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Sigurd's Descendants: The Art of Dragon Slaying.
Phoenix.Gerrott
サーバ: Phoenix
Game: FFXI
Posts: 158
By Phoenix.Gerrott 2015-08-17 01:30:50
Does anyone happen to know what Buster's skillchain damage on scoreboard actually is reading? Happens quite frequently in group content for quite a bit of damage. Its not his actual breath damage, so I'm wondering if its just lagging and reading my skillchain damage as his sometimes.
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2015-08-17 01:35:33
I've noticed random support jobs occasionally getting SC credit too. I think it's just lag or some other weirdness.
Odin.Nappy
サーバ: Odin
Game: FFXI
Posts: 147
By Odin.Nappy 2015-08-17 08:54:36
Anyone have good sets for non-mythic? also how bad is onca suit for WS?
サーバ: Asura
Game: FFXI
Posts: 730
By Asura.Highwynn 2015-08-18 11:36:57
Haven't played since April but thinking of returning. I het the sense that alluvion augmented gear and reforged af3 is still pretty amazing, but what are modern tp/ws sets looking like?
Also i stopped playkng right before af3 reforge came out, how much trouble is it to get materials for the i119 versions now?
By fillerbunny9 2015-08-24 11:49:35
getting your wins is likely going to be more difficult than the materials, and that is going to vary from server to server based on shout availability. 119 upgrade materials are available via a combination of bazaars/AH/Sparks of Eminence, but Monisette will not reforge to 119 without defeating the corresponding Vagry boss. there are 5 different bosses, which each are guaranteed to drop at least one 119 upgrade item for the corresponding piece that they "unlock" Monisette reforging. additionally, there are one time RoE objectives for killing each boss that rewards you with that item as well.
Fenrir.Nauta
サーバ: Fenrir
Game: FFXI
Posts: 69
By Fenrir.Nauta 2015-08-28 00:55:48
Is Drg less discriminated against nowadays? Been thinking about coming back but what's keeping me is knowing that I'd never be on my favorite job...
Ragnarok.Martel
サーバ: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2015-09-10 04:57:09
/It'sHappening.gif
link
Quote: TP will no longer be consumed when wyverns use breath abilities.
* In line with this adjustment, the bonus granted to Healing Breath when consuming HP will be removed and the base potency will be increased.
Flying TP battery time. XD
EDIT: Now we just need them to make spirit link take all the wyvern's TP rather than half.
Sylph.Braden
サーバ: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2015-09-10 08:34:48
Free 1500 TP every 90 seconds?
Deal
Ragnarok.Camlann
By Ragnarok.Camlann 2015-09-11 01:10:42
What does the comment below about HP consumption mean? Is it a typo? Should it be TP?
By fillerbunny9 2015-09-11 02:12:42
yay for aftermath battery!
Valefor.Ophannus
サーバ: Valefor
Game: FFXI
Posts: 241
By Valefor.Ophannus 2015-09-11 10:53:36
The flying battery idea is something that only a few members of the community pitched on the OF. In a way, I kind of think SE is finally listening to what players want, albeit at a snails pace. I know Martel has mentioned it before, and I definitely pitched it a few times on the OF. It's seems like a small change, but in a lot of ways it's almost as if they added a new JA for DRG that enhances our DPS. Now Wyvern acc/attack speed will matter. Additionally, the Empathy'd Hasso and 1200 DRG JP will have a larger impact and work syngeristically with our Wyvern as a TP battery. It also makes Ryunohige pretty badass for AM3 for Wyvern OA2-3.
The potency boost to healing breath is unnecessary, as per my above screenshots, it's nearly a 2k boost(and I quit in February, so there's probably even more breath gear out now). All that's left is to make Ele breath based on Max HP, and maybe halve CW timer, or give us a way to shorten its duration (-2.5min per Parameter Boost, or each Spirit Link, -2.5min from timer, up to -10 from timer!) and DRG will be perfect!
[+]
By Chyula 2015-09-11 11:18:18
even Drg got a buff, its like SE forgot about SAM existed. Sam desperately need a damn buff on fudo and stp for a 3 hit build.
