Monday, October 19, 2015
Neverreap Pit Glitching
A glitch in everyone's favorite dungeon of all time, Neverreap. Sarcasm of course. Everyone is so sick and tired of this dungeon, however there are some pretty neat things you can do in this dungeon. One of those things includes the Pit Glitch. Where instead of being killed after you jump into the pit at the final boss, you live and can run around inside the pit. Here is a video of inside the pit.
Monday, October 12, 2015
White Maging it Level 60
So in my last post about white mages "White Mage Inside and Out.", we talked about why the white mage was the dominant class and still can be if you don't forget what brought you to 50. In this post I would like to discuss a white mage at 60 and what makes the difference between a good healer and a bad healer in the eyes of the team and new moves that you have gotten on your way to 60.
As a team player you must know your role. Your role as a White Mage is a healer. Of course this is obvious. So why I am I bringing this up? Well in my opinion I don't believe they were designed only to heal. They have pretty good damage moves and a buff designed specific to their class which is cleric stance. Sure this is useful as just soloing this, however you have incredible damage moves that can help move a fight along. So difference number one between a good healer and a bad healer is DPS. Do not forget to DPS as well as a healer. Even a Combination of holy, to stun everyone, cleric stance, holy again, and then aero 3. would be a safe way to dps that almost has no damage being done to the tank.
Now I did just mention Aero 3. Aero 3 is a move that is gotten at 58 which does an initial burst damage and then a damage over time potency of 50 for 24 seconds. Now the initial burst is about 500 at 60, 1/3rd less then holy and then does a tick for about 250 afterwords every 2.5-3 seconds. On all targets that you hit with it. Pretty easy to use and even if you switch to cleric stance to throw this on a mob of 4 people you have raised the groups DPS up. Lets just use rough math for a second. 4 targets taking 250 every 3 seconds. 1000 damage every 3 seconds so divide the 1000 by 3 and you get 333.33- dps you have for 24 seconds. This is not including the initial burst. Not bad for only casting one move right? So using this we can find out how much per single creature too. 250 divided by 3 is slightly more then 80 dps.
Next thing that makes a difference between a good healer and bad one is knowing your cooldowns. On your way to 60 you have gotten 3 moves on a nonglobal cooldown. So what is a nongloabl cooldown? A non global cooldown is a move that does not effect moves that you regular use that would be considered a global cooldown. So Cure is global cooldown and the moves you been using like divine seal is considered to be a non global cooldown. This almost mean you can pretty much press each one at the same time and it will go out, or while the cooldown for the global is refreshing you can also press the nonglobal to go out. Sometimes nonglobal cooldowns have the same cooldowns as other nonglobals, However most of the time they are separate from there own. So without eating up anytime to cast a heal you can also be using these moves to help you out. However there is a catch. You cannot cast one of these while you have a cast bar going. So not only knowing which move is on what type of cooldown, you must also know when the move refreshes as well. So this is another type of cooldown to know. As I mentioned in the other post you have multiple moves that have a large refresh rate. 60-90-120-150-180 and more sometimes. Knowing how to properly buff yourself to maybe have one going out during the whole dungeon is important. Or saving one or two for each battle is key. Saving all your buffs for an emergency situation is silly. You are going to sit back and struggle and then use 5 cooldowns all at once? I don't think so. You most likely use one or two. By the time you come up to an emergency situation they most likely will be back. So what about the other ones you are sitting one? They start to feel lonely from not being used ;)
So let me know talk about each of the nonglobal cooldown moves you have gotten for easy reference.
Asylum, is the first one gotten at 52. This is a ground area effect that heals anyone who enters it for 100 potency. This is 50 less then what regen heals for. Hopefully everyone has noticed when you used medica 2 and regen together their heal ticks become one big heal tick. Now for this move it is different from all other ticks. Depending on your gear it should tick around 700 or more at level 60. So you now have two ticks on your target if your using regen as well. That is double the chance of hitting a critical heal for either one. Yes this move can also critical. It is also affected by divine seal for the extra 30% heal increase. So you now have an addition move you can use that has no cast time, and heals 700 per tick for 24 seconds per target player inside the area of effect. using a normal party that is now combined to make 2800 per tick if everyone is in there. Very useful. Now the refresh rate is 90 seconds.
