
M'raj
Members-
Posts
12 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Events
Blogs
Everything posted by M'raj
-
I main MNK. MNK pride all the way. I could say more about why it is an amazing class, ( Gearsets, Dragon Kick, DPS output, demanding yet rewarding playstyle ) but I'm afraid that I'd likely be overzealous and rub some BRD, DRG, or BLM the wrong way. I also did exactly what you're trying to do now last month - and have a complete allagan set to show for it. So, Turn 5. Required Cross-class Skill: Invigorate. You'll need the TP. Chances are you've noticed that there is usually only one melee DPS slot in most PF groups. Basically, you have to beat some other melee to the spot, which is difficult enough to begin with. I've seen that some MNKs just host their own party to ensure that they get the melee slot, but if you're not that familiar with the turn ( and say as much ) it may be difficult to get people to join. It may be painful, but learning groups will get you through the basic phases of the turn and that's all good experience (usually). Anyway, I'll list out the MNK tips you need to know for the fight. Some have already been listed, but I'll try to flesh those out a bit more if I can. [ * ] Starting out, depending on your group setup ( 1 tank / 2 tanks ) you'll want to let tank(s) get hate and position the lesser adds off in a group or around Twintania. After holding off for a few seconds, move in and build GL on the first add or, if you're eager to down them, use Perfect Balance ( You can pop it now or save it for conflag phase. 3 minute cooldown, so it'll likely be available if you use it early ). The most important thing here is to avoid the liquid hells thrown out while you're DPS'ing. If you're lucky, you won't be targeted too often. Most importantly though, you need to make sure you aren't directly under / in front of Twintania when DPS'ing or you can get plummeted along with the tank. Watch for when the tank turns her ( left / right ) to move her to the next phase position. Also, if you're out in the middle / side when the adds go down you can 'Shoulder Tackle' back to Twin to keep your stacks up. [ * ] Next phase, just wail on Twin alongside the others ( split into groups for conflag of course. Compositions vary, but there's not too much to do here as a MNK other than do max DPS and move if and when you get the conflag icon. ) This is also where Perfect Balance can come into play - if you get stuck in the conflag column of fire you're sure to lose your stacks. So, when free of the conflagration, you can pop Perfect Balance to get back into fighting form or, depending on the timing, you can hold off and slowly build back up GL stacks ( You want PB for when the DPS race on the snakes begins after divebomb phase, so consider whether you'll have time for the 3 minute cooldown ) [ * ] When Twin flies off to begin divebomb phase you'll be huddled up with all the others and have the 3 snakes appear. This phase is very important as you'll want to do as much damage to the main snake as possible before the next phase begins. So, first thing to do is ignore the two lesser snakes. Let the other DPS whittle them down. Your focus should be on the main one. Now, there are two ways to do this. One, you can stay grouped with others and hit him from the front ( lower dps, and the tank will need to have moved the snakes into melee range so you can be grouped with others and still attack). Two, you can move behind main snake and do as much dps as possible before Twin divebombs. A divebomb timer ( or having someone else letting group know when divebombs are incoming is great here ). With this method you can spend 20-30 seconds behind the snake, and then 10-20 seconds before twin starts divebombs you move back to group. [ * ] Next phase is where you *have* to be doing your max DPS. Let tank move snakes into position and then start DPS'ing ( can open with PB or wait save it for main snake - your call ). BLM or other caster will LB and immediately ( or shortly after ) the snakes will begin to die. You don't want to be close when this happens as you'll get stacks of the debuff. Back away a few seconds before they drop to avoid this. When main snake has 4 stacks (ideally) of debuff, dps him hard. Be aware of your position in the field. You'll need time to make it to the neurolink before Twin swoops back in. Do as much DPS as you can, but if it's close, throw on a DoT or two and let ranged finish it. At this point, if you haven't already, you MUST have Twin focus-targeted so that you'll be aware of twister casts in the next phase. [ * ] When Twister and Dread Phase begins quickly move along the outer edge ( avoiding bumping into others ) to dodge twister. Move over to flank of Twin, but be mindful of your position in relation to the center of the arena. A dread will drop right in the center and if you get rooted in place by Twin you'll need to be far enough away that the tank and dps can kill the dread before it