[+]
サーバ: Valefor
Game: FFXI
Posts: 145
By Valefor.Kensagaku 2015-09-23 11:57:45
On the note of the TP change, how does this affect the relic legs augment? Before, it gave Save TP +5 for each rank in Strafe, but now that breaths don't consume TP anymore, I wonder what it does now. Not that I have any merits in Strafe (5/5 Angon, 5/5 Empathy), but I have to admit that I'm curious.
On that note, I'm doubtful, but I'm not sure on the math; with the changes, would Spirit Link recast be viable at all? I don't think so, given that it'd be a 15 second reduction at max, giving 1500 TP every 75 seconds instead of 1500 every 90 once your wyvern gets rolling. But it's just a thought, as it's roughly 20 TP/second if you're keeping up on that timer.
Sylph.Braden
サーバ: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2015-09-23 20:26:13
There was a dev post about the relic legs augment that flew under the radar:
With the changes to TP consumption, what will happen with the Strafe enhancing effects of the Wyrm Brais +2?
Thank you for your feedback.
As you pointed out, after the September update, the Strafe enhancing effect will no longer take effect. This is already something the development team is aware of, and they are already discussing changing the effect in a future update. We apologize for the inconvenience until then.
I'm personally expecting Breath+ or Magic Acc.+ to replace the Save TP, but who knows.
As for Spirit Link recast merits, I think they wouldn't be terrible necessarily. 5/5 for both Jumps still probably wins due to Store TP, multi-hits/AM3, and the fact that they're consistent attacks instead of a buff.
サーバ: Asura
Game: FFXI
Posts: 730
By Asura.Highwynn 2015-09-25 13:14:06
Hope it's something cool, like "increases weapon skill damage and accuracy when attacking from an opponent's flank. Like Overwhelm but for DRG. It would make sense given the definition of "strafe/strafing".
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2015-09-25 13:39:51
Well, they were using the real definition, not the gamer/urban dictionary one.
By fillerbunny9 2015-09-28 11:31:07
Hope it's something cool, like "increases weapon skill damage and accuracy when attacking from an opponent's flank. Like Overwhelm but for DRG. It would make sense given the definition of "strafe/strafing".
the reason that Overwhelm has any semblance of balance is that in order for a Samurai to get the attack bonus, they needed to be in the mob's face in range of conal/gaze attacks which were the more common variety of AoE at the time. while I'll take any buff to DRG I can get, I don't see them trying to turn it into Dragoon in XIV which is all about positioning on either the flank or from behind for bonuses to damage.
By fillerbunny9 2015-09-29 16:10:28
are there any up to date sets for TP/WS considering the wealth of Escha gear out there now?
Leviathan.Vow
サーバ: Leviathan
Game: FFXI
Posts: 125
By Leviathan.Vow 2015-09-30 17:10:51
ItemSet 338387
STP augments on Acro,
DA augment on Olyndicus,
TA augment on Taeon.
STP Acro legs if you have Ganesha's mala.
If call wyvern is recasting:
ItemSet 338389
Acro helm/despair boots if you don't have Carmine +1. Acro helm with Ionis.
Stardiver:
ItemSet 338390
DA augment on Acro.
By fillerbunny9 2015-10-02 16:25:15
so outside of the new Hecatomb set, we've not gotten much out of it. oh well, I guess that just means less effort I need to put in at this point.
By Jorel85 2015-10-03 16:31:47
I don't generally post gear sets or anything on the forum. As such, I'm a posting nuub. So if the sets don't show up I guess just click the link and hopefully that works. Haha!
ItemSet 338429
This is my current TP setup. I opt for mixing Multi and STP over just STP.
Olyndicus: Acc 18, Store TP 6, Quad atk 3%.
Acro gear: Acc/Atk 20/20 and 3% dbl atk
It has room for improvements but this is what i use just JP'ing and anything not 122+, I opt for mixing multi and stp over just STP as a personal preference. I don't spreadsheet (They hate me) as cirumstances in battle always change.
ItemSet 338430
This is my current Acc set. It lands me at about 1160 acc w/sushi. Plenty of room for improvement here.
Acro Legs: Acc 25 STP 6
ItemSet 338431
This is a Max Acc set I researched.
Max Augments on Founders gear.
Emicho Gear is Path B
There are some alternatives worth noting:
Ravenous Breastplate/+1
Leyline Gloves
Founder's Greaves
ItemSet 338432
This set is meant for jump and high jump as it includes large amounts of accuracy and Jump TP bonus gear which until this last update was kinda just stupid. "Still is in my opinion."
