Monday, March 17, 2014

Death Glitching

Sometimes when you die in the game, you will glitched in odd positions. Normally standing up when dead, and laying down when your alive.


Sunday, March 16, 2014

Macro Guide for building a BASIC one.

Macros are very useful tools which should in reality, almost always be used if possible. There is a problem with Final Fantasy's macros compared to other games. They require what is called a wait time sometimes. This means you must actually take up space in the macro to type "/wait 2.5" Whenever you reclick the macro it will start over from scratch, no exceptions. In my opinion this is WRONG. This is not how a macro should be set up, and if you are setting up any macro with a wait time, then you are lowering your DPS, HPS, Tanking abilities and the quality of your game-play overall. Why? There are things that no macro guides mention. Cool-downs set on a different category then a normal attacking move. These are called Non Global Cool-down. because it is set on a complete different cool-down then your regular moves. This being said, while you use a move on a global cool-down, your move on a non global cool-down will go out at the SAME TIME. No delay. What would this look like? Well for example your buffs are a non Global cool-down. Example macro

/ac "Heavy Swing" <t>
/ac "Bloodbath" <me>

For this example macro, when you press it, you will use the move "Heavy Swing" and the Buff "Bloodbath" without slowing your damage out at all. However just like a move on a Global cool-down the non global cool-down as a refresh period before it will use the next one on the list.

Now to make things a little more weird, you have things on a non non global cool-down. This is a totally separate cool-down from the first two, and will also have its own refresh period. So at times you may have 3 moves or more going out at the same time with a proper macro.

Casting spells I believe darkens out ALL other affects while the casting bar is going out. This means no other move will go out. Although this is fine because almost all classes have a Instant cast spell somewhere.

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How to remove the Wait time
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If you are using a Macro that has cast bars in it, you really should not have it repeating so you can sit back and watch the game. Lowering any quality of your game play may not be as big of an issue in this game however in almost all other MMO's you will be trolled hardcore if your damage is lacking, or healing or whatever it is because your are a lazy player. This doesn't mean remove it completely. Just put in a totally separate macro if you want to cast on the target's target and maybe mouse over and such. Just remove those wait times! Now being said for an instant cast spell. You can have multiple instant cast spells in one macro IF the spells darken out upon use, or if there are cool-downs. Big macros are based upon cool-downs. This means you put you spells that have a higher cool-down before a move that has a Zero cool-down or normally in this game 2.5 second cool-down. Example macro

/ac "20 second cool-down" <t>
/ac "15 second cool-down" <t>
/ac "10 second cool-down" <t>
/ac "5 second cool-down" <t>
/ac "2.5 second cool-down" <t>

This being said, you can switch the order of the macro except your last one that has 2.5 second cool-down. However moves with shorter cool-downs higher up in the macro can ruin the macro as well if its longer, because it will refresh before you go through the whole macro, meaning you will want to use that move again instead of keeping up the moves. This can and cannot be a problem, its just a matter of playing with the macro to see if all the moves will go out and what order to put things.

Buffs with cool-downs or just buffs in general, should be added at the last of the macro in order you want to go out. It really doesn't matter about buff cool-down for the macro, just follow the order you would like them to go out after the attacking moves.

/ac "20 second cool-down" <t>
/ac "15 second cool-down" <t>
/ac "10 second cool-down" <t>
/ac "5 second cool-down" <t>
/ac "2.5 second cool-down" <t>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>

Finishers in a macro. Since finishers normally go out from 0-30% of targets life, it means it cannot be used until then. So you would want to place them before anything else. These are normally the strongest or one of the strongest moves you have, so interrupting your macro is OKAY because it will not interrupt until the spell is avaliable for use.

/ac "Finisher" <t>
/ac "20 second cool-down" <t>
/ac "15 second cool-down" <t>
/ac "10 second cool-down" <t>
/ac "5 second cool-down" <t>
/ac "2.5 second cool-down" <t>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>

Moves that can be used upon dodge or blocking and such. These moves are normally strong hitting and have a bonus affect to them. So although you want them to go out, you dont want it to mess with your finisher. So place after finisher, but before other attacks. Same rules apply as the finisher.

/ac "Finisher" <t>
/ac "Move after parry" <t>
/ac "Move after block" <t>
/ac "Move after dodge"
/ac "20 second cool-down" <t>
/ac "15 second cool-down" <t>
/ac "10 second cool-down" <t>
/ac "5 second cool-down" <t>
/ac "2.5 second cool-down" <t>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>

You also have moves that are attacking but not on a global cool-down with a cool-down. This means you can place them before you buffs, and after the global attacks.


