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#1 Jan 11 2011 at 11:38 AM Rating: Excellent
222 posts
If you Had every job to 50 what abilities would you have on your bar?

#2 Jan 11 2011 at 11:41 AM Rating: Good
77 posts
i'm not all too familiar with all the skills in the game, so maybe you guys could help me out :D

I'm maining either lancer or Thaumaturge, and I want my role in the party to mainly focused on Crowd control debuffing.

I know some form of Gravity and Slow are going to be in there. Maybe some hate transfer skill. i don't know XD
#3 Jan 11 2011 at 11:51 AM Rating: Good
164 posts
I thought you were talking about some sort of food made from the Dream Materials given in the Holiday's event :)
Irishclass777 said: crafting is crafting no matter the game just because crafting is a job in ffxiv don't it much change much.

#4 Jan 11 2011 at 11:56 AM Rating: Good
222 posts
I am actually talking about the tears of unicorns and double rainbows.

#5 Jan 11 2011 at 12:08 PM Rating: Good
523 posts
I would have to go looking because I don't know all the skills either, but here is what I am working on for my mele setup,:
(Mage setup would be different)

Bar 1: (Damage)
Each classes rank 50 weaponskill,
A weaponskill for each incapacitation,

Bar 2 (Buffs)
Raging Strike
Second Wind II
Hawks Eye

Bar 3 (Spells)
Cure 3
Sacrifice 3
Protect II
Shell II
Stoneskin II
Siphon TP
siphon MP II (interchangeable with Styg Spikes)
Stygian Spikes

I don't know all the skills myself, but this is where I am starting from. Flexibility is my goal.

Edited, Jan 11th 2011 1:09pm by DoctorMog

Edited, Jan 11th 2011 1:09pm by DoctorMog
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#6 Jan 11 2011 at 12:36 PM Rating: Decent
23 posts
The answer would depend on several factors like your main job, solo/party, role in party, etc.
If I'm soloing my Marauder and want to fight non-stop and can only have 1 hotbar I'd have these skills equipped. On my second hotbar I'd have more buffs and weapon skills.

1. Marauder 1 - Light Swing - can't unequip it
2. Marauder 1 - Heavy Swing - my main attack
3. Marauder 28 - Skull Sunder II - best 500TP skill in the game
4. Marauder 24 - Trunk Splitter II - high-dmg attack 1000TP
5. Marauder 44 - Brutal Swing II - AOE attack 1000TP
6. Archer 40 - Raging Strike II - +dmg buff and quicker cool down than Ferocity
7. Conjurer 20 - Cure II - healing
8. Conjurer 42 - Shock Spikes II - stun mobs
9. Thaumaturge 48 - Sacrifice III - healing over time
10. Thaumaturge 44 - Siphon MP II - regenerate MP so I can use 7-10

#7 Jan 11 2011 at 12:38 PM Rating: Good
222 posts
mine would look similar

#8 Jan 11 2011 at 12:51 PM Rating: Good
77 posts
I think one of the problems with the armory system is the amount action points you have at your disposal. i forgot that at rank 50 you probably get a crazy amount of action points.

Right now each class has skills that work for different situations, and every skill in this game is rather powerful. i haven't seen any skills that cost more Action to use than others so i do not know what is up.
#9 Jan 11 2011 at 1:32 PM Rating: Good
140 posts
you get 64 action points at Rank 50
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#10 Jan 11 2011 at 2:04 PM Rating: Good
9,526 posts
shady113 wrote:
you get 64 action points at Rank 50

Ok... let's do this.

I'm going to set my base class as Lancer for this thought experiment.
I haven't really played it though so I will probably make a lame bar :P

Sac III - 2
Cure III - 2

Absorb ACC - 3
Absorb ATK - 3
Hawk's Eye - 3
Siphon TP - 3
Siphon MP - 3
Still Precision - 3
Bloodbath II - 3
Chaos Thrust - 3
Victimize II - 3
Comrade in Arms II - 3
Blindside II - 3
Maim - 3
Moonrise II - 3
Raging Strike II - 3
Speed Surge II - 3
Skewer II - 3
Heavy Trammel - 3
Red Lotus II - 3
Doomspike II - 3
Feint - 3

lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

#11 Jan 11 2011 at 6:03 PM Rating: Good
41 posts
Although you cannot remove your starting ability in action slot 1 you can move it to a different bar if you wanted to. Someone mentioned this in these forums and I have confirmed it works. For example if you have Defender set to action slot 20 and you moved defender into action slot 1 then light swing would switch to action slot 20.

Edited, Jan 11th 2011 7:04pm by kumago
#12 Jan 11 2011 at 6:29 PM Rating: Decent
23 posts
kumago, thanks that was helpful. I never use light attack so I'll move it down to the second bar and add Invigorate II (Lancer 44 - faster TP) to the first bar.
#13 Jan 11 2011 at 7:26 PM Rating: Good
1,022 posts
Man.... I was hoping there was going to be chocolate involved in this conversation. lol

"Dream Bar?! Sounds delicious!!!"
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#14 Jan 11 2011 at 8:32 PM Rating: Decent
1,608 posts
Seventhblood wrote:
If you Had every job to 50 what abilities would you have on your bar?

I'll let you know when I get there.

#15 Jan 11 2011 at 10:57 PM Rating: Decent
88 posts
I think I enjoy archer and pugalist best from what I have played of the Disciples of War.

For archer/pugalist I would love to run with all possible attack/accuracy buffs and Riot Blade.
Riot Blade is sooooo sick (and looks pretty cool). So basically, want to buy Riot Blade..

Mage setups aren't as fun :-(
#16 Jan 12 2011 at 1:05 AM Rating: Decent
41 posts
Your welcome Ladydeath... yeah who ever first posted that really helped me out with mar.
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