But I couldn't help but notice that you can now gain a total of 150 additional TP on your jump/high jump with this gear. Which after thinking about it, I believe this to be SE's alternative to giving us a reduced wyvern timer. This allows us to mitigate SOME! of the tp loss from wyvern timer being down. Which is usually a very large hit to our DPS and is helpful in high end content when you can't always avoid being killed. Additionally Maenadic gambieras from Warder of Faith offers a huge accuracy boost to jumps which again is very helpful for High end content.
As a side note because I don't think it was covered well in the OP. Jumps are a huge part of being a Dragoon, if you're not jumping you're not playing this job right, especially without a mythic. Why they matter. Instant TP generation, instant damage with little to no hate, multihit gear procs on jumps, which means that dbl-quad atk gear can give you 2.5 4.5k instant damage and the TP for all those hits! Nothing so joyous as using soul jump for (4.5k dmg mind you) and landing at 3000 tp right after a WS so you can Skillchain instantly or just throw out another stardiver. DRG should be WS'ing constantly. And now we have our wyvern battery. Spirit link is now an instant TP generation tool used right. /sam gives you lots of TP generation tools, hasso is great if you're not getting hasted or songs etc. Ok I'll sit down now. I love playing DRG! I just wanted to help out my fellow dragon killers.
By fillerbunny9 2015-10-03 17:09:08
don't forget that Dragoon IS on Tartarus Platemail, making it not only a great defensive piece, but that has Accuracy +40 on it (though a perfectly augmented Founder's Breastplate should win out thanks to the DEX difference). I was just looking to see if anything more revolutionary than 4/5 Acro with Peltast's Plackart +1 was still king for Ryunohige TP. on the upside, it just means that the gil was well invested in those sets, as compared to Taeon which got almost completely destroyed by how strong the Adhemar set is.
By DaDrifter 2015-10-19 21:13:21
Does anyone have a good DRG.lua they are willing to share?
By Bamboom 2015-10-19 21:48:57
Hey guys does anyone do salvage on drg? Which zone is drg friendly?
By Bamboom 2015-10-20 19:06:21
Also do any of you still play Dragoon actively? Dragoon was my favorite job when I first started ffxi. Unfortunately throughout the years I always found myself playing Dragoon solo or doing stuff outside of endgame content. Is that still true? Is Dragoon not viable for any of the current content, even with a mythic? I'm just curious to see what you guys do on your Dragoon when you play.
I am hopeful that SE will do a final balancing act and make all jobs viable for endgame content, but right now that seems extremely unrealistic...
By Gihl 2015-10-20 21:24:25
Hey guys does anyone do salvage on drg? Which zone is drg friendly?
I did ar2 as drg/rdm just for the lol, not really hard to do it, can kill the gears floor very easy and kimmy is easy to kill also
By Jorel85 2015-10-21 00:00:45
Here's my Current Dragoon lua. it's far from perfect but I've tried to polish it up the best I can here and there.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------
-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
function job_setup()
get_combat_form()
include('Mote-TreasureHunter')
state.TreasureMode:set('Tag')
state.CapacityMode = M(false, 'Capacity Point Mantle')
-- list of weaponskills that make better use of otomi helm in low acc situations
wsList = S{'Drakesbane'}
state.Buff = {}
-- JA IDs for actions that always have TH: Provoke, Animated Flourish
info.default_ja_ids = S{35, 204}
-- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
