to be is at best annoying and possibly kills random people.

The other general rule you need to remember is that in alliance raids, whenever there are multiple groups of mobs, or adds spawn, etc then the split is A left, B center and C right, looking from arena entrance/behind the boss. This matters for everyone, but is a little extra important for tanks. It's fairly common to have phases where the boss disappears and is replaced by 3 adds that often have to be split up. You can (and often have to) adjust if one of the other tanks uses the popular "hit closest, hope for the best" approach, but being consistent about that makes life easier for everyone.

Tank is usually the easiest role to play in trials and raids by a pretty large margin, even if it is very public in a sense that the other roles are not. You survive most mistakes no problem, aren't an eligible target for several abilities, and have a fairly simple rotation. Just try to keep the boss position as still, central and consistent as possible, and press at least one mitigation whenever the boss is casting an ability that you know, suspect or think might possibly, maybe smell like a tankbuster.

Xerophyte
Mar 17, 2008

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Szarrukin posted:

What's the best way of leveling alt jobs? Should I spam leveling duty roulette or just highest available dungeon?

Things with queues will somewhat depend on job, role and when in the day you're playing. Rough order of value:
1. First Leveling, Trials, Alliance Raid, Main Scenario and Frontline roulette of the day.
2. Role quests, highest level dungeon available to you, first 5678 and Normal Raid roulette of the day, daily beast tribe quests in Shadowbringers and later.
3. Highest level dungeon with trusts or squadrons, Palace of the Dead or equivalent thing in later expansions, Crystalline Conflict, levequests. Guildhests you haven't done on that class yet, if sub-50.
4. FATEs, hunts/hunting log, leftover side quests, and beast tribe quests before Shadowbringers made them rewarding.

Repeat roulettes are not generally very efficient. The value of dungeon spam will depend on the queue. It's usually better to chain-queue the highest dungeon and do job quests, FATEs, hunting log and beast tribe things while in queue than run Palace of the Dead or do dungeons with trusts/squadrons, but if the dungeon queue is very long this might not be true.

The completion XP for a roulette (or other activity) tends to be a proportionally larger portion of the total XP at higher levels. Level 50, 60, 70 and 80 dungeons themselves give very little XP, although the daily roulette bonus is OK given how quick they are.

Trials is the best XP/time if there's no queue, but trials are very short and there's probably a queue. Leveling, Alliance and Main Scenario are about equal in both length and expected reward.

Don't feel like you have to do repetitive stuff you don't like (read: Main Scenario roulette every day) for the XP. There are plenty of alternatives.

Xerophyte fucked around with this message at 16:28 on May 9, 2023

Xerophyte
Mar 17, 2008

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Vitamean posted:

dps pulling is extra addersting for sage 😎

I usually shield the tank and myself while running between packs. One of the small curses of having raid gear is that my shields are now so big that even if I Icarus in before the tank can charge I still have too much shield for one round of mob autos to break :qq:


I'll admit I have little patience with Extremely Careful Tanks sometimes. Mainly for bosses in alliance raids that don't have any particular requirements on positioning or the like: standing around and wasting 20 people's time just seems rude and I can healertank bosses, including their tankbusters, should I have to. Dungeons are less irksome in that regard, it's more that being the healer to a single-pulling tank feels entirely redundant. Sometimes I will dot up the next pack of mobs and run it over to you so I can feel like I am contributing something.

Practical advice for newbie tanks: no one will have a problem with you just taking trash packs two at a time (or a pack and a boss, in A Realm Reborn where it lets you). Just don't single pull: doing so is very boring for everyone else, and probably also for you.

Xerophyte
Mar 17, 2008

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Mr. Neutron posted:

If you queue for a specific dungeon/raid, do you get matched with people who are queuing for roulette? Cause it's EU prime time now and I've been waiting for over 30 minutes as a tank which doesn't seem right....