Next move is Assize, another 90 second refresh rate and nonglobal cooldown. This move does both 300 potency damage and heal potency 300 to target enemy/team, along with 10% mana restoration. So the mana restoration is key part as well. You now have two moves that restore mana. So the initial heal seems to heal for 2000 and up depending on gear and giving you 1000 mana or more. The fact that it gives you that 1000 mana can be very helpful. It allows you to cast a few more heals being one of those regen. So if you are sitting at empty mana and use this. 2000 heals on your team, the whole team. 8000 heal total. Sadly short of medica 2 but regen or cure 1 should be able to be used. if you used regen thats 1000 or more per tick with 7 or 8 ticks. So 7000. 9000 on your tank and then 2000 on each party member for using 2 moves. Not only does this buy you time to sit and wait for other cooldowns to come back, it also allows you to sit back and not do anything and allow mana to come back.
Next move is Tetragrammation. Cure potency of 700 with a refresh of 60 seconds. I do believe this is your largest heal you have not including the full health heal. No mana cost is a key factor here. If you are trying to save mana then just swapping this move in instead of using cure 2 will save you a huge chunk of your mana. Or if you are in need of some good heals if you use cure 2 and this move at the same time, it should heal close to 10,000 of the guys health. There really is not much to talk about this move, it simply is just like another cure or cure 2.
So the other thing that I want to make it clear to everyone that if you force heal as a white mage in a dungeon aspect you are doing it wrong. Especially if you are just spamming cure 1 and cure 2 like you did at level 30 and wondering why you are out of mana. If you have read all this then you should realize by now that using a heal over time move normally ends up with more healing potency then a force heal would as well as having more chance to critical. So even if you do not want to DPS there is no reason you should down a group because you are out of mana. You have multiple moves that we discussed in these last two posts that restore mana, Not only this but if you are spamming cure 1 or 2 you will run out of mana. You must use all your healing moves to learn how to control your mana. Not just the two basic moves. There is a reason that the game gives you more then two healing moves. With all your healing over time moves you have a cure potency of 300 going out. With divine seal you now have one of 390 going out. Along with cure 1 going out at the same time. You now are smashing a 790 around every 3 seconds. As well as healing your team as well. If you really wanted to add all your potency together per member lets do this. Medica 2 has 50 potency. 200 for a group of 4 total. Regen has 150 (only on tank for this example) now you have 350. With everyone standing in your new asylum that is another 100 per member. So another 400. You now have 750 potency of healing going out between all your team members. 300 of that just being on your tank alone. This is also without divine seal on too. Much easier healing? Very much so.
If you want more help tips on a white mage, you can watch this video bellow and see me healing as a white mage through a 60 dungeon and blowing my cooldowns. At the end of the dungeon I mess up with mechanics but doing so I show you how to stay calm and work through as a HOT healing White Mage. This was not the plan to mess up but it just happened that way. Remember to watch 1080p
As a team player you must know your role. Your role as a White Mage is a healer. Of course this is obvious. So why I am I bringing this up? Well in my opinion I don't believe they were designed only to heal. They have pretty good damage moves and a buff designed specific to their class which is cleric stance. Sure this is useful as just soloing this, however you have incredible damage moves that can help move a fight along. So difference number one between a good healer and a bad healer is DPS. Do not forget to DPS as well as a healer. Even a Combination of holy, to stun everyone, cleric stance, holy again, and then aero 3. would be a safe way to dps that almost has no damage being done to the tank.