info.default_u_ja_ids = S{201, 202, 203, 205, 207}
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
state.OffenseMode:options('Normal', 'Mid', 'Acc')
state.HybridMode:options('Normal', 'PDT', 'Reraise')
state.WeaponskillMode:options('Normal', 'Mid', 'Acc')
war_sj = player.sub_job == 'WAR' or false
select_default_macro_book(1, 16)
send_command('bind != gs c toggle CapacityMode')
send_command('bind ^= gs c cycle treasuremode')
send_command('bind ^[ input /lockstyle on')
send_command('bind ![ input /lockstyle off')
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
send_command('unbind ^[')
send_command('unbind ![')
send_command('unbind ^=')
send_command('unbind !=')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA.Angon = {ammo="Angon",hands="Pteroslaver Finger Gauntlets"}
sets.CapacityMantle = {back="Mecistopins Mantle"}
sets.Berserker = {neck="Berserker's Torque"}
sets.WSDayBonus = { head="Gavialis Helm" }
sets.precast.JA.Jump = {
ammo="Ginsen",
head="Yaoyotl Helm", neck="Ganesha's Mala",
ear1="Tripudio Earring", ear2="Cessance Earring",
body="Vishap Mail +1", hands="Acro Gauntlets",
ring1="Rajas Ring", ring2="K'ayres Ring",
back="Letalis Mantle", waist="Goading Belt",
legs="Taeon Tights", feet="Founder's Greaves"}
sets.precast.JA['Ancient Circle'] = { legs="Vishap Brais" }
sets.TreasureHunter = {waist="Chaac Belt"}
sets.precast.JA['High Jump'] = set_combine(sets.precast.JA.Jump, {
})
sets.precast.JA['Soul Jump'] = set_combine(sets.precast.JA.Jump, {
legs="Peltast's Cuissots +1",
body="Peltast's Plackart +1",
feet="Acro Leggings"})
sets.precast.JA['Spirit Jump'] = set_combine(sets.precast.JA.Jump, {
legs="Peltast's Cuissots +1",
body="Peltast's Plackart +1",
feet="Peltast's Schynbalds +1"})
sets.precast.JA['Super Jump'] = sets.precast.JA.Jump
sets.precast.JA['Spirit Link'] = {hands="Peltast's Vambraces +1", head="Vishap Armet +1"}
sets.precast.JA['Call Wyvern'] = {body="Pteroslaver Mail"}
sets.precast.JA['Deep Breathing'] = {head="Pteroslaver Armet"}
sets.precast.JA['Spirit Surge'] = { --body="Pteroslaver Mail"
}
-- Healing Breath sets
sets.HB = {ammo="Ginsen",
head="Pteroslaver Armet", neck="Lancer's Torque",
ear1="Lancer's Earring", ear2="Brutal Earring",
body="Peltast's Plackart +1",hands="Acro Gauntlets",
ring1="Rajas Ring", ring2="K'ayres Ring",
back="Updraft Mantle",
waist="Glassblower's Belt",
legs="Vishap Brais", feet="Pteroslaver Greaves"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Yaoyotl Helm",Ear2="Roundel Earring",
body="Mikinaak Breastplate",
hands="Cizin Mufflers +1",
ring1="Rajas Ring",
back="Mecistopins Mantle",
legs="Xaddi Cuisses",feet="Whirlpool Greaves"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {
ammo="Impatiens",
head="Cizin Helm",
ear1="Loquacious Earring",
hands="Buremte Gloves",
body="Taeon Tabard",
ring1="Prolix Ring"
}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Drachen Armet",
neck="Lancer's Torque",
hands="Acro Gauntlets",
body="Taeon Tabard",
ring1="Meridian Ring",
ring2="K'ayres Ring",
back="Updraft Mantle",
waist="Glassblower's Belt",
legs="Taeon Tights",
feet="Pteroslaver Greaves",
}
sets.midcast.Breath = set_combine(sets.midcast.FastRecast, { head="Pteroslaver Armet",back="Updraft Mantle" })
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {}
sets.precast.WS = {
ammo="Ginsen",
head="Yaoyotl Helm", neck="Light Gorget",
ear1="Cessance Earring", ear2="Moonshade Earring",
body="Peltast's Plackart +1",hands="Mikinaak Gauntlets",
ring1="Rajas Ring", ring2="Pyrosoul Ring",
back="Updraft Mantle",
waist="Metalsinger Belt",
legs="Peltast's Cuissots +1",feet="Acro Leggings"}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {
back="Updraft Mantle",