reaches you. The Main Tank can help you a bit here by positioning twin off-center a bit or turning her flank / rear away from the center to give you a comfortable place to dps without fear of being terminally close should a dread come for you. When it's safe to do so, you'll be responsible for dps'ing down the dread. As a melee, twisters are a concern for both you and the Off-tank ( if there is one ) so, even while dps'ing, watch for the twister cast. If it starts while you and the OT are close together, move away from them till it's over and then move back in. Also try to keep track of ground you've gone over, watch for 'landmine' zones you and the OT may have created and weave through those areas accordingly. You have some freedom to choose where these zones are, so keep that in mind when moving around the center areas. [ * ] After the twister / dread phase ends, you can breathe again. Take up a position at Twin's rear / flank and DPS. Only thing you have to watch out for is Liquid Hell spam from Twin - if this happens run around the sides of the arena, taking care to 'blaze' a trail that doesn't hit other party members. Once Twin finishes, move back in. One thing to note is that during this phase the OT (or you, if there's only one tank) will be absorbing 'hatches' in the neurolink beneath Twin. If you're dpsing by Twin, don't get too close when they explode - I think I remember seeing a DRG get insta-killed by the hatch explosion once. If you're in the neuro playing stand-in for the OT - just ensure no hatches get out. Block them with your body while doing ( significantly nerfed) DPS to Twin. Lastly, as soon as LB2 is available, unleash it on Twin to end her a little faster. If all goes well, you'll have cleared the turn! ** ...and get to see what the loot drops are. For me, the allagan chest took 15+ tries. The allagan weapon I got on my second clear. In any case, odds are you'll get plenty of practice with the turn. Good luck!
-
Not sure if people have seen this yet. Final Fantasy XIV: A Realm Reborn Titan fight - with sprites - by Square Enix.
-
Thought Experiment: Entering the World of Eorzea
M'raj replied to Zyrusticae's topic in FFXIV Discussion
First off, full-scale Eorzea would be a sight to see. I'd probably try and find some work in Limsa Lominsa involving imports / exports. But, barring that, I'd likely leave with a few friends ( assuming we were able to find one another, which is where linkpearls could come in handy ) and find a spot to settle for a bit. Something like Swiftperch, Wineport, or maybe even near Costa del Sol. If that didn't work out, perhaps a shift out to Ul'Dah. Although...the place would likely hold less appeal than before given the new nature of the former NPCs and all the other adventurers. Which brings up another point - other adventurers. The non-RP types could easily turn into the worst threats. Picture roving gangs that try and rob others of gil and gear since they never were much for "settling down" or "living" in Eorzea in the first place. They could even join / create their own criminal syndicates alongside NPCs. And since everyone is more or less "immortal" they wouldn't be above killing other players for profit or resources. Imagine a massive hoard of these "adventurers" descending upon Fallgourd Float after finding their way back from Revenant's Toll... ( Which without the duty finder would essentially be an under-construction area in the middle of nowhere ). Of course, I suppose there would be military personnel and guards, but in any society I think we can agree that law enforcement types are usually outnumbered ( or, in the case of Ul'Dah, corrupt ). Whatever the situation, I'd recommend staying out of high population areas like cities until things settled down - unless there was some sort of SAO rule where there are "safe" zones or "sanctuaries". -
Personal Profile Character Name: M'raj Mercenary Gender: Male Race: Miqo'te Domestic Profile Civil Status: Resident Place of Residence: Mizzenmast Inn Occupation: Mercenary Free Company: Mirage Social Profile M'raj is a mercenary based out of Limsa, his chosen city-state. Whenever he's not occupied with work ( or traveling ) he can be found roaming the lower decks, docks, or Hawker's Alley. In the evenings he'll sometimes head up to The Drowning Wench for a drink, though he's frequently found at the more remote spots in the city. M'raj is a pretty fair conversationalist and can easily converse about Limsa and Ul'Dah. His knowledge of Gridania is limited since he's only made a few forays into that territory, but he's always interested in learning more. He views most people as possible future contacts so if they seem interesting he's usually eager to engage them. Meta Profile Organic RP's the most fun, obviously - even if it's just a simple conversation for starters. Things usually proceed pretty naturally from that point on. I don't mind setting up RP after initial encounters if the RP is going to involve more than two people.