Now I did just mention Aero 3. Aero 3 is a move that is gotten at 58 which does an initial burst damage and then a damage over time potency of 50 for 24 seconds. Now the initial burst is about 500 at 60, 1/3rd less then holy and then does a tick for about 250 afterwords every 2.5-3 seconds. On all targets that you hit with it. Pretty easy to use and even if you switch to cleric stance to throw this on a mob of 4 people you have raised the groups DPS up. Lets just use rough math for a second. 4 targets taking 250 every 3 seconds. 1000 damage every 3 seconds so divide the 1000 by 3 and you get 333.33- dps you have for 24 seconds. This is not including the initial burst. Not bad for only casting one move right? So using this we can find out how much per single creature too. 250 divided by 3 is slightly more then 80 dps.
Next thing that makes a difference between a good healer and bad one is knowing your cooldowns. On your way to 60 you have gotten 3 moves on a nonglobal cooldown. So what is a nongloabl cooldown? A non global cooldown is a move that does not effect moves that you regular use that would be considered a global cooldown. So Cure is global cooldown and the moves you been using like divine seal is considered to be a non global cooldown. This almost mean you can pretty much press each one at the same time and it will go out, or while the cooldown for the global is refreshing you can also press the nonglobal to go out. Sometimes nonglobal cooldowns have the same cooldowns as other nonglobals, However most of the time they are separate from there own. So without eating up anytime to cast a heal you can also be using these moves to help you out. However there is a catch. You cannot cast one of these while you have a cast bar going. So not only knowing which move is on what type of cooldown, you must also know when the move refreshes as well. So this is another type of cooldown to know. As I mentioned in the other post you have multiple moves that have a large refresh rate. 60-90-120-150-180 and more sometimes. Knowing how to properly buff yourself to maybe have one going out during the whole dungeon is important. Or saving one or two for each battle is key. Saving all your buffs for an emergency situation is silly. You are going to sit back and struggle and then use 5 cooldowns all at once? I don't think so. You most likely use one or two. By the time you come up to an emergency situation they most likely will be back. So what about the other ones you are sitting one? They start to feel lonely from not being used ;)
So let me know talk about each of the nonglobal cooldown moves you have gotten for easy reference.
Asylum, is the first one gotten at 52. This is a ground area effect that heals anyone who enters it for 100 potency. This is 50 less then what regen heals for. Hopefully everyone has noticed when you used medica 2 and regen together their heal ticks become one big heal tick. Now for this move it is different from all other ticks. Depending on your gear it should tick around 700 or more at level 60. So you now have two ticks on your target if your using regen as well. That is double the chance of hitting a critical heal for either one. Yes this move can also critical. It is also affected by divine seal for the extra 30% heal increase. So you now have an addition move you can use that has no cast time, and heals 700 per tick for 24 seconds per target player inside the area of effect. using a normal party that is now combined to make 2800 per tick if everyone is in there. Very useful. Now the refresh rate is 90 seconds.
Next move is Assize, another 90 second refresh rate and nonglobal cooldown. This move does both 300 potency damage and heal potency 300 to target enemy/team, along with 10% mana restoration. So the mana restoration is key part as well. You now have two moves that restore mana. So the initial heal seems to heal for 2000 and up depending on gear and giving you 1000 mana or more. The fact that it gives you that 1000 mana can be very helpful. It allows you to cast a few more heals being one of those regen. So if you are sitting at empty mana and use this. 2000 heals on your team, the whole team. 8000 heal total. Sadly short of medica 2 but regen or cure 1 should be able to be used. if you used regen thats 1000 or more per tick with 7 or 8 ticks. So 7000. 9000 on your tank and then 2000 on each party member for using 2 moves. Not only does this buy you time to sit and wait for other cooldowns to come back, it also allows you to sit back and not do anything and allow mana to come back.
Next move is Tetragrammation. Cure potency of 700 with a refresh of 60 seconds. I do believe this is your largest heal you have not including the full health heal. No mana cost is a key factor here. If you are trying to save mana then just swapping this move in instead of using cure 2 will save you a huge chunk of your mana. Or if you are in need of some good heals if you use cure 2 and this move at the same time, it should heal close to 10,000 of the guys health. There really is not much to talk about this move, it simply is just like another cure or cure 2.