Yes, you will be matched with roulettes, it's what they're there for. However:
- If it's an alliance raid then tank queues are sometimes quite long. Tanks are 1/8th of an alliance raid, instead of the 1/4th they are everywhere else.
- Some content is not in any roulette except Mentor. Mostly Binding Coils, Savages and Extremes. Urth's Fount is the one that usually catches people out.
- The Bozja raids in Shadowbringers are their own thing.

Xerophyte
Mar 17, 2008

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Mr. Neutron posted:

The Puppet's Bunker, the second Nier: Automata raid.

I suppose this must be why then :(

There are a couple of other things that can contribute. As mentioned there is a bias in the roulette to the lower level raids: partly because of people intentionally tanking their ilvl before queueing, mostly because if you take 20 random people from the front of the roulette queue and try to find a viable raid then the odds are pretty high that at least one of them will be queued on a job <L60 which then forces Crystal Tower for everyone.

Additionally, if the alliance roulette flips to Tank for role in need in EU prime time (which is just after daily reset) then the tank queue can get absolutely hammered. Post-reset role in need can make a lot of mains saturate the queue in order to get some free gil for doing something they were going to do for tomestones regardless.

Anyhow, 30 minutes doesn't sound completely out of order for an alliance raid queue on a tank even under normal circumstances. For alliance it's generally the case that healer is fastest, followed by dps and then tank. Role in need bonuses can make that fluctuate very suddenly.

Xerophyte fucked around with this message at 18:02 on Jun 16, 2023

Xerophyte
Mar 17, 2008

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Feldegast42 posted:

People keep saying that people remove gear to get the 50 raids but is that actually true or not?

a cartoon duck posted:

it's not every time, but if you pay attention you often see someone queue into syrcus tower fully nude

Usually it's just the fact that you only need 1 person out of the 24 people in the queue to be <L60 or not have any other raids unlocked for everyone to end up in CT. A bias to ending up in lower level content is just a natural consequence of how the queues are implemented. The same effect exists in all the dungeon and raid queues, but it's stronger the more people you need to match with.

That said, even if it's rare the cheese does sometimes happen and you can notice when it does. Another tell-tale sign is that some is suddenly half-dead a couple of seconds after loading in, as they double or triple their max HP from equipping the rest of their gear.

Xerophyte
Mar 17, 2008

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God Hole posted:

oh I just blasted through all of them in 30 minutes, didn't encounter any issues with Bismarck as a lvl90 fun breaker but I did notice the two serpent adds seemed invulnerable for a bit before they eventually went down. Probably helped that I got one to like 1% before they came together

Yeah, if the snakes on Bismarck Extreme get close together they take much reduced damage so you want to murder one of them before they can move if you're alone. It's not too bad if you know it is coming, although Bismarck is still a very annoying Extreme for other reasons.

An unsynced L90 can solo all the ARR and HW Extremes no problem, plus all the ARR raids. The HW Savage raids are technically soloable as well now, but some require a very bursty job or are otherwise finicky.

Xerophyte
Mar 17, 2008

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The A4S burst requirement is pretty tight still. I know SAM, DRG, NIN, SMN and DNC have done it on the DPS side, and DRK on the tank side. That was with at best last tier's gear so I expect a few other jobs are at least close to it.

Xerophyte
Mar 17, 2008

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Stone Vigil specific things:
- If you keep running when the dragon swoops in then it'll miss you with the breath. The timing is tight and it'll probably hit everyone else, but if you're running in front you will generally dodge the breath as long as you pretend it isn't there.
- The ice elementals are notoriously mean. They're ranged, you can't kite them (which otherwise works very well in ARR, if you have to), Arm's Length doesn't work as mitigation on them, and they never stop attacking to waste time on easily dodged telegraphs instead.
- It's the dungeon just before healers get AoE attacks, so party damage is low and things die slowly compared to dungeons before and after.
- It has pathers. Those aren't generally a thing in 14, so they can catch you by surprise.