/ac "Finisher" <t>
/ac "Move after parry" <t>
/ac "Move after block" <t>
/ac "Move after dodge" <t>
/ac "20 second cool-down" <t>
/ac "15 second cool-down" <t>
/ac "10 second cool-down" <t>
/ac "5 second cool-down" <t>
/ac "2.5 second cool-down" <t>
/ac "Non Global Attack" <t>
/ac "Non Global Attack" <t>
/ac "Non Global Attack" <t>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>

Macro Order is just all about when you want moves to go out in what order, but do not mess with the order of layouts. Always keep the position of finishers, global, Non global, buffs the same. If you mess with those orders, you will find things going out at awkward times. However there are always exceptions in things.
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A quick lesson on darkened spells

Darken spells cannot be used until bright again. So this means if you have a move that allows the next move to be used, then the order of the moves are revered in the global cool-down.

/ac "Move 3" <t>
/ac Move 2" <t>
/ac "Move 1" <t>

(A better example of this can be displayed in my Pug macro However the order in that is 2 3 1 for better use of macro)
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If you find your taking aggro away from the tank a lot, maybe out of confusion of who he is attacking. You have something Called Target's target casting. This will attack or use a move on the target's target. You can just stay on tank and spam your spells and attack him. However this being said, you still need to face his enemy. You don't shoot at him and do damage to his target.

This would look like

/ac "Finisher" <tt>
/ac "Move after parry" <tt>
/ac "Move after block" <tt>
/ac "Move after dodge" <tt>
/ac "20 second cool-down" <tt>
/ac "15 second cool-down" <tt>
/ac "10 second cool-down" <tt>
/ac "5 second cool-down" <tt>
/ac "2.5 second cool-down" <tt>
/ac "Non Global Attack" <tt>
/ac "Non Global Attack" <tt>
/ac "Non Global Attack" <tt>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>
/ac "Buff with any cool-down" <me>

You can combine them both however to attack target and target's target in a macro

3 different ways to set this up, So if you are in need Just comment and I will help for this one.
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Other guides include mouse over, i will not. I do not use Mouse over so i will not pretend to know something i do not know. Macros are goofy things and need practice. Practice makes perfect. Playing with macros to fit your playing style is best. I made macros fro the game Rift and gave them out. 25 lines long, tripled macros. Sure they were great for me and many other. But some not so much.


If you do a Macro Correctly you be "winning the game" stated by many people who i gave my macro to in rift.

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Sumdeus
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It's Dwarfin' Time!

Sunday, March 9, 2014

PvP Style fail.

In this game you get PvP at level 30. It is very different from what would be considered a normal PvP style. This being capture the flag, hold down bases or flags of some sort, and even all out brawl between people. There is things called arenas in other MMO's however, to be qualified for one, you needed to either go alone or with people you already pre grouped up with. Final Fantasy throws you into a hungry cluster of people of 4v4. This being 1 tank, 1 healer, and 2 DPS. Now the concept isnt that bad of one, its like always having an arena. However since it is always required to have these people it makes it so finding a game as a DPS is rather challenging. This being said, once you start the fight there are so many issues with PvP that it just ruins the fun in PvP. Magic users are found being interrupted almost every single hit by Melee/Non magic users. Paladins can stun constantly, blocking out almost all hope for a healer to heal through because of the interruption plus the stuns going on. Healers leave the gate and most of the time get ganged banged by the other team right from the start. Whoever's healer goes down first normally will always win this PvP. There is no real room for improvement in the PvP because your found fighting for 1-4 mins and waiting 10-20 mins for just a PvP matchup. This is not the only problems in PvP. Higher levels can que up for a matchup at 30, which it seems they normally like to do. This being said, they have the resistance Morale, which is a PvP resistance that Reduces damage taken in PvP and increases damage dealt in PvP. Other PvP styles always allow you to have the room for a win if you have a poor healer. However when your healer goes down you go down. There is no sneaking around and capturing a flag and having one man do it while the team distracts the rest of the others team. Nothing like this. Just a brute force challenge to get the other teams healer down and then take the rest down. This makes healers not want to PvP because they are always the target and always go down rather quickly. Sure the PvP profile can help you, however to even get enough to help you, you would need to win a lot, which is rather challenging unless in a premade, or die a thousand times before you can get your record to look like 50 wins and 1000 matches. PvP needs to change dramatically because the way they have things set up is destroying the PvP aspect of the game.  It either needs a HUGE fix on what they have already setup as PvP OR they need to copy the basic MMO setup for PvP. Capture the Flag, Hold the bases and flags, and a HUGE all out brawl.

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Sumdeus

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It's Dwarfin' Time!

Saturday, March 8, 2014

You want to be a Pugilist?

So I have been playing this game for a little bit. I have asked around and it seems like a lot of people in this game hate macros? Why? thats probably because of the wait time that macros call for sometimes. Most of the issues people have is making a macro with for a pugilist. People say they will only be casting bootshine if you do not use wait and if they use wait it slows them down. Well these people are wrong! The Final Fantasy creators made the Pugilists moves blackout on purpose so you can have a Macro in REVERSE order. What does this look like? Well here is the basic macro without anything added to it besides your 3 main moves. By the way lets call the this macro DPS

/ac "true Strike"<t>
/ac "Snap Punch" <t>
/ac "Bootshine" <t>

This works because true strike and snap punch cannot be used without bootshine being used first. This means once bootshine goes out, snap punch is available for use, so it uses it next. Once used this means true strike is up for use, so it will use that next and black out again, Rerolling the macro when you press continuously. The macro can have other things added to it. For example you get Haymaker which is ready for use when you evade an attack. So of course when you add this to the macro it should be upfront! Macro will look like this.

