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 Post subject: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 11:52 am 
Crumpet
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http://na.finalfantasyxiv.com/lodestone ... 3f3c43828a


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 1:22 pm 
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Who wants to be on my peisteskin treasure hunt team? lol

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 2:18 pm 
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I'll be interested in some treasure hunting

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 7:51 pm 
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wow, that's a lot of stuff, just spent an hour reading it all ><

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 8:09 pm 
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So bard nerfs are 10% Crit and Damage nerfs on our cross class cooldowns, and rain of death is basically worthless in pve. And then a Shadowbind nerf which sucks for pvp.

This wouldn't be too bad except Monks and Drgs got what seem to be pretty solid damage buffs ( mostly passive increases for drgs, monks will have to do a back rotation sometimes to see much gain looks like). Probably over 10% for drgs, harder to tell with monks.

Oh well could be worse bard dmg is already sufficient for all current content so making other classes better doesn't *really* hurt me.


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 8:51 pm 
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Vurin wrote:
So bard nerfs are 10% Crit and Damage nerfs on our cross class cooldowns, and rain of death is basically worthless in pve. And then a Shadowbind nerf which sucks for pvp.

This wouldn't be too bad except Monks and Drgs got what seem to be pretty solid damage buffs ( mostly passive increases for drgs, monks will have to do a back rotation sometimes to see much gain looks like). Probably over 10% for drgs, harder to tell with monks.

Oh well could be worse bard dmg is already sufficient for all current content so making other classes better doesn't *really* hurt me.


Yeah that really pisses me off how people can complain and get what they want this is why MMO communities will always suck talk about pandering..

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 9:12 pm 
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Yah, The BRD stuff is kinda weird. I don't know how I feel about it, and my ARC is only 25!

Taking away Thunder from SMN makes me sad on prolonged single-target fights, though. Getting access to Blizzard II could be nice to filling in some group trash shit, though, in place of adding thunders and such to monsters.

And the 60 second Virus nerf, combined with rain of death thing really worries me for any new groups trying to beat Twintania. A real sham Team Whatever didn't try any attempts before that. haha.

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 9:24 pm 
Youre a Crappy HNM like Roc or something
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I've never paid close attention to my parse, but people that care on the main forums are saying losing thunder will be about a 10% DPS loss for SMN. No way Bliz II is going to make up for that.


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 9:34 pm 
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Yup, Twintania will be harder with no flat dmg reductions available. and Yes casters across the board got some nerfs, but at least most of you got buffs along with it. I feel the blizz2/freeze changes are pvp focused. Not 100% sure why they took away thunder except to nerf summoners.... and bane radius/dot duration fixes are simply QoL changes that shouldn't noticably impact dps since it has a target cap anyway.
I feel the Holy/Medica 2 nerfs are pretty reasonable if regrettable, and cure 3 got a tiny boost in usability.

I guess in short its a good patch to be a melee =P


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sat Dec 14, 2013 9:39 pm 
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Nope. But I could maybe see Blizzard 2 being okay after baning twice on those bugs in P1 of T4, or whatever. Those places where I'd normally tab/thunder up individual mobs. I'm not sure what your strat is for T4, or whatever, but that's normally what I've done on the bug trash phases.

That being said, yah, it won't hold a candle to Thunder on any prolonged fights, or DPS checks, like dreadnaughts, and obviously all of Turn 5.

Sadness.

Definitely a good patch for melee.

I'm really sad to see changes to PvE based upon usage in PvP. I was really hoping they'd avoid that.

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sun Dec 15, 2013 5:31 am 
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Yea the whole 'balancing' thing feels really pvp focused, cold they have not just said (not available in pvp) as you get other new things in pvp that could replace these moves anyhow :(

Was amusing how many errors were in the write up too when reading it.

In general though this will be a good thing for us all i'm sure, especially all this content, just hope they change how looting in CT works - even if it was just, you build up a big bucket of loot and then get to pick at the end which 1 item you want lol.