So the other thing that I want to make it clear to everyone that if you force heal as a white mage in a dungeon aspect you are doing it wrong. Especially if you are just spamming cure 1 and cure 2 like you did at level 30 and wondering why you are out of mana. If you have read all this then you should realize by now that using a heal over time move normally ends up with more healing potency then a force heal would as well as having more chance to critical. So even if you do not want to DPS there is no reason you should down a group because you are out of mana. You have multiple moves that we discussed in these last two posts that restore mana, Not only this but if you are spamming cure 1 or 2 you will run out of mana. You must use all your healing moves to learn how to control your mana. Not just the two basic moves. There is a reason that the game gives you more then two healing moves. With all your healing over time moves you have a cure potency of 300 going out. With divine seal you now have one of 390 going out. Along with cure 1 going out at the same time. You now are smashing a 790 around every 3 seconds. As well as healing your team as well. If you really wanted to add all your potency together per member lets do this. Medica 2 has 50 potency. 200 for a group of 4 total. Regen has 150 (only on tank for this example) now you have 350. With everyone standing in your new asylum that is another 100 per member. So another 400. You now have 750 potency of healing going out between all your team members. 300 of that just being on your tank alone. This is also without divine seal on too. Much easier healing? Very much so.
If you want more help tips on a white mage, you can watch this video bellow and see me healing as a white mage through a 60 dungeon and blowing my cooldowns. At the end of the dungeon I mess up with mechanics but doing so I show you how to stay calm and work through as a HOT healing White Mage. This was not the plan to mess up but it just happened that way. Remember to watch 1080p
Sunday, October 11, 2015
Give Back My Precious Quest.
This is a simple quest to do "Give Back My Precious". It is a level 55 Quest and 33600 experience. The quest has no real journey for it and it defiantly is a very short quest that should not take too much time to do. The quest is found in the churning mists at 35,21. Which you will need flight for if you want to be able to do it. However once you do accept the quest it is a very easy and simple hunt the monsters nearby.
You will be fighting the monsters Elder SyrictaY.
It will take a few kills of these monsters to find the item you are looking for which is a missing ring. You only need to find one and then the quest is over. So you could be lucky to find it on the first kill, or it may take you a few tries like it did for me. Once you complete this you go right back to where you got it to turn it in. Simple and easy.
Here is a Short video just of the quest from start to end. If anyone really wants to see it. Remember to watch in 1080P
Friday, October 9, 2015
White Mage Inside and Out.
White Mage back when Final Fantasy first came out was known as the dominant spec to be as a healer. Plus the only healing spec up until level 30 where people can finally lower themselves as other classes. Later on as the game developed it scholars became preferred to heal with. With the help of a pet it made life easy. While it still does, they created another class. The astrologist. Giving almost the combination of both in one class. It has the shields of what was known for a scholar and the heal of times famous for the white mage. Not only this it has added benefits of cards. I feel it is time we get back to the roots, or at least learn why the white mage was the top healing class.
At level 60 there are many things that have unlocked for a white mage. Useful combination that can make healing so much easier.
But lets talk about some old moves first. In this Post.
Holy is the first spell I want to talk about. It costs a good bit a mana for a pretty chunk of damage. How does this effect healing as it is an offensive spell? Well it does have a 5 second stun and it does not limit to any certain amount of enemy it can hit within range of course. This meaning you have 5 seconds of free time. Even if you do not switch over to cleric stance for the added damage. You just bought yourself 5 seconds of almost no damage if the creatures are not immune to the stun affect of course. As a move that you might be only using for the stun affect if you are worried about switching to cleric, you should also know this fact. Stun cooldowns reset upon enough use of the spell as well as a certain time limit it will reset. So the first stun that comes from holy will be 5, then 3, then 1. Then you have to reset the stun timer one of the ways mentioned above, wait it out or use it until you force it to reset.
