- Joined
- Jan 17, 2005
- Messages
- 185
decidence said:Yep, we have the best LS evar =P
Yes, we certainly have a reasonably fun dyna LS, otherwise I think I would have given up a while ago
decidence said:Yep, we have the best LS evar =P
meeze said:Now, the argument is that Uzor thinks 3 of every job would be great. I say no, it isn't as efficient as stacking jobs that kill faster. Along the line, someone said you cant wipe a zone at all, Courtney said you can.
Now, here is the tricky part, when she tells us the job balance (or imbalance) my point will be proven because in fact, stacking jobs will allow you to clear a zone with plenty of time to spare.
Efficiency comes from fast kills, fast kills come from jobs that can...wait for it...kill FAST. If you want to clear zones (or do anything else in this game faster than the next guy) stack the right jobs.
.
Courtney said:The Shell consists of Endgame players. Most endgame players have a job that's useful in killing mobs quickly, and, in general, they come as those jobs. Mellees are mostly NIN, MNK, WAR and mages are mostly BLM, WHM, RDM, BRD. 3-4 THFs for TH.
It isn't a conspiracy to keep other jobs out though, it's just logic. You come as your most useful job. We have a sprinkling of players new to endgame coming through, and not all of them are one of those seven jobs. We've had BSTs, DRGs, SAMs, with no other jobs in Shell, we've had members not level 75 in Shell. It does not affect killing efficiency, and it does not affect lotting priority. A BST may not be able to do the same damage as a WAR, but non-optimal DDs don't much of an impact on efficiency. In a situation where you are restricted to an alliance (ie normal HNMs) you only have a few DD spots open, and you may need your DDs to be near the top of the tree. Dynamis isn't like that.
The reason this Shell is efficient is because it keeps the same core of players. There is no revolving door of members, and there are still good incentives to stick around when you have 5/5 AF. The base core of players work well together, are experienced, and pretty much know what to do in any situation without needing to be told everytime. You're in basically the same party each week, and you know your role, and what to expect.
If that's taken as me boasting, then so be it.
Courtney said:Metachronism:
I never made (or insinuated) any of the statements you've credited me with in your "analysis". I think I've stated everything pretty clearly, and you're just inventing things looking for a fight.
You shown that you don't have any idea about Dynamis, or anything else to add to the discussion, and you don't get any further responses from me...
metachronism said:You'd look more like the nonchalante cool-guy in the room that you're trying to be if you walked away *after* clearly attributing the said "efficiency" to the skewed job distribution, or the "player experience" first, like I asked of you, which you summarily ignored, or failed to parse like the other posts.
Off with your bourgeoisie head, I say.
Uzor (Bold = Edits by me) said:Actually, a lot of the AF2 is good swap-in pieces.
Let me give you a few examples.
Cleric's Slops: excellent for bar-spells. However, Blessed slops and Mahatma Slops surpass it on cures and all other things.
Cleric's hands: Good only for Banish, but is good for that on undead.
Cleric's feet: Good for bar-spells.
Sorcerer's Tonban: Good for same-day casting. Sucks for everything else.
Sorcerer's hands: Good only for stun, drain, bio and aspir. & Magic Burst
Warrior's Mask: Good swap-in for warcry since you only need to have it equipped when you use it, not after you used it. But a waste of space mostly due to the limited or negligible merit to the piece
Warrior's feet: Good swap-in for berserker, same reason as above.(lol) again a waste of an inventory piece
Saotome legs: Good swap-in for third eye. Good to leave on for a defensive settup/Saigen (Helps with the counter attack proc rate on third eye)
saotome hands: Good swap-in for meditate. Free +10 Attack too
Abyss hands: Good swap-in for Absorb-TP, stun, drain and aspir. The only really good thing abbout these is the +8 int, otherwise W.Hands beats these out and are easier and aguably cheaper to get.
Abyss feet: Good swap-in for Last Resort not really...
Wyrm Brais: Good swap-in for High Jump
Duelist's Gloves: Good swap-in for Phalanx II, bar-spells etc.
Duelist's Tights: Extremely usefull in Ballista and soloing, and good for nuking statues etc. Rdm "Helping Out With Stones" 9/10 ends up in a waste of time, thier skills should be better spent elsewhere.
Duelist's Boots: Usefull for nuking statues etc.See above
Assasin feet: Usefull for tripple attack, and the CHR for Dancing Edge and treasure hunter. LOL! Jesus Christ, go back to Alla with that shit. If you are so frigging stupid to believe somethign like that, why is it so hard to believe so much of the other shit you argue against when there's facts backing it up???
