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Is it my turn to rant? Go away FATE zergs!Follow

#27 Sep 23 2013 at 2:54 PM Rating: Good
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109 posts
If you can't beat them join them.

It's not like there are lots of efficient ways to level after quests are finished. Seems like the best way to level a DPS class. Beats spending an hour trying to find a duty.

IMO:

Tank/Healer = level easy through duty finder (first time guildhests and dungeons, not fastest but instant pops and good loot)
DPS = quests (story/secondary)/FATE grinding (fast and efficient but no loot)
#28 Sep 23 2013 at 2:56 PM Rating: Decent
Well maybe with the rest of subs kicking in next week or so the zrgs will get smaller. Its a stark difference from Beta when you couldnt find people to do fates.
#29 Sep 23 2013 at 3:31 PM Rating: Excellent
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2,232 posts
KingoGoodbomber wrote:
If you can't beat them join them.

It's not like there are lots of efficient ways to level after quests are finished. Seems like the best way to level a DPS class. Beats spending an hour trying to find a duty.

IMO:

Tank/Healer = level easy through duty finder (first time guildhests and dungeons, not fastest but instant pops and good loot)
DPS = quests (story/secondary)/FATE grinding (fast and efficient but no loot)


I started to join them too. The XP is so juicy you can't let it go by. I'm saving side questies for next classes.

I play as CNJ (now WHM) and ALWAYS gold medal... Here's how on PS3. Sorry PC players, you'll have to figure out what the translation is on KB/Mouse.

So, bind Aero to something on the R2 hotbar. Mine is R2+Square. Don't ever let go of R2. Now, hit L1. This will ONLY target mobs. So I just have R2 held down and hit Square, L1, Square, L1, Square, L1. Aero, swap, Aero, swap, Aero, swap, Aero, etc etc ad infinitum. Just swap and cast as fast as you can. Of course, I'll drop a heal on a party member if need be and if they're in range. And Raise anyone during the FATE that drops.

You do need to pay a tiny bit of attention if you want to not cast on a non-FATE mob. But like someone above said, it doesn't really matter as the mob will probably be dead or chasing someone else shortly afer you cast anyway.

Good Luck!

Edited, Sep 23rd 2013 2:33pm by LebargeX
#30 Sep 23 2013 at 3:32 PM Rating: Default
How I picture most FATES http://www.youtube.com/watch?v=5qZJ85MdS-g
#31 Sep 24 2013 at 1:56 AM Rating: Decent
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79 posts
Glad others share their my contempt for FATEs. They are massively spoiling the game at the minute and at first i loved them when only 5-20 people would show up. Now all i see,especially in quarry mill is a massive trail of people maybe 40-50+ strong destroying everything in sight and spamming the chat "LFG fate" "looking for fate group" "please invite me"

Only 3 options i see is to

1) nerf the XP gain to make it more inline with other ways of leveling
2) boost the XP for other ways of leveling
3) reduce the appearance of FATEs to make them more special (added side effect is that reduces the XP/hr which stops the zerg fest train)

#32 Sep 24 2013 at 4:21 AM Rating: Decent
Aleport is for real gangstah G's yo. Regulators! Mount up!
#33 Sep 24 2013 at 6:48 AM Rating: Decent
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589 posts
Isn't this just the same as a roaming EXP party in FFXI?
#34 Sep 24 2013 at 7:23 AM Rating: Good
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425 posts
nonameoflevi wrote:
Isn't this just the same as a roaming EXP party in FFXI?

Depends on which "era". Before VoA, or after? :)
#35 Sep 24 2013 at 9:28 AM Rating: Good
Ah man, I remember the KRT monk-burns prior to Abyssea.

The camp held an absolute maximum of 12 people, and was really more comfortable with 6. Three monks, a red mage, a white mage, and a bard. Everyone traveled around the loop, killing stuff as it repopped. If you were stuck in the small loop you could carefully time it and infinichain it, and get about 12K/hour, and if you had - and could handle - the entire area by yourself, you could break 15K/hour. It was only eventually beaten out by the pink birds of ToAU and Mamool Ja Staging Point (both places could break 20K/hour with a COR and the place to yourself.)

Just be glad that you can attack other's monsters in XIV.
#36 Sep 24 2013 at 10:12 AM Rating: Good
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1,208 posts
Catwho wrote:
Ah man, I remember the KRT monk-burns prior to Abyssea.

The camp held an absolute maximum of 12 people, and was really more comfortable with 6. Three monks, a red mage, a white mage, and a bard. Everyone traveled around the loop, killing stuff as it repopped. If you were stuck in the small loop you could carefully time it and infinichain it, and get about 12K/hour, and if you had - and could handle - the entire area by yourself, you could break 15K/hour. It was only eventually beaten out by the pink birds of ToAU and Mamool Ja Staging Point (both places could break 20K/hour with a COR and the place to yourself.)

Just be glad that you can attack other's monsters in XIV.


Oh I remember MNK burns... As much as I hated grinding, those were actually fun!

I liked that way more then Sky weapon parties...

ToAU did kind of kill the MNK Burn didn't it? I used to get all sorts of invites as a BB MNK in the pre-ToAU days....

Kind of made up for the lolMNK mentality early on.... it made no sense that people were fighting crabs and other high defense mobs... WHY? WHY???
#37 Sep 24 2013 at 11:01 AM Rating: Good
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2,430 posts
ToAU made MNK burns seem like Ule Range demon exp.
____________________________
monk
dragoon
[ffxivsig]477065[/ffxivsig]
#38 Sep 24 2013 at 12:41 PM Rating: Decent
Yeah ToAU exp had much more potential than the King Ranperre's Tomb MNK burns, but that was also because of the introduction of Corsair with ToAU and corsair's roll, which gave a nice exp bonus.

So it was like {moon} (5K/hour),{sky} (6-7K/hour), Lufaise Meadows (8K/hour), KRT (10-15K/hour), pink birds one camp (10K/hour), pink birds two camps (15-20K/hour), Mamool Ja Staging Point 1 camp (10K/hour), Mamool Ja Staging Point entire lower and/or upper camp (15-25K/hour, perhaps 30K/hour with an exception party and no mistakes. I think we did that once.)

Then Abyssea came out and we could hit 100-300K an hour in an alliance and it was all over.
#39 Sep 24 2013 at 2:15 PM Rating: Decent
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Hairspray wrote:

Kind of made up for the lolMNK mentality early on.... it made no sense that people were fighting crabs and other high defense mobs... WHY? WHY???


because they weren't particularly strong offensively. hence less dangerous. hence more boring. people are so lame sometimes.
____________________________
monk
dragoon
[ffxivsig]477065[/ffxivsig]
#40 Sep 24 2013 at 2:41 PM Rating: Decent
The attitude of the players changed from "It's not hitting me as hard, therefore it is safer to fight" to "It's hitting me hard but we're hitting it harder so the fight will be over faster, therefore it is safer to fight" and finally to "This little IT- is not hitting me hard, I'm hitting it very hard, AND we'll finish killing four of them in the time it would take us to kill a single IT++ and nobody even gets hurt." Hence the infinichain bird party was born.

The game didn't change so much as we learned to play it better.
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