Next thing is Divine seal. Now I know many people are using this move in case they get flustered and need a helping hand. But I do wonder why? It has a 60 cooldown and it lasts 15 seconds. Meaning upon the effect ending you have 45 seconds for it to reset. Now this may seem like a good bit of time. It really is not for this fact. You have two moves Regen and Medica 2 upon reaching level 50. These moves are both heal over time. If you use these moves at the very end of Divine Seal ending you will have both moves with an increased potency until you refresh them, or the effect ends. It works this way because as a move you cast with that boosted potency it has already gone out. It is no longer affected by any changes of gear you put on or off, boosts you do or undo unless you recast it. This alone can make you have an added 30 seconds of at least 1 move or more with 30% stronger heals. Meaning that you now have had 30% stronger healers for 45 seconds and now only need to make a 15 second fight without it.
Regen. Personally my favorite and most used move. Regen has a cure potency of 150 per tick. Yes it is per tick, and not a total. 3 Ticks of this and it is above the potency of Cure by 50. As well the added chance of getting maybe 3 critical heals instead of just 1. Increasing your odds already of safer healing. Regen ticks anywhere from 6 to 7 times if you dont do anything fancy which of course you can ;) This saves you the trouble of needing to throw some cures around. Allowing you to do whatever you feel like. Combined with the use of holy that stuns people, you just bought yourself pretty much 2 ticks of healing and you did nothing but attack and put up one heal move. As well as the added bonus decribed in the Divine Seal part you are just now rolling in free time as a healer.
Medica 2. Also another heal over time. A Good force heal to start off with a potency of 200 (just 200 bellow cure 1 but as a party of 4 normally, you now have 400 more potency then a cure 1.) to anyone in party/group nearby. As well as a tick of 50 potency for 30 seconds. It takes 8 ticks to equal a cure. Now it does seem like a lot of ticks. It kinda is. However this is spaced out between your party. Meaning that each party member normally 4 has a tick of 50. 2 ticks will now equal a cure. If no one is taking dramatic damage other then the tank it is a very easy move to use and relax with. 200 upfront and 50 every tick after. Now this move normally has 10 to 11 ticks if you do nothing fancy! Combined with regen you now have a tick of 200 going off, Combine it with Divine seal you have a Tick of 260 going out. 140 shy of cure.
Now there is a move that I actually might have another use for. However this needs to be tested out before i give anyone false information. the move Presence of Mind. Gained at level 30. Which is odd I do not know a lot about this move, but someone brought to my attention in the game that needs to be addressed about this move. If I am correct about what happens with this, it could also be a HUGE game changer in healing. I will post my findings about the move later on in another post.
Stoneskin 2 What is not to love about a move that slams a 10% shield on all nearby party members? XD I dont think this one needs to be explained.
And of course Benediction. A move that heals 100% of targets health. Now this move does exactly what it states with a long cooldown to wait for. Nothing to change the cooldown, it is what it is. However it defiantly is a life saving move. since it Heals your life :P
Hopefully this has made you realized new things about healing, that you may not have known. As a white mage healer you used to be the best healing force on the field. Then things started to change already. The moves listed above are all moves everyone had at level 50. Nothing higher. If the white mage healers seem so great at level 50, why did they slip at 60? I am here to tell you that there is no reason to not be as great at 60 as 50. However you cannot forget the moves that brought you to 50, and how to use them like how i mentioned.
Bellow will you see a video of me as a white mage healer at level 60 putting to use everything I have said as well as new moves from getting to level 60, that i will share my knowledge later on.
Here is the follow up post White Maging it Level 60
Monday, October 5, 2015
Shiva, The New Houdini.
It can make for a very interesting day when you put yourself in a group as a main tank for Akh Afah Amphitheatre (extreme) and all of a sudden the boss is gone. No where to be found. Not only can it not be found on the screen, it does not even show that the other guys are attacking anything. Went from the main tank, too a useless jumping bean in a few seconds.