You should be able to do 2 pack pulls with a leveling healer and tank but it is one of the dicier ARR dungeons. I'd say the thing to do is note where you had trouble and mitigate that harder next time. People talk a lot about spreading out your defensive cooldowns, but if you know you're doing a dangerous pull then feel free to stack Shadow Wall + Arm's Length + Reprisal all at once if it means you don't die.

Edit: also note that gear in ARR tends to be ... inconsistent, before L50. If you and your healer were both L41 and wearing random clownsuits from various 30ish dungeons then you're at a pretty severe disadvantage versus being synced down to L43. That effect isn't nearly as strong in the expansions, where the dungeons are changed to have a 2-level spread and you often go in with more up-to-date gear even when leveling.


Re: healer chat, I'd say that AST is the strongest of the healers at that particular level. Aspected Benefic and Benefic II are good HPS, you get an honest-to-goodness oGCD, Lightspeed lets you do all your things on the run and cards are "aoe damage" in the sense that you can at least make someone else do extra aoe damage.

In contrast, Scholar and Sage don't get Lustrate & Druochole until the next dungeon. I guess Fairy + Adlo could maybe be slightly more numbers than Aspected Bene + Bene 2 + ED ... but probably not.

Xerophyte fucked around with this message at 23:58 on Jun 22, 2023

Xerophyte
Mar 17, 2008

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If you're ~optimizing~ then being able to establish aggro without stopping so you can gather the final pull earlier is worth more than a more efficient tank ogcd on both packs. One ogcd from 1/4th of the party might cut half a second of a pull, taking a gcd extra to gather the mobs adds, well, a gcd to the pull. So, using the ogcd to avoid stopping is a good trade, if stopping was the alternative.

This sort of stupid microoptimization really doesn't matter though.

Other small optimizations you can do that don't much matter include:
  • Try to keep high HP mobs in the middle of the scrum, so that "100 potency to primary target, half that in an area"-type abilities can be used effectively. In general try to keep mobs as tightly packed as the game's pathing permits to allow for weirdly shaped aoes, don't settle for standing in the middle of a sparse circle of baddies thinking "well I can hit 'em all".
  • If there are no ground target effects in the party (e.g. Ninja's Doton, Summoner's Slipstream, Black Mage's Leylines, etc) then you can move the fight no problem. Ideally you drag the last pack in your pull back towards the party and incoming old mobs so everything is gathered sooner, then end the fight as far forward in the dungeon as you can. In practice I usually just start running forward when a pack is down to 1-2 mobs.
  • If everyone is alive and healthy then don't be afraid of standing in mechanics for melee uptime. Single trash ground markers do very little damage to tanks (or to dps, usually), and getting a vulnerability debuff in exchange for not hiding behind a rock for 5 seconds is a good trade. Sometimes a boss mechanic is extra nasty and this will backfire in some fun way, but the only way to know when is to test.
  • Similarly, when a boss dies all its associated debuffs are cleared. When the boss is at <2% then you should normally just run for the exit no matter what may be going on, or what might hit you on the way.
  • There are chests in dungeons with loot and materia. They're good value for the no effort involved and definitely worth opening ... by someone else, who isn't setting the pace for the dungeon. Relatedly: if healer or ranged dps, please open the damned chests, it doesn't even cost you a cast nowadays.
  • Food is cool and fun and gives you numbers. You can use high level food at low levels for significantly more numbers than on-level food. Some not-quite-current high level food like Smoked Chicken or Espresso con Panna can sometimes be bought for pennies on the MB, and it's great for lower level dungeons.
I can't stress enough how little any of this matters in normal play, but if you're feeling otherwise solid and not prone to dying then these are stupid tricks you can decide to think about as you idly mash Overpower.

