Quinn Angstrom
Some other minor things I forgot to talk about in my last newbie info plurk!
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1. How Provoke Works
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Provoke doesn't just give you a wad of enmity!
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It does a very specific thing.
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If you don't have top aggro on a target, Provoke raises your enmity to a point that you're just barely that enemy's top target.
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If you do have aggro... I don't think it does anything at all?
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It's not an enmity building tool, it's an emergency Snag button.
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You use it when you need that enemy to look at you, NOW.
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This is useful in two situations:
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1. You missed an enemy on your initial engage of a group, and now they're up in your healer's business.
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Just pop a Provoke their way and keep moving.
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2. Tank swaps.
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There are some mechanics in late-game boss fights where the boss will stack debuffs on their main aggro target, until they can't take more hits.
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When these happens, you do what's called a Tank Swap -
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Once the first tank can't hold the boss and live anymore, the second tank uses Provoke and becomes the new main tank.
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That way, the damage and debuffs are split up between the two Tanks safely.
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2. Limit Breaks 101
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So here's how Limit Breaks work!
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If you're in a duty with a party of four people, you have one limit bar.
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If you're in a duty with a party of eight people, you have two limit bars.
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If the duty is a trial, or you're fighting the last boss of the duty, you get one more limit bar.
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The limit bar is shared by the entire party, and shown by default in the upper left corner.
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Once at least one bar is full, any character can use the Limit Break command to do a limit break!
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Doing an LB drains the entire limit gauge, and its efficacy is based on how many bars were full.
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The effect of your limit break is based on your role - tank, healer, melee DPS, ranged DPS, caster DPS.
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Your role also affects how you build the limit bar!
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- If you're a Tank, you build limit by taking damage and interrupting enemy actions.
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- If you're a Healer, you build limit by healing a tank out of critical health, or by scoring critical hits with healing skills.
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- If you're a DPS, you build limit by killing enemies, scoring critical hits, or interrupting enemy actions.
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What limit breaks actually DO:
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Tank:
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Gives the entire party a damage resistance buff.
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Level 1: -20% damage for 10 seconds
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Level 2: -40% damage for 12 seconds
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Level 3: -80% damage for 12 seconds
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Each class has a unique animation for LB3, but they all do the same things, and LB1/LB2 look the same by role.
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Tank LBs are basically only ever used at specific moments in endgame content. Like, the very last raid boss of Heavensward has a super attack that does so much damage that you need a Tank LB3 to survive it.
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aside from that, you just never LB as a tank.
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Healer:
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Restores HP/MP to party
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Level 1: 25% HP/MP to everyone.
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Level 2: 60% HP/MP to everyone.
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Level 3: 100% HP/MP to everyone and raises all dead characterse at full HP/MP.
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As a Healer, you never, EVER use LB1 or LB2.
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LB3 is the ULTIMATE emergency panic button.
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If like 5+ people are dead, you're looking at a party wipe, so you LB3 and bring everyone back at once.
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It's rare, and it's awesome.
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Ranged DPS:
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Does AOE damage. For ranged physical DPS it's a line, for casters it's a circle.
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Level 1: Potency 1650.
Level 2: Potency 3600.
Level 3: Potency 6150.
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For comparison, as a WHM my standard attack is a spell with potency 300.
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It's a lot of damage.
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Melee DPS:
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Single target damage. The most powerful attack in the game.
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Level 1: Potency 2400.
Level 2: Potency 5250.
Level 3: Potency 9000.
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DPS limit breaks are the most common usage - the default strat is to wait until the last boss of the duty is at about 10% health, then pop a melee limit on it.
oh i'm scary
( https://images.plurk.com/2UEgiP5WDSIBgx1EmCqzx9.png )
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Ranged will do if there's no melee using it, but does less damage. Ranged DPS can also be used to deal with really massive/annoying add waves sometimes, but it's rare.
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You see it sometimes in alliance raids.
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Oh, in Alliance raids each party has their own limit bar, so you can do triple limits.