Now this video is a little older, so is the problem fixed? Who knows.... It could have just been a really weird fluke. Either way, I have it caught on Video.
Now this video is a little older, so is the problem fixed? Who knows.... It could have just been a really weird fluke. Either way, I have it caught on Video.
Sunday, October 4, 2015
Neverreap A Guide To Madness.
Friday, September 25, 2015
I Can White Mage, Can You?
Alright, so this is going to explain one simple aspect of the white mage that will make your life a WHOLE lot easier.
Let me first tell you the difference between a Force Heal, and a H.O.T Heal. A Force Heal is a heal that will force the health back up. Moves such as Cure 1 2 or 3. While a H.O.T Heal Stands for, Heal Over Time. Moves such as Regen and Medica 2.
Now first in any better I always make sure to put my H.O.T heals out right away. This is because at level 60, with poor item level you have a heal every 3 seconds going out for 1.3k. However by all means I am not telling you how to heal, or what to do. This is not what this is about. This is about the next thing.
As a White Mage in the game you get a move called, Divine Seal which increases Restoration you do for 15 seconds by 30%. Now this is not the only move that this tactic should be used on. But It is easiest just to show you with this one move. I blow this move all the time while my tank is at full HP. This is because I don't care about saving it to help me in need because his help dropped way too low. You got other things for that. When I use it, I throw out Medica 2 and then Regen. So both are now with a 30% increase heal. And then RIGHT before it goes away, I do the same exact thing.
Why? Well when you have that increase in heal it applies to moves you use during that cool-down. So now you just used both right before the end of the cool-down. Making the move that only last 15 seconds now last another 30 seconds (Medica 2, Regen needs to be refreshed sooner). Meaning for 45 seconds of the fight you had at least 1 move that was 30% stronger. With a larger health tick, mean you heal less but more at the same time. Gives you time to do damage while your guy heals back by himself!
People also need to relax when being a White Mage. Non of this nonsense seeing a tank with 2k less health with a Regen Buff on them and they are throwing out Cure 2. That is very silly, You are giving that man a 4k heal with a 1k Health tick or more for 2k of damage that you could most likely just let your regen heal the guy. Seriously spending all that time switching back and forth between people to throw even cure 1 on them is silly. Just put a Regen up and you don't need to worry about that guy for 18 seconds. You will have your mana come back while you sit back and sip your tea,
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Is This The Real Life? Is this Just Final Fantasy?
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Let me first tell you the difference between a Force Heal, and a H.O.T Heal. A Force Heal is a heal that will force the health back up. Moves such as Cure 1 2 or 3. While a H.O.T Heal Stands for, Heal Over Time. Moves such as Regen and Medica 2.
Now first in any better I always make sure to put my H.O.T heals out right away. This is because at level 60, with poor item level you have a heal every 3 seconds going out for 1.3k. However by all means I am not telling you how to heal, or what to do. This is not what this is about. This is about the next thing.
As a White Mage in the game you get a move called, Divine Seal which increases Restoration you do for 15 seconds by 30%. Now this is not the only move that this tactic should be used on. But It is easiest just to show you with this one move. I blow this move all the time while my tank is at full HP. This is because I don't care about saving it to help me in need because his help dropped way too low. You got other things for that. When I use it, I throw out Medica 2 and then Regen. So both are now with a 30% increase heal. And then RIGHT before it goes away, I do the same exact thing.
Why? Well when you have that increase in heal it applies to moves you use during that cool-down. So now you just used both right before the end of the cool-down. Making the move that only last 15 seconds now last another 30 seconds (Medica 2, Regen needs to be refreshed sooner). Meaning for 45 seconds of the fight you had at least 1 move that was 30% stronger. With a larger health tick, mean you heal less but more at the same time. Gives you time to do damage while your guy heals back by himself!