Xerophyte
Mar 17, 2008

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Szarrukin posted:

Just unlocked Vanu Vanu tribal quests and I am disappointed none of them is called "Sanuwa Beach"

You'll have to settle for the Carpenter levequest "Birch, Please" and its later sequel "Beech, Please".

Xerophyte
Mar 17, 2008

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As someone who hates nameplate text floating everywhere I can also suggest the more radical approach: just turn the drat things off for most things.

I have the majority of the Display Name types set to "When Targeted":


I have no permanent nameplates for any flavor of NPCs or PCs. Minions, pets and myself are all on Never. I don't even like having interactable objects with names on Always.

I have Engaged Enemies and Claimed Enemies on Always, as well as Friends. That's about it. The rest I just find to be visual noise that makes me both like the game less and play worse.

Xerophyte
Mar 17, 2008

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Cure 1 does a third the healing of a Regen for the same MP cost. Even if you're optimizing for MP it's still bad, in most cases.

I have used Cure in Savage for essentially the two situations of "I was just raised, I have no MP, and I would like to survive this next raidwide hit" and "the tank is at 10% HP and the boss isn't targetable for 10 seconds so MP efficiency beats time efficiency for once". Physick and Diagnosis are slightly more useful since they add the "I absolutely must do actual HP healing or bad things happen" case, which is likewise extremely niche but exists. Leveling adds the "leveling roulette put me in Thousand Maws of Toto-Rak and I have nothing else" case.

I keep the low level heals on the bars partly because the above scenarios where they're nice, partly because I find it useful to have consistent binds across jobs so if I'm keeping Physick bound then I'd like Benefic and Cure on the same key. Sage, of course, doesn't have a lot of choice since Diagnosis and Eukrasian Diagnosis are the same button with a modal.

Xerophyte
Mar 17, 2008

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That Little Demon posted:

So I hit 52 at a WHM and I finished the main ARR story I guess but doing post story stuff now and unlocking dungeons and things I missed. I got a spell that uses "Lilys" but I don't see how to earn them or use them anywhere. Any ideas?

Lilies are automatically earned at a rate of one every 20 seconds. You get a trait at L52 that unlocks a job gauge, which will show them. The gauge looks like

It defaults to the elaborate version, you can change it to the simple gauge in its hud options.

(I don't know exactly why whoever made that image decided to combine the WHM and SGE gauges into one explanatory image, but they did)

Note that since they are an L52 thing, neither the lilies, the job gauge or the Afflatus spells that use them will be available when you're synced down to a duty that's L50 or lower.

Xerophyte
Mar 17, 2008

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hexwren posted:

relics are all (except for the current expansion's relics) "how can we make the player burn as much time as possible doing insane busywork grinding over the next two years until the next expansion comes out"

HW relics are mostly just buying things for poetics. There is only one "grind" step for light near the end, which takes about 40 minutes if you can find a party finder group doing it (typically you run a savage raid encounter unsynced repeatedly. it dies in seconds, it's not hard but it is boring). Other steps that aren't just poetics are "do a bunch of normal trials and dungeons once each", "run leveling roulette a couple of times as any job", and "do a fate in each HW zone".

You still probably do not want to get one while playing through the actual 3.x patch content or while you have other things to spend poetics on, but the Heavensward relics are much less work than the relic weapons in any other expansion other than Endwalker.

Xerophyte
Mar 17, 2008

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Relyssa posted:

drat, that's better.


They have doodles for the other roles too.

(Also, once you get used to Sage it's not a bad idea to get into the habit of moving Kardia sometimes, rather than just picking a main tank and calling it good for the duty. It's a big, free heal-over-time that you can shift around without interrupting your Dosis casts. You will occasionally want it on a near-dead DPS for a bit instead of a healthy tank)

Xerophyte
Mar 17, 2008

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EU party finder almost exclusively does positional assignments through macros. Someone is going to post a fight-specific diagram of positions like

and then people will say things like "M1", "H2", etc in party chat to claim their spot for all the shown mechanics.