/ac "haymaker" <t>
/ac "true Strike"<t>
/ac "Snap Punch" <t>
/ac "Bootshine" <t>

Not only will you have these 4 moves going out, you have buffs. Buffs in this game are on what is called a non global cooldown. This mean that it has a separate cooldown than anything else being used ( this especially means attacking moves). This means that it will NEVER interrupt your attacking moves, so place them in order how you want them to go out. In this moment of time your macro will look something like this. (please do note that the buffs can be swapped around, but do not change your attacking order or you will experience error in the macro).  

/ac "haymaker" <t>
/ac "true Strike"<t>
/ac "Snap Punch" <t>
/ac "Bootshine" <t>
/ac "featherfoot" <me>
/ac "Second Wind" <me>
/ac "hawk's Eye" <me>
/ac "Raging Strikes" <me>
/ac "Internal Release" <me>
/ac "Mantra" <me>
/ac "Perfect Balance" <me>

Some people may wonder why Second wind is in there. Well for me it always seems to go out when it is needed at that point in time however, mainly it should be removed from the macro since you are not always hurt and dont always need it. It is just in there for people who dont really want to worry about it.  The macro without Second wind will look like 

/ac "haymaker" <t>
/ac "true Strike"<t>
/ac "Snap Punch" <t>
/ac "Bootshine" <t>
/ac "featherfoot" <me>
/ac "hawk's Eye" <me>
/ac "Raging Strikes" <me>
/ac "Internal Release" <me>
/ac "Mantra" <me>
/ac "Perfect Balance" <me>

Macros are used in Cooldown order. This means that if you have a macro with a instant cast spell first, it will always use that instant cast spell without a wait time. So this means, put a 8 second cooldown before a instant, and you no longer need a wait time. The rogue has two moves (without going through story line) with cooldowns. Making the final macro you should have being 

( This one is with second wind)

/ac "haymaker" <t>
/ac "Steel Peak" <t>
/ac "Howling Fist" <t>
/ac "true Strike"<t>
/ac "Snap Punch" <t>
/ac "Bootshine" <t>
/ac "featherfoot" <me>
/ac "Second Wind" <me>
/ac "hawk's Eye" <me>
/ac "Raging Strikes" <me>
/ac "Internal Release" <me>
/ac "Mantra" <me>
/ac "Perfect Balance" <me>

(This one is without second win)

/ac "haymaker" <t>
/ac "Steel Peak" <t>
/ac "Howling Fist" <t>
/ac "true Strike"<t>
/ac "Snap Punch" <t>
/ac "Bootshine" <t>
/ac "featherfoot" <me>
/ac "hawk's Eye" <me>
/ac "Raging Strikes" <me>
/ac "Internal Release" <me>
/ac "Mantra" <me>
/ac "Perfect Balance" <me>

So at this point in time, you have one macro. However there is one other macro you should have. This macro should be your first use, because it has the move Twin Snakes in it. The move buffs you 5% dmg, however the macro i gave you before is a lot stronger, so after you get the 5% damage buff switch to the first macro given. The macro that includes Twin Snakes will look like. Lets Call this Macro Snake

/ac "Twin Snakes" <t>
/ac "Snap Punch" <t>
/ac "Bootshine" <t>

This is set up only a 3 line macro because you are not really worried about getting out anything else at this point in time, only getting that 5% damage bonus.

So at this Point in time you now have two macros for your rogue. your bar should really look like this

Key #1 Macro Snake

Key # 2 Macro DPS

You do have an Area affect move but this does not need to be in a macro, because people tend to use this move less, or without worrying about the bonus affect it can get.

Please also note, since there is no wait time and there is no way to suppress macro failures like in other games, you screen will have errors flashing up, but it doesnt mean your macro isnt working, it just means some moves are not going out at that time which makes sense since you cannot roll out 2 attack moves at the same time, or 2 buffing moves at the same time. So ignore the errors. Also do note that these macros call for excessive clicking instead of just one click and waiting.

I hope this guide helps you on your journey as a Pugilist

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Sumdeus

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It's Dawfin' Time!

Final Fantasy XIV- A Realm Reborn

A help guide blog for the MMO Final Fantasy XIV- A Realm Reborn. You will see help guides and other tips and comments on the game throughout this blog. Created 3/8/2014 by Sumdeus. A player who gave tips and hints and such on the MMO Rift. Hopefully this guide will be very helpful to almost everyone who Reads it.

All Posts will now be made as Separate pages as well, for easy access finding.