The "Week of Fail" continues into the 2nd week with even more FAIL!
Let's see... what do we have...
- Limbus: Super-low attendence, plus no luck getting time extensions mean a really short Wednesday Limbus farming session
- ZNMs: 2x wipe to one Tyger! Even with Mort's best efforts to zombie a mob we previously took down with ease, we still manage to wipe to it twice and lose yet another Tier IV pop set
- Nyzul: 0/4 for armor drops! Floors 2x60, 2x100. Based on the statistics on Wiki, there is a 7.65% chance that we'll get 0 drops for doing all four of these floors. Maybe it's time to take Ashle and get him "fixed"... if you know what I mean ;) On the good news, I'm 17/20 for Nyzul weapons, and we're now completing these floors in record time, reaching the boss floor with 16-20 minutes left on the clock, and exiting with over 11 minutes left.
- Dynamis: Well... not a COMPLETE fail since I got BLU AF2 body (yay! though seems like I'm the last BLU to get it), but I still haven't seen a single DNC drop at all. Meanwhile, I'm surprised to see quite a few Dancers around Jeuno with a few pieces.
Strange... I'm seeing a lot more 75 Dancers around. While before I'd rarely see any at all, now there are a lot more running around with Chocobo Jig, campaigning, etc. Did the Category 2 Merits really change the job so much that people play them now?
More thoughts on Dancer Category 2 merits
Couple of things seem interesting:
Saber Dance:
For Saber Dance, it seems more efficient to *not* perform any steps, Waltzes etc. when I first activate this job ability. Since the Double Attack rate is highest when it is first active, it seems best to do any steps, waltzes, etc. at first, then use it and let TP build up. WSing with Saber Dance up also affects WS damage, and of course, TP return.
Saber Dance's effectiveness is based on time decay, so the most bang for the buck is during the first minute or two. After which it's still effective, but I'd be more inclined to turn it off in order to do some Waltzes. I'm probably going to merit another minute off of this.
Fan Dance:
Fan Dance is definitely different. Effectiveness is based on the number of hits, so... if I anticipate tanking, or taking a lot of damage by AoEs, I could possibly activate this before engaging so that the recast timer would come up earlier. Of course, meriting this timer down further would help a lot too.
Between the two new "dances", Fan Dance seems like it would benefit the most from having the recast timer down. This would mean another few hits of reduced damage earlier and more often, leading to less damage to heal. Having Saber Dance recharge sooner just means a little bit more damage. Fun, but not critical in an emergency.
No Foot Rise, Reverse Flourish Merits:
Having No Foot Rise and Reverse Flourish Merits is changing how I use Reverse Flourish. Merits into RF mean that for ANY RF, I'll get an extra 12% TP return. This means that even with 1 Finishing Move, I'll get 10+12 = 22% return. It really doesn't matter how many Finishing Moves I have now. As soon as my RF timer up, I should just use it for the highest TP return due to that 12% bonus.
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