NA party finder almost exclusively does position assignments by placing down a marker and people standing around it. Sometimes people will place down several markers, and people stand around them in order for different mechanics. Granted I haven't played on NA for a few years now.

I'm not sure about JP. I believe they do macros for learning parties, then have fixed strategies for clear parties? JP does clears with random queues in duty finder, it's a different place.

Note this is exclusively for Extreme, Savage and Ultimate content. No one is going to do elaborate pre-fight set up dances elsewhere.

Xerophyte
Mar 17, 2008

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Hi, it's me, the giant nerd that wrote a full Sage rotation simulator and simulated annealing-based materia meld optimizer to squeeze the last 0.001% dps out of my Sage rotation.

While all that is mostly true -- although Direct Hit is almost always better than Determination, since healers get 0 DHit naturally -- it's also generally the case that Spell Speed is one of the stronger pure dps stats for healers. The E. Dosis interaction and Sage's general mana issues makes it a little weaker for Sage than the others -- on the order of 5% or so. It's still relatively close in strength to the other DPS stats. The recommended food for Sage is the crit/speed food, for example.

The main thing with speed is that because GCDs are only ever changed in 0.01s decrements it has very large breakpoint ranges where adding more speed will not change your GCD in any way. The primary optimization goal is just melding so you hit a breakpoint range with minimum slop; the possible "loss" of having 50 points out of your +300 SpS do nothing is much more significant than the Eukrasia effect.

767 SpS is in fact really good, assuming that's with food: it's exactly 1 point over the 2.43s GCD breakpoint. The best-in-slot gear currently runs 664 SpS for a 2.45s GCD exactly. I believe melding for a 2.43s GCD is generally the best you can do until you have the two IL660 speed accessories.


E: If you want to try to do your own stupid Sage optimization, the main public resource is the Damage Calc spreadsheet, which will give you an approximate DPS value for a given set of stats or an Etro gear set. You'll need to make your own duplicate copy of the sheet, don't try to edit the official one.

Speaking of, Etro is a good place to put in your gear to see what that means in terms of actual values, including the aforementioned spell speed breakpoint ranges. They have multiple "best-in-slot" type setups for Sage, with different piety-vs-speed tradeoffs ending in a GCD of 2.45s, 2.46s, or 2.47s.

Xerophyte fucked around with this message at 22:50 on Aug 21, 2023

Xerophyte
Mar 17, 2008

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reversefungi posted:

Retainer question: I have two level 90 retainers, both RDM. I usually just send them on quick explorations to see if they bring me anything neat throughout the day, occasionally will get a really expensive glam item or something and sell it on the MB for a nice chunk of gil. Is there anything better I should using my ventures/retainers on?

I don't know of anything particularly worthwhile for combat retainers. Miners and herbalists can usually find some gather that earns >15k/venture, which may be a better use. Long ventures can as mentioned get some minions, but again the ones you can get on combat jobs are cheap and not really worth targeting.

Combat job retainers are less valuable in general: more people have them, and they stuff they can venture for is typically not as useful.

Xerophyte
Mar 17, 2008

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Jonny 290 posted:

when yall talk about 'mouseover' - does it literally fire if you just hold the mouse over a player? or do you have to click? the former seems like it would induce a shitton of misfires

If you press a spell keybind then the usual target priority for the triggered spell in "modern" MMOs is mouse-over'd entity > targeted entity > you. In FF14 you can only get that with macros. 14's macros effectively apply an activation time penalty on any spell they trigger and they should be avoided for anything you use frequently in combat.

The game is slow enough that targeting someone while a spell is casting, tossing the new target whatever ogcd they need, then tabbing back to the boss before my cast time is up is not usually a problem. It can get irksome if I have to chain a lot of ogcds, which does happen occasionally.

Astrologian and Sage in particular can be a bit much since they have targeted aoes, and potentially do have to do very lengthy ogcd chains due to cards and Kardia moves.