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sun Dec 15, 2013 10:04 am 
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The changes to blizzard 2 just diminish the AOE PvE dmg potential, and not much at that. The bonus to bind might be accidentally game breaking though considering you could already Perma bind Monsters with the current time. (Cast Blizz 2, Take a step out of melee range rinse and repeat). The Scathe damage is bigger overall nerf.

Hopefully Freeze wont be fucking useless now.

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sun Dec 15, 2013 7:47 pm 
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Bonus EXP awarded for handing in HQ items for tradecraft leves has been decreased.

FUCK YOU SE


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sun Dec 15, 2013 8:59 pm 
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that'll learn you for making beer when you should have been making iron daggers :p

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sun Dec 15, 2013 10:23 pm 
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Auspice, isnt is base XP for leves goes up but % for HQ goes down, im hoping / expecting that HQ turnins are basically the same xp you get in the end but for NQ its like a 50% increase.... so when you cock up a craft you can still hand it in and not feel so bad ^

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sun Dec 15, 2013 10:34 pm 
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this is why i frantically exped all crafts to 50 when 2.0 came out. it was seriously broken.

whereas in 1.0, getting 5 levels took several weeks of mindless button mashing, in 2.0 it took like 20 minutes.

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Sun Dec 15, 2013 11:06 pm 
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I'm hoping it equals out but I'm not confident that it'll be the case.


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 8:27 am 
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As spotted by Reddit, you can now find the new item stats on the Lodestone Database:

http://na.finalfantasyxiv.com/lodestone ... e/db/item/

iLvl 95 Allagan weapons have +1 WD, and about +2-3 to each secondary stat.

Curtana Zenith (+1)
Current: 46 WD, Strength+22 Vitality+25 Accuracy+26 Parry+18

Allagan Blade
Before: 46 WD, Strength+22 Vitality+25 Accuracy+18 Parry+26
After: 47 WD, Strength+24 Vitality+28 Accuracy+19 Parry+28


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 11:24 am 
The Original Dark Knight™
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Quote:
Dual Haken
MRD WAR
Lv. 50
Dye Not Allowed
Crests Not Allowed
Bonuses
Strength +31 Vitality +35 Parry +26 Accuracy +37


Looks like I'm going after Primal Axe instead of +1ing my Bravura.
http://na.finalfantasyxiv.com/lodestone ... c14414b01/


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 11:31 am 
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First thing I'm trying to find.

Quote:
Ancient Buckler
Item Level 90
THM BLM
Lv. 50
Dye Not Allowed
Crests Allowed
Bonuses

Vitality +9
Intelligence +9
Accuracy +11
Spell Speed +7

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 11:32 am 
The Original Dark Knight™
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That's from Primal Extreme modes as well it looks like.


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 11:38 am 
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I haven't looked much into the primals, but I wouldn't mind getting my earring upgraded from them until I get the allagan one to drop on T4. I really don't want to spend the myth on it, even though we get an extra 150/week now. haha.

I want to spend that myth finishing up my SMN af1.5 and then work on PLD/WHM, or whichever the coil team I join needs.

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 11:50 am 
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New items are changing BiS around a bunch, for alot of classes. I know the Acc gained from Allagan Scepter + Ancient Buckler opens up swapping some Acc for Crit and Det on other pieces.

Also for SMN/BLM you should note that they decided against changing the Allagan Boots.

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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 11:53 am 
The Original Dark Knight™
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Yea, after I upgrade helm, there's nothing to get unless I want to upgrade items with good stats with other items with slightly better main stats, and god awful supporting stats. Depending on how things go, my DRG could be getting AF ZENITH or some nonsense.


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 Post subject: Re: Patch 2.1 - Update Notes
PostPosted: Mon Dec 16, 2013 12:04 pm 
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Yah, gonna take a bit to figure out what BiS is now. Suffice it to say it's probably not a terrible idea to just have full AF1.5 and full Allagan on whatever your primary job is. I do like the looks of AF1.5 more. haha

I should crunch the numbers to see how many weeks/months it'd take to buy all myth i90 now with the 450 change. I had been planning on gearing up in CT, but that may be too slow now.

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