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That's it for limits!
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Tank: Don't.
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Healer: Use LB3 if all your friends are dead.
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DPS: Use it to kill the boss, Melee gets priority.
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Oh here's one I just thought of:
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3. Materia
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There's a Materia system! It's complicated!
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Here's the Big Secret:
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It is basically 100% pointless to worry about Materia before level 80.
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You're fine.
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Materia is for endgame gear.
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When you need better gear numbers before that, you just... get better gear.
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Item Sync disables your materia anyway so it doesn't matter. I think?
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Once you're at level 80 you figure out what your best stats to increase are based on your class/role, and you get Level VIII materia that make that stat go up and shove them in things.
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You get the currency you can trade for materia from doing duty roulettes at LV80, I think.
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lesse, have I missed anything...
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I'll think of some later but that's it for now
izzy.vrm
pvp?
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I don't know the first fuckin thing about pvp
izzy.vrm
that's fair
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I have never even glanced at it
izzy.vrm
... any stuff from the gold saucer?
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I only do Mahjong
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and I'm not qualified to give much serious advice on that
izzy.vrm
~~go for seven pairs every time~~
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don't go for seven pairs unless the game hands you six of them
izzy.vrm
i'm trying to think of what other systems may or may not be important
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oh here's one
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4. Preparing for boss fights
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There are schools of thought about this!
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Bosses in this game, sometimes and especially in trials, will have a lot of complicated mechanics.
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If you rush into them unprepared, you will die a lot!
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If your group is cool with that, then feel free, but most pick-up groups will expect a certain amount of understanding about what you're up against most of the time.
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There's three ways to get that.
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1: Ask your friends
izzy.vrm
squadron leader? retainers?
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We love talking about this shit
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2: Look up a wiki
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The wikis have strats and major mechanics listed for most fights, and are usually good enough to fumble your way through on a first try.
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I went with wiki skims for everything up until Extreme Trials.
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And I was more or less fine!
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3: Guide videos
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This is when you're really nervous, really want to have your shit down, or are doing brutal endgame content.
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For these, I HIGHLY recommend the channel MTQCapture on youtube.
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She has very clear instructions, delivered succinctly and without any fuss, for basically any remotely challenging content.
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But for most stuff you can just scan the wiki for anything that jumps out at you and learn the rest as you go.
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It's more fun that way.
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IMO.
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5. Squadrons
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they're a pain in the ass
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no uh
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at your grand company HQ you can talk to some guys and unlock a thing where you hire adventurers and send them on missions and stuff
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eventually once you send them on enough missions, you can do Command Missions
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where you go into certain dungeons with a party of AI NPC allies from your adventurer roster
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and they're a pain in the ass because the AI NPCs are fucking morons
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you have some "fall back/attack/stop" commands that you can use to sometimes keep them from just standing in lethal poison zones
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but that's it
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anyway it's a way to do dungeons without having to wait in a queue if you're DPS I guess
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also if you do ten of them you get the FF7 squats as an emote
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I don't use Retainers enough to speak on them
thetaClysm
Retainers are highly profitable if you are not a multi-millionaire moneybags like quinn
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I don't even try to be a millionaire
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I just don't have much I want to buy
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so the dungeons add up
thetaClysm
Send them on ventures, level them up, and they bring you stuff. Eventually they start bringing you stuff that only they can get, which tends to sell for lots and lots
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oh yeah that's probably where my gil is gonna go
Ken
Re: Provoke, it just barely putting you at the top of the aggro chart was how it worked in SB. It now adds a lot more enmity to what you may or may not have, and can indeed be a means of maintaining aggro even when you already have it. It’s basically essential for tanking 24 mans at this point I’ve found by experience.
