Final Fantasy XIV - Kiwi Free Company

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So I am playing Bard. First run through the place, doing pretty good to follow instructions from Paladin friend, doing my part to throw out songs and stick to the people who could use the benefits. On a room boss I just didn't move quick enough and bit it. Just by poor timing I got thrown into cut scene hell seconds after from the room boss dying and instead of rezzing me, everyone just left me behind and moved onto the next section. I would've been totally lost if it weren't for my Paladin friend staying behind.

I don't expect to be rezzed mid skirmish. Clearly there's other priorities and I can wait. Hell I would've even taken a rez and the healer chewing me out for being a dumbfuck, because in fairness it was dumbfuckery that got me killed. It's kind of shitty to just ditch when I can't really do anything and before the run I gave warning it was my first time.

I would've totally skipped Crystal Tower but it's required for MSQ to get to HW.
So, one of the reasons why people won't tend to revive you after a fight during a raid is because being manually revived by a healer will inflict you with a res sickness debuff, which can be avoided if you just revive at the start of the dungeon. Additionally, as the raid makes progress, teleport points open up, which will take you to wherever the raid is currently at, and there is always a teleport point near the entrance to facilitate this. There's also the fact that once the raid starts the next fight, if you're not inside the arena before it gets locked out, you're given the option to teleport directly into the arena and join the fight, so you'll never really be left behind unless you make it a point to reject said options provided to you.

I hate to say it, but 23-22 other people aren't going to slow their roll to specifically wait on you to catch up. The game facilitates a number of different means to allow you to catch up with the party on your own and join back in. That's just the reality of the circumstances, and one DPS missing usually isn't going to make or break any of those fights.
 
Finally got my archfiend set and one of the Garo mounts while I was at it (only need like 3 frontline/rival wings wins to get the other two).

Officially ready for 6.2.
 
Are collectables the easiest way to farm Gatherer materia? Am I a retard and over complicating this because I swear crafter materias are infinitely less tedious to get.
 
Are collectables the easiest way to farm Gatherer materia? Am I a retard and over complicating this because I swear crafter materias are infinitely less tedious to get.
Easiest way to do it is to put on a set of AR-Caean gear, down an HQ Potent Spiritbond Potion (you can use better but legendary nodes for EW cap out at +5 spiritbond rate), and then go hit timed nodes on a rotation. You'll get tons of materia from spiritbonding, some collectables for scrips, and the rest of the mats you can just throw up on the marketboard for gil to buy the materia you need (usually the lower tier materia since those will be your final melds).

If you don't have AR-Caean gear then the next tier up is fine. It just won't spiritbond quite as quickly.

EDIT: Also spiritbond increases on each hit, so you should use Solid Reason/Ageless Words + Wise to the World in order to get more hits in on each timed node.
 
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"I'm sorry can't hear you with the pounding from my construct"

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Patch notes for 6.2 are live.

Some takeaways:
1) Healer enmity is effectively removed.
2) Astrologian gets a compromise now with redraw - it's impossible to draw the same seal you currently have so your chances of getting a damage buff in during the opener are no longer as bad.
3) The solution to dragoon button bloat is adding another button (????????)
4) Tank buffs across the board. DRK's shadow seems to have more consistent damage now and AD is a bigger heal.
5) MCH and BRD on suicide watch. Dancer is going to dominate the phys ranged meta.
6) All the PVP jobs that are currently broken will remain broken. Monk gets relegated to the cuckshed.
 
I do not understand a lot of these changes.

- Why on earth is MCH seeing potency reductions? I thought out of the three rDPS, it was the one which was underperforming. Is this meant to counteract this critical hit change?
- What on earth are these healing changes? I maybe get the regen change (and honestly, as a tank I'll appreciate not having mobs snap off of me because the fucking healer tosses Regen on me the minute the dungeon starts, assuming the enmity isn't frontloaded...) but like...what the hell, lol.
- I guess it's time to learn the PLD Cover cheese when Onsal pops up and rack up a bunch of wins since they won't be tinkering with that anytime soon, lol.
- Echoing Fcret's confusion over Mirage Dive getting folded out of Standard Jump.
- Those range changes for some of the GNB kit sound like nice QoL changes.
- The using gatherers to complete collect item FATEs sounds like a really niche and cheeky bit of tech, assuming they're using Hide or whatever. Wonder what prompted them to make that change.

E: Also I might be crazy, but I could've sworn that the devs said they were going to start listing rationale for changes in patch notes. Was it starting after this patch or did I get games mixed up?
 
- What on earth are these healing changes? I maybe get the regen change (and honestly, as a tank I'll appreciate not having mobs snap off of me because the fucking healer tosses Regen on me the minute the dungeon starts, assuming the enmity isn't frontloaded...) but like...what the hell, lol.
Basically - none of the passive heal effects which can tick without you explicitly pressing a button will give you enmity. This is apparently tied to some more DSR enmity management shit.
- Echoing Fcret's confusion over Mirage Dive getting folded out of Standard Jump.
I figured this out. Apparently a lot of DRG players would accidentally queue mirage dive immediately after high jump due to spam button pressing and it could clip your GCD. The solution was a macro but now that's not necessary. No wonder the rework has been postponed - DRG jank is going to be a challenge to untangle.
- The using gatherers to complete collect item FATEs sounds like a really niche and cheeky bit of tech, assuming they're using Hide or whatever. Wonder what prompted them to make that change.
It was actually apparently a popular way to cheese FATEs. I've seen a few streamers even talk about it.
 
Patch notes for 6.2 are live.

Some takeaways:
1) Healer enmity is effectively removed.
2) Astrologian gets a compromise now with redraw - it's impossible to draw the same seal you currently have so your chances of getting a damage buff in during the opener are no longer as bad.
3) The solution to dragoon button bloat is adding another button (????????)
4) Tank buffs across the board. DRK's shadow seems to have more consistent damage now and AD is a bigger heal.
5) MCH and BRD on suicide watch. Dancer is going to dominate the phys ranged meta.
6) All the PVP jobs that are currently broken will remain broken. Monk gets relegated to the cuckshed.
??????

Did BRD get nerfed? They were already middle of the pack before so why nerf them?

Jesus Christ Squenix. At least give us back Foe's Requiem if you want to shit on the job.
 
??????

Did BRD get nerfed? They were already middle of the pack before so why nerf them?

Jesus Christ Squenix. At least give us back Foe's Requiem if you want to shit on the job.
Nah it's just more that the degenerate DNC + SAM comp is going to come back. Now that SAM autocrits and devilment is the strongest crit rate buff in the game at 20% (in addition to buffing DH), there's basically no reason to bring any other phys ranged.

BRD is still pretty good though. MCH might be fine but top tranny scientists over on the balance are still crunching the numbers.
 
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