-
Gyr stated many of the best features of Limsa Lominsa, and I'd agree with all of them, having made Limsa my port-of-call ever since I traveled there. The Quicksand does draw as a tavern, but I think Ul'Dah also draws people because of the lore of the city. It's run by the wealthy, is obviously a major trade hub, and gives people a good place to set up their fortune-seeking characters / companies / criminal associations. But really, Limsa can work for much of that too. I especially second Gyr's statements about the "open" feel of the city. You get the lighthouse, sunrise/sunsets over the water, and ships ( all from an unobstructed point of view ) - and it even has those out-of-the-way areas that are seldom used but invite RP. Basically, I'd tell everyone to explore Limsa. And perhaps, if it's not too OOC, to find a few spots to try RP at.
-
Sounds perfect for M'raj. In addition to being a mercenary, he's also very fashionable. Expect him to put in an appearance.
-
Text Based Adventures / RP: Haven't done a huge amount of it in-game, but it's definitely growing on me as I try it out with various people / groups. DM's: As for adventures with a DM running the show complete with rolls - haven't tried this out at all. So I suppose what I've done is more of a 'freeform' type RP. I'd be open to this so long as it moves along fairly quickly and doesn't limit people's choices / emotes.
-
A letter sent in reply: [align=left]To the honorable Gestahl VonSchlichten: [/align] [align=left]I thank you for your interest and your offer, and would be happy to come to an arrangement. [/align] [align=left]However, before doing so, a brief disclosure of my affiliations and, by extension, limitations: [/align] [align=left]I am currently affiliated with a group, the name of which I am not at liberty to divulge, that operates throughout Eorzea. Given this tie, I cannot accept a permanent position in another company or organization. [/align] [align=left]That said, I am available by contract for any number of services you should require. The nature of the contract will, of course, remain between the two parties and will not be shared with others. [/align] [align=left]If your interest still remains after reading this letter, feel free to contact me again to set up a meeting or further discuss terms. [/align] [align=left]Regards, [/align] M'raj Mercenary
-
Right away. I wouldn't dream of putting off such a well-phrased request. It seems urgent as well, so you may count on me putting forth my best effort to see you well satisfied as soon as possible.
-
To clarify, I mentioned my level and gear just in case a person wanted to RP in Mor Dhona or some other high level area near monsters or outside town. Or for dungeons / primal fights with lvl. requirements. Not trying to equate gear with IC status - seems some community members are touchy about that. * So, to be absolutely clear - I am not suggesting level and gear affect IC standing.
-
Not especially. I'll keep searching, of course.
-
I'd like to put forward my character, M'raj Mercenary, as a possible candidate for all your RP hired merc needs. Do you... Need an escort into perilous territory for research? Desire a travel companion to ensure your safe arrival at a destination? Seek help gathering a particular ingredient from a monster's lair? Require an armed addition to your group? (( IC or otherwise )) For all those needs and more, look no further than this Miqo'te mercenary. ** While I am aware that there are groups that provide these services in theory, I've yet to bump into any of them in my travels. Any leads related to individuals or groups interested in a freelance merc would be appreciated. ** Post, PM, or contact me in-game at your leisure. (( For reference: Lvl 50, Relic+1 MNK with stylish Gryphonskin Gear ))