Valor feet: Even more usefull then before in Dynamis. 100-70% physical damage reduction for 30 sec with Sentinel on. Extremely usefull for MNK's
Valor Gauntlets: Usefull for Shield Bash. Especially with Aegis I assume.
Valor Coronet: Even more usefull then before due to the Rampart change. Helpfull from suicidal NIN's etc.
I could go on with northland pieces if you want, but I think I proved my point good enough.
Besides, people's main jobs are usually the ones they enjoy playing the most, and usually the job they're best at, and that is the most geared one. So why not let them go as their main jobs? They'll still be usefull, and they'll, god forbid, actually have more fun in Dynamis. Dynamis gear isn't the end-all in terms of overall use. Very few pieces are end-all and worn at all time. They are, however, the best available for what they do. Can you tell me another piece of leg equipment for WHM that gives +20 to bar spells? How about another head piece for WAR that gives increased warcry? They're not ment to be worn at all times. They're ment to be usefull swap-in pieces, just like a lot of other pieces in the game. And that is how they get better.
No, we pull several at a time. And yes, I'm well aware of how pops work. When exactly did I "speak like you only pull one at a time".Phraust said:Back to the main topic, beatign the perverbial dead horse here...
You speak like you pull one stone at a time, and each stone only pops one mob at a time....
1) Your RDMes suck if they get resisted on Sleepga. Hell, even our BLMes rarely get resisted on Sleepga.Failed sleepga form a RDM means -1 RDM,
Resisted Nuke on a Stone = rogue stone running amuck too long,
3 Blm = 1 stone at a time,
3 Blm = no backup Sleepga II,
3 Rdm = No refresh for mages, OR no silence on Slimes, Blms, Crows, etc...
Yes, because 3 BLMes can handle the stones. If there's many stones, the NIN's and the extra PLD's can provoke, flash, blind, paralyze and slow the stones and kite them, thus allowing your BLMes to safely handle 1 stone at a time.It's nothing more than an aguement for safe strategies. When you need to tactically nuke stones to avoid a train, you going to risk a resist? or throw 6 Blms at it and overkill?
No, I reccomended 3 PLD's. My question was why you chose to recruit so many BLMes when it's the melees that do most of the job.I don't even know why I am posting honestly this is the stupidest most Alla laden post I seen in a while. It was the CHR = TH thing that really got to me. Why would you use more than 3 BLMs? because they have fucking spells that can do things that benefit the group asd a whole you doofus, use your fucking head. By your logic, you only need 1 tank for dynamis...
Phraust said:Warrior's Mask: Good swap-in for warcry since you only need to have it equipped when you use it, not after you used it. But a waste of space mostly due to the limited or negligible merit to the piece
Warrior's feet: Good swap-in for berserker, same reason as above.(lol) again a waste of an inventory piece
Saotome legs: Good swap-in for third eye. Good to leave on for a defensive settup/Saigen (Helps with the counter attack proc rate on third eye)
Abyss hands: Good swap-in for Absorb-TP, stun, drain and aspir. The only really good thing abbout these is the +8 int, otherwise W.Hands beats these out and are easier and aguably cheaper to get.
Abyss feet: Good swap-in for Last Resort not really...
Duelist's Tights: Extremely usefull in Ballista and soloing, and good for nuking statues etc. Rdm "Helping Out With Stones" 9/10 ends up in a waste of time, thier skills should be better spent elsewhere.
Duelist's Boots: Usefull for nuking statues etc.See above
Uzor said:Courtney didn't once say their efficiency was every melee as WAR and NIN, and 15 BLMes out of their 35 members. That was all you Meta.
metachronism said:Oh really? Then why don't you ask courtney the actual breakdown then? If it wasn't obvious (which, I wouldn't find it surprising from you), you can tell courtney was intentionally not disclosing the numbers because he knew how skewed they were.
Unless you have problems with figuring out logistics, it's not that hard to deduce that the numbers cited by courtney can only be cranked out when you have disproportionate amounts of certain jobs (read: merit jobs).
15 blms? That's counterproductive.
Phraust said:All that "your RDMs/BLMs must suck then" and your other stabs fall shallow on my skin.
I will let my Linkshell's record speak for itself, as well as my own. This is my final comment on your self-masterbatory thread where you pour assumptions out when you should be asking questions. Very few linkshells have Dynamis Lord on Farming status, and you are refuting thier input?
You're the same kind of douche that says stupid shit like "I paint flames on my car 'cause it make my car go faster!"
Again, use your head. Why woud we use more RDMs & BLMs? Cause it works, it checks itself, and on any layer of failure it fixes itself, easily and efficently.