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oh
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I DIDN'T KNOW IT CHANGED
Ken
Basically it very much can be an enmity generating tool now and is no longer just an emergency button or only for tank swaps.
thetaClysm
if you are like me then you have lots and lots of stuff you want to buy and there never seems to be enough gil in the world to get all of it. Selling light steel and taffeta cloth from level 50 ventures got me enough dosh to push me over my first mil despite me being REALLY bad about doing my daily roulettes
Ken
It was one of the smaller changes among the big ones in SHB so its super easy to miss. But it’s real helpful to know. :-D
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I'm working on it... slowly...
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I got Miner up to 50 and I'm working on Botanist next
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I'm gonna get every gatherer up to 50, then every crafter up to 20, then figure out what to do next from there
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probably go for culinarian or alchemist
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oh here's one I was always a little unsure on
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6. Potency
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Numbers in ability descriptions give a Potency!
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This is basically a linear multiplier applied to the amount of damage done.
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So, if I have a Potency 100 attack and you have a Potency 100 attack, those might do different amounts of damage based on our stats and gear and levels and shit
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If you have a Potency 100 attack and also a Potency 200 attack, the p200 attack will do exactly twice as much damage as the p100 attack.
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It really is that simple! It gets used a lot when calculating attack efficiency.
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Like there's a bunch of math based on attack potencies for WHM that's used to back the strategy of "always use Assize the instant it comes off cooldown, no matter what's going on"
thetaClysm
I find that furniture/housing items, which crafters can make starting at a certain level, can also be quite profitable
thetaClysm
I guess since they're luxury items and rich people don't want to level the classes they'd need to make them themselves
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oh here's two more topics
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Slide Casting
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This is a trick for caster classes!
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When you're casting a spell, you can't move or you'll interrupt the cast and have to start over.
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But optimal DPS is to just be throwing spells down nonstop, theoretically, so you don't want to waste time running around!
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So there is, for small movements, a nice little compromise:
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About 0.5 seconds before a cast completes, it locks in
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and during that half a second, you can move a little and still cast the spell while sliding across the ground.
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Handy for situations where you're ALMOST to where you want to be and don't want to break your cast flow.
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Macros
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LET'S TALK ABOUT MACROS
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You can set up macros from the main menu, then can assign them to hotbars.
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this executes certain commands in sequence with one button press.
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There's A LOT of commands you can put in them, from saying text to changing targets to performing moves.
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One particularly helpful one: If you have a move like Salted Earth that normally asks you to choose a spot on the floor, which can be annoying to fuss with in mid fight
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you can just target the enemy and use a macro "/action "Salted Earth" <t>" and it will instantly drop it centered on the current target.
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HOWEVER
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There's an important limitation with queued actions!
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When you use a move directly, there's a soft queue effect - if your cooldown is at 0.5s or less and you hit the button, it'll use the action as soon as it comes off cooldown.
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Macro'd actions do not benefit from this.
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So, there are situations where pressing a button to do an action would use it after a short delay, but using a macro that does that action would just not use it at all.
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For this reason, using macros for anything on the GCD is usually a bad move, as is using macros to perform multiple actions in succession.
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Also, the /wait command can only go in whole seconds - "/wait 2.5" will only wait for 2 seconds. Since the default GCD is 2.5 seconds, that's a bit messy.
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The most common use of macros is using abilities that other people need to know you're using it.
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Examples:
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- Raise, so that both healers don't try to raise the same person
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- Provoke, so that the other tank knows when to Shirk to you, etc
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- Superbolide and Living Dead, so that thet healer knows to heal you
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for that kind of macro, you put in a party message saying "Raising <t>" or whatever, and it prints it out so people can see what you're up to.
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Some people make the messages cuter and more elaborate, I personally stick to a simpler message with less clutter.
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Late, one more thing:
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Stun
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Stun is a very nice status to have access to, but it is also limited
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The good: If you Stun an enemy while they're charging an attack, it will let you interrupt some attacks that aren't susceptible to Interject
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The bad: Each time an enemy gets Stunned, they get stacking stun resistance
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after the third stun they just become immune to stun
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so enemies can only be stunned a maximum of three times each
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this is why for example Holy isn't the most busted imaginable thing
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it's still super good
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but not game-breakingly so
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