head="Yaoyotl Helm",
legs="Acro Breeches"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Stardiver'] = set_combine(sets.precast.WS, {
neck="Light Gorget",
body="Peltast's Plackart +1",
back="Letalis Mantle",
waist="Light Belt"})
sets.precast.WS['Stardiver'].Mid = set_combine(sets.precast.WS['Stardiver'], {
head="Yaoyotl Helm",body="Peltast's Plackart +1",
hands="Mikinaak Gauntlets",
back="Updraft Mantle",waist="Light Belt",
legs="Peltast's Cuissots +1"
})
sets.precast.WS['Stardiver'].Acc = set_combine(sets.precast.WS.Acc, {neck="Light Gorget",back="Updraft Mantle",waist="Olseni Belt",legs="Acro Breeches",feet="Founder's Greaves"})
sets.precast.WS["Camlann's Torment"] = set_combine(sets.precast.WS, {
neck="Light Gorget",
body="Phorcys Korazin",
back="Updraft Mantle",
waist="Metalsinger Belt",
feet="Acro Leggings"
})
sets.precast.WS["Camlann's Torment"].Mid = set_combine(sets.precast.WS["Camlann's Torment"], {
head="Yaoyotl Helm",
ear1="Tripudio Earring",
ear2="Cessance Earring", body="Peltast's Plackart +1",
hands="Acro Gauntlets", back="Updraft Mantle",
waist="Light Belt", feet="Peltast's Schynbalds +1"
})
sets.precast.WS["Camlann's Torment"].Acc = set_combine(sets.precast.WS["Camlann's Torment"].Mid, {
ammo="Jukukik Feather",head="Yaoyotl Helm",
neck="Light Gorget",ear1="Cessance Earring",
ear2="Zennaroi Earring",body="Peltast's Plackart +1",
hands="Peltast's Vambraces +1",ring1="Envlivened Ring",
ring2="Yacuruna Ring",back="Updraft Mantle",
waist="Olseni Belt",legs="Acro Breeches",
feet="Founder's Greaves"})
sets.precast.WS['Drakesbane'] = set_combine(sets.precast.WS, {
head="Taeon Chapeau",
neck="Nefarious Collar",
body="Peltast's Plackart +1",
hands="Mikinaak Gauntlets",
back="Rancorous Mantle",
waist="Metalsinger Belt",legs="Peltast's Cuissots +1" })
sets.precast.WS['Drakesbane'].Mid = set_combine(sets.precast.WS['Drakesbane'], {
back="Rancorous Mantle",
head="Taeon Chapeau"
})
sets.precast.WS['Drakesbane'].Acc = set_combine(sets.precast.WS['Drakesbane'].Mid, {hands="Mikinaak Gauntlets"})
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {
head="Twilight Helm",
neck="Twilight Torque",
ear1="Tripudio Earring",
ear2="Brutal Earring",
body="Twilight Mail",
hands="Cizin Mufflers +1",
ring1="Dark Ring",
ring2="Paguroidea Ring",
back="Letalis Mantle",
legs="Crimson Cuisses",
feet="Ejekamal Greaves"
}
-- Idle sets
sets.idle = {}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {
ammo="Ginsen",
head="Yaoyotl Helm", neck="Bathy Choker",
ear1="Tripudio Earring", ear2="Cessance Earring",
body="Pteroslaver Mail", hands="Acro Gauntlets",
ring1="Dark Ring", ring2="Defending Ring",
back="Mecistopins Mantle",
waist="Goading Belt",
legs="Crimson Cuisses", feet="Peltast's Schynbalds +1"}
sets.idle.Field = set_combine(sets.idle.Town, {
head="Twilight Helm", neck="Bathy Choker",
ear1="Tripudio Earring", ear2="Cessance Earring",
body="Pteroslaver Mail",
ring1="Dark Ring", ring2="Defending Ring",
back="Mecistopins Mantle",
waist="Goading Belt", legs="Crimson Cuisses"})
sets.idle.Regen = set_combine(sets.idle.Field, {
head="Twilight Helm",
body="Twilight Mail"})
sets.idle.Weak = set_combine(sets.idle.Field, {
head="Twilight Helm",
body="Twilight Mail",
})
-- Defense sets
sets.defense.PDT = {
ammo="Ginsen",
head="Ighwa Cap",
neck="Twilight Torque",
ear1="Tripudio Earring",
ear2="Zennario Earring",
body="Chozoron Coselete",
hands="Umuthi Gloves",
ring1="Defending Ring",
ring2="Dark Ring",
back="Mollusca Mantle",
waist="Cetl Belt",
legs="Scuffler's Cosciales",
feet="Amm Greaves"
}
sets.defense.Reraise = set_combine(sets.defense.PDT, {
head="Twilight Helm",
body="Twilight Mail"
})
sets.defense.MDT = sets.defense.PDT
sets.Kiting = {legs="Crimson Cuisses"}
sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {
ammo="Ginsen",
head="Yaoyotl Helm", neck="Ganesha's Mala",
ear1="Tripudio Earring", ear2="Cessance Earring",
body="Peltast's Plackart +1", hands="Acro gauntlets",
ring1="Rajas Ring", ring2="K'ayres Ring",
back="Letalis Mantle", waist="Windbuffet Belt",
legs="Taeon Tights", feet="Acro Leggings"}
sets.engaged.Mid = set_combine(sets.engaged, {
head="Yaoyotl Helm", ear1="Tripudio Earring",
body="Peltast's Plackart +1",
ring2="K'ayres Ring", feet="Peltast's Schynbalds +1"
})
sets.engaged.Acc = set_combine(sets.engaged.Mid, {
neck="Iqabi Necklace",ear2="Cessance Earring",
hands="Peltast's Vambraces +1",
waist="Olseni Belt",
legs="Acro Breeches",
ring1="Yacuruna ring",ring2="Enlivened Ring",
back="Updraft Mantle", feet="Founder's Greaves"
})
sets.engaged.PDT = set_combine(sets.engaged, {
head="Ighwa Cap",
neck="Twilight Torque",
body="Chozoron Coselete",
ring2="Defending Ring",
hands="Cizin Mufflers +1",
back="Letalis Mantle",
legs="Cizin Breeches +1",
feet="Amm Greaves"
})
sets.engaged.Mid.PDT = set_combine(sets.engaged.Mid, {
head="Ighwa Cap",
ring2="Defending Ring",
body="Chozoron Coselete",
hands="Umuthi Gloves",
back="Mollusca Mantle",
legs="Cizin Breeches +1",
})
sets.engaged.Acc.PDT = set_combine(sets.engaged.Acc, {
head="Ighwa Cap",
ring2="Defending Ring",
body="Chozoron Coselete",
hands="Umuthi Gloves",
back="Mollusca Mantle",
legs="Cizin Breeches +1",
})
sets.engaged.War = set_combine(sets.engaged, {
--head="Yaoyotl Helm",
feet="Acro Leggings",
ring2="K'ayres Ring"
})
sets.engaged.War.Mid = sets.engaged.Mid
sets.engaged.Reraise = set_combine(sets.engaged, {
head="Twilight Helm",
body="Twilight Mail"
})
sets.engaged.Acc.Reraise = sets.engaged.Reraise
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------
-- Set eventArgs.handled to true if we don't want any automatic target handling to be done.
function job_pretarget(spell, action, spellMap, eventArgs)
if spell.english == "Spirit Jump" then
if not pet.isvalid then
cancel_spell()
send_command('Jump')
end
elseif spell.english == "Soul Jump" then
if not pet.isvalid then
cancel_spell()
send_command("High Jump")
end
end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
end
-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
function job_post_precast(spell, action, spellMap, eventArgs)
if player.hpp < 51 then
classes.CustomClass = "Breath"
end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
equip(sets.midcast.FastRecast)
if player.hpp < 51 then
classes.CustomClass = "Breath"
end
end
end
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
end
function job_pet_precast(spell, action, spellMap, eventArgs)
end
-- Runs when a pet initiates an action.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_midcast(spell, action, spellMap, eventArgs)
if spell.english:startswith('Healing Breath') or spell.english == 'Restoring Breath' or spell.english == 'Steady Wing' or spell.english == 'Smiting Breath' or spell.english == 'Flame Breath' or spell.english == 'Frost Breath' or spell.english == 'Sand Breath' or spell.english == 'Hydro Breath' or spell.english == 'Gust Breath' or spell.english == 'Lightning Breath' then
equip(sets.HB)
end
end
-- Run after the default pet midcast() is done.
-- eventArgs is the same one used in job_pet_midcast, in case information needs to be persisted.
function job_pet_post_midcast(spell, action, spellMap, eventArgs)
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
if state.HybridMode.value == 'Reraise' or
(state.HybridMode.value == 'Physical' and state.PhysicalDefenseMode.value == 'Reraise') then
equip(sets.Reraise)
end
end
-- Run after the default aftercast() is done.
