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Arcanist - Not your typical pet job from FFXIFollow

#27 Aug 19 2013 at 3:55 PM Rating: Good
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Hyrist wrote:
Ravashack wrote:
One of my friends pointed out that the ACN DoT access and damage is a bit much.

Bio: 40 Potency
Miasma: 35 Potency
Thunder (from THM): 35 Potency
Aero (from CNJ): 25 Potency

So you have an effective 135 Potency of damage occurring every second that you can keep up on something on top of Ruin when you aren't refreshing DoTs and Carby blasting stuff away. Or you can just start chain pulling by casting DoTs in succession. And I do have to agree that stuff just melts for ACN when I was leveling it.



You're mistaking this amount greately.

Primarily, Damage over Time Tics do not occur every second. They occur every 3 seconds as determined by global server timer that checks for Damage over Time. The tics for all Damage over time debuffs all trigger at once.

Enemies melt to Arcanist because they melt to everyone without exception. Parses have been done to compare and Arcanist is well in line with every other class right now, they actually fall behind if they're not using their debuffs or pets properly.

Claims without the research rarely do anyone justice. If anything should be nerfed on Arcanist it could very well be Topaz Carbunkles ease of hate generation, but we will have to see beyond level 20 before making any sort of judgment there.


Hmm, that's good to know. Thanks Hyrist. I was normally paying more attention to keeping DoTs up and HP filled than tracking DPS, so after beta when he claimed it was actually ticking every second, I couldn't refute it. (Unless someone's aware of any methods to retrieve combat logs after the fact?)
#28 Aug 19 2013 at 4:35 PM Rating: Decent
So would you compare the Arcanists level of pet interaction to say the Puppetmaster from XI? That was my favorite job by FAR, (though when i played most considered it to be one of the worst classes) due to the managing of the pet and really having somewhat of a bond with the pet. I know I'm torn at the moment between Summoner and Dragoon (my second favorite from FFXI). I know the game is very different, but just curious as far as similarities.
#29 Aug 19 2013 at 4:55 PM Rating: Good
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From my experiences with ARN I would have to say the level of micro-managing required to play the class to it's fullest potential would be closer to PUP then either SMN or BST. I say this because ARN soloing is good, but if you really micro your pet's abilities then they really prove their worth. Their best moves aren't their actual attack moves but their simple orders such as PLACE STAY and OBEY. This simple yet very useful moves can be used to kit a mob away from the party members until they are ready to deal with it. Simply use OBEY to have your topaz attack a mob, then use PLACE and move him and the mob away from the party, then select STAY and your carby will stay there and let the mob beat on it, all the while, keeping it safely away from the party until you are ready to attack it.

Edited, Aug 19th 2013 6:57pm by RyanSquires
#30 Aug 19 2013 at 5:06 PM Rating: Excellent
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Killua125 wrote:
I dunno, it does seem OP to me.

My friend was easily able to solo FATEs which are supposed to be group activities, that were much higher level than him at the time. He loves the class and he's maining it and even he said they should nerf it pretty hard.


This has nothing to do with Arcanist as the core class and everything with understanding the mechanics of the game.
Two things to keep in mind:

1. FATEs heavily vary in difficulty. The FATE he soloed likely adjusted its difficulty for having one participate, as FATE difficulty (enemy HP and defense) Scales based off of the number of Participants. If he was soloing, he was facing the FATE in it's absolute weakest form.

2. Arcanist has an automatic defense buffer: So long as it's carbuncle has hate, Arcanist can play the long-term game. Topaz Carbuncle can tank very well with an Arcanist healing it, all the while allowing Carbuncle and the low-MP cost DoTs to deal their damage.

This is not broken. This is not OP, this is by design. I can solo FATES on my Lancer with appropriate gear and skills, and even to some degree, depending on the FATE, without that said preparation, depending entirely on the context of the FATE.

Anyways, level 20's are always a bad impression on balance. Each class receives different significant spikes in their performance depending on what abilities they get. Thanks to Cross Classing Thunder and Aero, Damage wise Scholar spikes early - however, they also Plateau much earlier than other classes do.

People made the same observations of Thaumaturge due to it's near limitless MP pool giving it infinite cures and damage and incredibly kiting ability between subbed Stone and Scathe. Solo performance does not necessarily translate into Party Performance, which is the content that matters in this game.

Edited, Aug 19th 2013 7:07pm by Hyrist
#31 Aug 19 2013 at 5:13 PM Rating: Good
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From the sounds of it, ARC is a lot like the Magician from Everquest Online Adventures which I really enjoyed playing. There were 4 pet types: Earth/Tank, Water/Healer, Wind/Caster, Fire/Melee
The pets would also change as you leveled; elementals when you begin to primals/gods at max
#32 Aug 19 2013 at 5:15 PM Rating: Good
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Anakte wrote:


Seriously though, where can I get myself one of these parsers anyway, I'd like to do some testing of my own next weekend.


I'll be trying out XIV APP myself next weekend. If you haven't seen it yet it's now part of XIV ZAM's main navigation bar.
#33 Aug 19 2013 at 5:53 PM Rating: Decent
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I find Arcanist to be really fun, my only issue with Emerald Carby is that I barely see him do anything because he is caster. On a side note, did anyone noticed how Ruin II completely makes Ruin I obsolete? Isn't that odd considering the "no skill left behind" idea? Once you get Ruin II there isn't a single reason to use it over Ruin, it is superior in every aspect.
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