People also need to relax when being a White Mage. Non of this nonsense seeing a tank with 2k less health with a Regen Buff on them and they are throwing out Cure 2. That is very silly, You are giving that man a 4k heal with a 1k Health tick or more for 2k of damage that you could most likely just let your regen heal the guy. Seriously spending all that time switching back and forth between people to throw even cure 1 on them is silly. Just put a Regen up and you don't need to worry about that guy for 18 seconds. You will have your mana come back while you sit back and sip your tea,
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Is This The Real Life? Is this Just Final Fantasy?
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Friday, April 10, 2015
The Awry Salvages Leve
A hard to find leve indeed. It took me a long time of Google searching to make sure I was doing it correctly. So here is what I found that worked for me.
This Leve comes from Eidhert located 30,12 Mor Dhona, where I am standing in the picture.This Leve will be done through doing the twin adder section here. So that means it is INDEED a Grand Company Leve Quest.
It is a very simple and quick Leve, Even for a Tank to do. Took me about 2 mins to complete as a tank with lag.
Friday, March 13, 2015
Are you the same?
Macros make up the game. With this game not allowing your players to be to much different except in look, you almost need to think about your macro to be better then another player. It is a shame that this game does not allow each person to be truly different. It allows you to change the look of who you are but deep down you are all the same in this game.
Let me put it this way.
Your forced down a certain path as a character. Gaining the same moves as everyone else. Sure you have the option to maybe include a few extra from other classes. However they do not make a game changing difference. So this aspect of the game is pointless really. Especially as a tanking class.
You have no talent tree? Alright well that is the main feature of an MMO that allows each character to be different.
So let me say this. You have the same skills, Pretty much the SAME GEAR as everyone else. No huge differences that make one guy stand out the same. Your stats pretty much will always equal others.
So what makes you... you? Your outfit. Final fantasy brought the GAME CHANGING way to look different from everyone else. This was a brilliant idea because now you can stand out of the crowd when your pushing the same exact buttons and the same exact moves with the same exact stats.
Being unique in this game is more based on how good your internet is, what combo of moves you use in what order (macro) and how you present yourself. Because your not going to be different any really any other aspect of this game.
All tanks have the same moves, all healers have the same moves, all DPS have the same moves. You cannot make a game changing class in this because it doesn't allow you to do anything like this in the game. If you have the gear without slots you have no way of being really different.
Being a heavily based PVE game makes this kind of awkward. You can almost surely blame anything on your team if you suck. Because there is nothing that makes you different. You all have good gear? No reason this game is hard.
NON PVP game. The only sorta aspect that allows you to change you is PVP. However the PVP is lacking so much in this game there is just no point to even care with ques lasting longer 30 mins or more unbearable. Plus the gear and modification to your characters only really only being good and sometimes usable only in the PVP world.
If you think I am wrong and that you are truly a unique level 50 without slotted gear and not just in look then enlighten me.
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Sumdeus
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It's Dwarfin' Time!
Let me put it this way.
Your forced down a certain path as a character. Gaining the same moves as everyone else. Sure you have the option to maybe include a few extra from other classes. However they do not make a game changing difference. So this aspect of the game is pointless really. Especially as a tanking class.
You have no talent tree? Alright well that is the main feature of an MMO that allows each character to be different.
So let me say this. You have the same skills, Pretty much the SAME GEAR as everyone else. No huge differences that make one guy stand out the same. Your stats pretty much will always equal others.
So what makes you... you? Your outfit. Final fantasy brought the GAME CHANGING way to look different from everyone else. This was a brilliant idea because now you can stand out of the crowd when your pushing the same exact buttons and the same exact moves with the same exact stats.
Being unique in this game is more based on how good your internet is, what combo of moves you use in what order (macro) and how you present yourself. Because your not going to be different any really any other aspect of this game.
All tanks have the same moves, all healers have the same moves, all DPS have the same moves. You cannot make a game changing class in this because it doesn't allow you to do anything like this in the game. If you have the gear without slots you have no way of being really different.