-- eventArgs is the same one used in job_aftercast, in case information needs to be persisted.
function job_post_aftercast(spell, action, spellMap, eventArgs)
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_aftercast(spell, action, spellMap, eventArgs)
end
-- Run after the default pet aftercast() is done.
-- eventArgs is the same one used in job_pet_aftercast, in case information needs to be persisted.
function job_pet_post_aftercast(spell, action, spellMap, eventArgs)
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- Called before the Include starts constructing melee/idle/resting sets.
-- Can customize state or custom melee class values at this point.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_handle_equipping_gear(status, eventArgs)
end
-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_custom_wsmode(spell, action, spellMap)
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.hpp < 90 then
idleSet = set_combine(idleSet, sets.idle.Regen)
end
return idleSet
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
if state.TreasureMode.value == 'Fulltime' then
meleeSet = set_combine(meleeSet, sets.TreasureHunter)
end
if state.CapacityMode.value then
meleeSet = set_combine(meleeSet, sets.CapacityMantle)
end
return meleeSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------
-- Called when the player's status changes.
function job_status_change(newStatus, oldStatus, eventArgs)
end
-- Called when the player's pet's status changes.
function job_pet_status_change(newStatus, oldStatus, eventArgs)
end
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if string.lower(buff) == "sleep" and gain and player.hp > 200 then
equip(sets.Berserker)
else
if not midaction() then
handle_equipping_gear(player.status)
end
end
end
function job_update(cmdParams, eventArgs)
war_sj = player.sub_job == 'WAR' or false
classes.CustomMeleeGroups:clear()
th_update(cmdParams, eventArgs)
get_combat_form()
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
end
function get_combat_form()
--if areas.Adoulin:contains(world.area) and buffactive.ionis then
-- state.CombatForm:set('Adoulin')
--end
if war_sj then
state.CombatForm:set("War")
else
state.CombatForm:reset()
end
end
-- Job-specific toggles.
function job_toggle(field)
end
-- Handle auto-targetting based on local setup.
function job_auto_change_target(spell, action, spellMap, eventArgs)
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- State buff checks that will equip buff gear and mark the event as handled.
function check_buff(buff_name, eventArgs)
if state.Buff[buff_name] then
equip(sets.buff[buff_name] or {})
if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
equip(sets.TreasureHunter)
end
eventArgs.handled = true
end
end
-- Check for various actions that we've specified in user code as being used with TH gear.
-- This will only ever be called if TreasureMode is not 'None'.
-- Category and Param are as specified in the action event packet.
function th_action_check(category, param)
if category == 2 or -- any ranged attack
--category == 4 or -- any magic action
(category == 3 and param == 30) or -- Aeolian Edge
(category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish
(category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish
then return true
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'WAR' then
set_macro_page(1, 10)
elseif player.sub_job == 'WHM' then
set_macro_page(1, 10)
else
set_macro_page(1, 10)
end
end
By fillerbunny9 2015-10-21 10:25:56
Also do any of you still play Dragoon actively? Dragoon was my favorite job when I first started ffxi. Unfortunately throughout the years I always found myself playing Dragoon solo or doing stuff outside of endgame content. Is that still true? Is Dragoon not viable for any of the current content, even with a mythic? I'm just curious to see what you guys do on your Dragoon when you play.
I am hopeful that SE will do a final balancing act and make all jobs viable for endgame content, but right now that seems extremely unrealistic...
DRG is not THF, SAM, or BLU, which outside of a tank are the only jobs that are brought to get up close and personal with the mob. DRG is probably the best off of WAR/DRK/DRG, but that really isn't saying much at all. rarely do I get to come as something non-GEO, and when I do go DD, I have been known to take my DRG out. the problem is that Stardiver is kinda crap compared to CDC and stacked Rudras, and Drakesbane's Attack penalty still has me salty. since SE has been quiet about job adjustments for a while now (outside of their laughable BST "nerf") I suspect that FFXI is going to diminish and die with BLU/THF/DNC on top for melee and SCH/BLM ruling with an iron fist for NMs as a MB strat.
Caitsith.Mahayaya
サーバ: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2015-10-21 10:41:34
DRG probably important to lock Call Wyvern on Absolute Virtue? SE's way of making DRG accepted into end game content?
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