let's switch gears and talk about ffxiv nerfing from the angle of the content itself. Yes, bigger numbers hitting the tank would put a slightly larger strain on our Cure button but we can take things a step further.
EX/Savage raids need the main healer to REQUIRE focusing on the MT, and this content could do with some more communication between tanks and healers. Tank busters that would OHKO a PLD even with a defensive CD (outside Hollowed Ground), but, say, a WAR could sponge. In this situation, let's say the tank buster would dish out 1k over the PLD health. The healers could top off the PLD and provide a shield the keep him alive and then focus heal him back up or have the WAR Provoke the attack and the PLD takes back aggros while the off healer heals up the WAR and main healer never stops focus healing the tank.
I want to know what you guys think. You can pick apart my examples, I admit I don't know a whole lot outside of WHM and a couple others I'm only now getting into so there are probably holes in thise examples somewhere, but the point is to think of ways to make the content itself nerf the healing role instead of strictly thinking of what traits/actions to remove/add/alter.
In dungeons we can add a couple more trash mobs per pull, but what about easily identifiable mobs that have mini-tank busters (like those bees but less extreme and without the self-sacrifice part), or roaming monsters that spawn at a random location in the dungeon to keep the party on their toes? This would add a small variety to our roulettes without amping the difficulty too much but just enough to find those DPS windows harder to find and predict or create.
NM/HM trials could do with needing more work out of the off-healer, especially during add phases. Maybe more hazard spots or DoTs getting thrown out to other party members (the exploding healer mechanic from Ifrit EX comes to mind).
Let's be honest, it takes millions of ffxiv gil to begin with just to bring your crafter to that point where you can make those HQ items. Also, you may not know this, but while the recipes might not be locked behind specialists, I'm pretty sure the ingredients are (unless you're saying they nerfed it). This quest was specifically made so that there was a reason beyond glamour for crafters (though that's not entirely true since the relic really is glorified glamour). If you don't have a crafter, then yes, the relic is a money sink, the ARR one was in the exact same position for the Zeta upgrade. If you can't afford it right now, then let it sit for a while and try to work on the 230 step for the relic instead since you can start on the grind for it without actually having the weapon or the quest. Keep checking the market board, and scoop it up when it drops into your price range (stuff like this fluctuates wildly with patches, and some crafters will post stuff a LOT lower than the cheapest item). I'm gonna go ahead and drop some advice for each item, though it might be different for your server.
Adamantite Francesca:
There are a lot of specialized blacksmiths on every server, but a lot of them have better avenues for revenue. This price can fluctuate pretty wildly, meaning that you may want to watch the prices of this item over days, and not weeks.
Dispelling Arrow:
Surprisingly, due to the housing system, there's a lot of very skilled Carpenters in most servers. This usually means that the prices are more stagnant than most since a lot of players who are able to mass produce them have a good grip on economics and are willing to hound the market board and sweep up any low ball prices on the item so they can relist it. If this item is an outrageously high price on your server, then most likely all of the items are.
Titanium Alloy Mirror:
Alchemists unfortunately are the biggest unknown factor among the four, meaning that one server could be overpopulated with them while another one only has a handful who are specialized and making this item. Because of this, very little advice can be given when grabbing this except that you should probably watch it at the same rate that you watch Adamantite Francescas. Hopefully you'll get lucky and catch your four while they're at more reasonable prices.
Kingcake:
For the most part, this item is probably gonna be the most expensive. Not only does it require the player to specialize in a crafter that doesn't offer as much as the others, but this one item is like their "creme de la creme" in terms of making money. The small group of players who can actually make this item know that you want it, and know that if they keep their prices high, that you will have no choice but to buy it eventually. There is a very small chance that there will be a price war over it, but you could be waiting for months until this drops into a reasonable price range.
EX/Savage raids need the main healer to REQUIRE focusing on the MT, and this content could do with some more communication between tanks and healers. Tank busters that would OHKO a PLD even with a defensive CD (outside Hollowed Ground), but, say, a WAR could sponge. In this situation, let's say the tank buster would dish out 1k over the PLD health. The healers could top off the PLD and provide a shield the keep him alive and then focus heal him back up or have the WAR Provoke the attack and the PLD takes back aggros while the off healer heals up the WAR and main healer never stops focus healing the tank.
I want to know what you guys think. You can pick apart my examples, I admit I don't know a whole lot outside of WHM and a couple others I'm only now getting into so there are probably holes in thise examples somewhere, but the point is to think of ways to make the content itself nerf the healing role instead of strictly thinking of what traits/actions to remove/add/alter.
In dungeons we can add a couple more trash mobs per pull, but what about easily identifiable mobs that have mini-tank busters (like those bees but less extreme and without the self-sacrifice part), or roaming monsters that spawn at a random location in the dungeon to keep the party on their toes? This would add a small variety to our roulettes without amping the difficulty too much but just enough to find those DPS windows harder to find and predict or create.
NM/HM trials could do with needing more work out of the off-healer, especially during add phases. Maybe more hazard spots or DoTs getting thrown out to other party members (the exploding healer mechanic from Ifrit EX comes to mind).
Let's be honest, it takes millions of ffxiv gil to begin with just to bring your crafter to that point where you can make those HQ items. Also, you may not know this, but while the recipes might not be locked behind specialists, I'm pretty sure the ingredients are (unless you're saying they nerfed it). This quest was specifically made so that there was a reason beyond glamour for crafters (though that's not entirely true since the relic really is glorified glamour). If you don't have a crafter, then yes, the relic is a money sink, the ARR one was in the exact same position for the Zeta upgrade. If you can't afford it right now, then let it sit for a while and try to work on the 230 step for the relic instead since you can start on the grind for it without actually having the weapon or the quest. Keep checking the market board, and scoop it up when it drops into your price range (stuff like this fluctuates wildly with patches, and some crafters will post stuff a LOT lower than the cheapest item). I'm gonna go ahead and drop some advice for each item, though it might be different for your server.
Adamantite Francesca:
There are a lot of specialized blacksmiths on every server, but a lot of them have better avenues for revenue. This price can fluctuate pretty wildly, meaning that you may want to watch the prices of this item over days, and not weeks.
Dispelling Arrow:
Surprisingly, due to the housing system, there's a lot of very skilled Carpenters in most servers. This usually means that the prices are more stagnant than most since a lot of players who are able to mass produce them have a good grip on economics and are willing to hound the market board and sweep up any low ball prices on the item so they can relist it. If this item is an outrageously high price on your server, then most likely all of the items are.
Titanium Alloy Mirror:
Alchemists unfortunately are the biggest unknown factor among the four, meaning that one server could be overpopulated with them while another one only has a handful who are specialized and making this item. Because of this, very little advice can be given when grabbing this except that you should probably watch it at the same rate that you watch Adamantite Francescas. Hopefully you'll get lucky and catch your four while they're at more reasonable prices.
Kingcake:
For the most part, this item is probably gonna be the most expensive. Not only does it require the player to specialize in a crafter that doesn't offer as much as the others, but this one item is like their "creme de la creme" in terms of making money. The small group of players who can actually make this item know that you want it, and know that if they keep their prices high, that you will have no choice but to buy it eventually. There is a very small chance that there will be a price war over it, but you could be waiting for months until this drops into a reasonable price range.
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