Being a heavily based PVE game makes this kind of awkward. You can almost surely blame anything on your team if you suck. Because there is nothing that makes you different. You all have good gear? No reason this game is hard.
NON PVP game. The only sorta aspect that allows you to change you is PVP. However the PVP is lacking so much in this game there is just no point to even care with ques lasting longer 30 mins or more unbearable. Plus the gear and modification to your characters only really only being good and sometimes usable only in the PVP world.
If you think I am wrong and that you are truly a unique level 50 without slotted gear and not just in look then enlighten me.
--------------------------------------
Sumdeus
__________________________________
It's Dwarfin' Time!
Monday, May 26, 2014
The Howling Eye (Extreme)
It starts off with the quest "Primal Nature" Which is located in Vesper Bay/Waking Sands. This can only be done after you complete "The Navel (Hard), "The Howling Eye (Hard)", "The Bowl of Embers (Hard)". So do not be upset that it is not there right away.
The next quest given is in New Gridania. Which is called "Gale Force Warning"
Which will then lead to this location on the map
Attune yourself with it yet again.
Then it should be in the duty finder.
To finish the quest you must actually complete the Trail.
Sunday, May 25, 2014
A Manderville Man.
To get the Manderville dance and even a Trail, you must go through the chain quest "The Rise and Fall of Gentlemen". The chain quest is a side story chain as well which starts off in Uldah and brings you every which way in the game. Through funny moments and surprising moments, its hard not to love this chain of quests. So here are the "movies" from it. Videos may still be added to the playlist depending on the time you view this.
This Video will be the start of the Series of quests you encounter. Rise and Fall Of a Gentleman
Second Part of the quest chain.
Rise and Fall Of a Gentleman part 2
Next you go to the quest Back in the Saddle which is only a one part story quest to continue on.
The Follow After Her Own Heart is a Big 4 part quest chain that brings you one step closer to that dance.
Part 1 After Her Own Heart
Part 2 After Her Own Heart
Part 3 After Her Own Heart
Rise and Fall Of a Gentleman part 2
Next you go to the quest Back in the Saddle which is only a one part story quest to continue on.
The Follow After Her Own Heart is a Big 4 part quest chain that brings you one step closer to that dance.
Part 1 After Her Own Heart
Part 2 After Her Own Heart
Part 3 After Her Own Heart
Sunday, April 27, 2014
In a Titan Spot (The Navel Hard Trial)
(Click on Pictures to enlarge them).

You must go back to Vesper Bay and into the Waking sands After completing In for Gurada Awakening. Take the Horizon Teleport then travel to Vesper Bay

Second Part leads you to the Upper Decks, so teleport to Limsa Lominsa and Take the Aft Castle teleport.


Third part wants you to teleport to Camp Overlook, and then follow the map to attune yourself
.

You must go back to Vesper Bay and into the Waking sands After completing In for Gurada Awakening. Take the Horizon Teleport then travel to Vesper Bay

Second Part leads you to the Upper Decks, so teleport to Limsa Lominsa and Take the Aft Castle teleport.


Third part wants you to teleport to Camp Overlook, and then follow the map to attune yourself
.
In for Garuda Awakening ( Unlocking The Howling Eye Hard Trial)
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.
______________________
How to remove the Wait time
______________________
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.
_________________________________________________________________________________
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)
_________________________________________________________________________________
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.
_________________________________________________________________________________
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.
-----------------
Sumdeus
__________________
It's Dwarfin' Time!
/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.
______________________
How to remove the Wait time
______________________
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.
_________________________________________________________________________________
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)
_________________________________________________________________________________
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.
_________________________________________________________________________________
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.
-----------------
Sumdeus
__________________
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.
----------------
Sumdeus
__________________
It's Dwarfin' Time!
----------------
Sumdeus
__________________
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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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.
All Posts will now be made as Separate pages as well, for easy access finding.
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