Xerophyte fucked around with this message at 22:12 on Sep 16, 2023

Xerophyte
Mar 17, 2008

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Duodecimal posted:

This was my first time playing the expansion as it was released, is the normal raid set the one that gets augmented? I haven't been running any savages, so the only pieces I've been upgrading are the relic set and the weird token thing they do for weapons.

Though the poster above said augmented credendum, which means it's the highest end token gear right now? I've only got one role fully equipped with the credendum stuff, everyone else has normal raid gear.

Normal raid gear cannot be upgraded. The upgraded, dyeable +20IL version drops in Savage. This will not change with patches.

Once 6.5 hits on Tuesday you'll be able to upgrade a single Credendum piece to Augmented Credendum every week by using Alliance raid coins. E: You can also get upgrade tokens in Savage, which is how people get them currently.

In 6.58 the one/week restriction on Alliance and Savage raid drops will be removed and you can farm coins and other drops freely.

In 7.0 you'll be able to buy Augmented Credendum for poetics.

Xerophyte fucked around with this message at 14:41 on Sep 27, 2023

Xerophyte
Mar 17, 2008

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iPodschun posted:

Adding to this: The upgrade materials for armor and accessories will also be available for Sacks of Nuts, the hunt mark currency. The upgrade material for tomestone weapons will be available via alliance raid coins in a later patch, probably 6.58 when the alliance raid drop restriction is lifted.

Right, thank you. I always forget about the hunt path to upgrades, since I never use it myself. In total the "endgame" gearing ladder in 6.5 and after is going to look like this, if I didn't forget anything:

Armor
640: Crafted, Normal Raid Set
650: Augmented Crafted (Crafted + Causality), Credendum (Comedy), Alliance Raid Set (leftside only)
660: Savage Raid Set, Augmented Credendum (Comedy + Savage, Alliance or Hunts)

Weapon
640: Crafted
645: Relic 3 (Causality), 6.4 Extreme Trial
650: Augmented Crafted (Crafted + Causality), Normal Raid + Comedy
655: 6.5 Extreme Trial
660: Augmented 650 raid (Savage. Alliance & Hunts in 6.58)
665: Relic 4 (in 6.55. Causality), Savage

E:

quiggy posted:

Speaking of gear and getting ready for 7.0, I'm coming up on finally hitting level 90 omnicrafter but probably won't bother doing any of the grinds for splendorous tools since I'm pretty far behind. What's the deal with 6.x crafting gear carrying over to 7.0, will purple scrip gear be sufficient for leveling or is there something else I should be aiming for like a crafted set?

The scrip gear will be more than sufficient for leveling in 7.0. The crafted set is only better than the scrip stuff if you overmeld it, which is only worth doing at this point if you intend to craft a lot of end game equipment in 6.5. Or if you really like more numbers and don't mind spending a few million on them, I guess.

Xerophyte fucked around with this message at 15:06 on Sep 27, 2023

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Xerophyte
Mar 17, 2008

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Mr. Neutron posted:

Thanks, that was quite helpful. Any guess as to what ilvl is the new dungeon going to drop? Is it going to be 635?

Almost certainly 635, yes.

E: The "entry level" endgame gear in 6.5 is basically going to be the 650 augmented crafted. You get it from Rashti in Radz-at-Han by trading in the 640 crafted Diadochi gear to for Hannish Certificate of Grade 3 Import and Causality tomestones for Divine Rain. You then buy 650 gear with Certificates and Rains. It doesn't matter what item you trade in, e.g. you don't need to trade in a Diadochos chestpiece to get an augmented chestpiece; you just need the Certificates. This means that, unexpectedly, an augmented crafted set is cheaper (in gil) than a regular crafted set. Typically weapons have been the most efficient trade in, but whatever is cheap.

Xerophyte fucked around with this message at 14:35 on Sep 29, 2023

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