Do you get stormblood if you buy shadowbringers expansion? I have all expansions on pc, but not on ps4, so wondering if I have to buy stormblood + shadowbringer for ps4.
Yes, Shadowbringers includes Heavensward and Stormblood.
Do you get stormblood if you buy shadowbringers expansion? I have all expansions on pc, but not on ps4, so wondering if I have to buy stormblood + shadowbringer for ps4.
I'm guilty of doing it on big pulls without warningThe big difference there though is Living Dead is a post-"things have gone to shit" move, where as Superbollide is the GNB deciding of their own volition to make everyone in the party simultaneously clench their butts at once.
Hah tbh it's probably way safer to be used like that compared to a raid/EX setting where the healer is trying to top off everyone else as well.
Been playing since 3 days before Shadowbringers came out and I'm having a blast. Bought a lvl boost for Dragoon because I wanted to try Samurai and Gunbreaker early and I'm loving both. So far my lvls are:
Rogue - 15
Bard - 30
Samurai - 50
Gunbreaker - 60
Dragoon - 70
As far as MSQ, I'm at lvl 28, just done a Haunted Mansion dungeon as gunbreaker and it was really fun. I'm sticking to playing Samurai mostly, but it seems that the duty finder takes a while for DPS jobs. Couple of questions about equipment and side content:
Should I just focus on MSQ until I get to Shadowbringers stuff or is there some side content that's recommended to get things like faster mounts?
My Samurai and Gunbreaker all have their starting equipment on, is it worthy to go get better armor or weapons for them now or just wait until I'm higher lvl?
Unlocked a lvl 16 leveling roulette, will that help me lvl up gunbreaker or samurai or should I try to unlock higher level ones?
Are there any raids or dungeons for more than 4 people on MSQ or is all that stuff optional/endgame?
I'm quite liking Machinist atm. Leveled it to 65 from 50 in SB ( Don't know why but I really didn't seem to like it back there and gave it up pretty fast) I don't even really know what much changed since I barely played the job but I like the pew-pew now and I need a new ranged job since SE took my SMN away from me and burned it with fire.
Well DNC is definitely quite a bit lower than other classes, at least in my experience.
...
If you take a look at max DPS though, you'll see that even at 10k DNC parses, they're still pretty far behind with BLMs topping at 14+k in these super padded runs, so yeah. In a normal setup where the DNC isn't getting padded, they're not doing 10k though currently.
Both feel great in ShB though. The Blackest Night is insanely good on DRK now (probably going to get a nerf to some degree) and GNB has some good DPS potential. Still feeels like Brutal Shell needs some buff or something to give the GNB more of the "attack to stay alive" feeling.
Been playing since 3 days before Shadowbringers came out and I'm having a blast. Bought a lvl boost for Dragoon because I wanted to try Samurai and Gunbreaker early and I'm loving both. So far my lvls are:
Rogue - 15
Bard - 30
Samurai - 50
Gunbreaker - 60
Dragoon - 70
As far as MSQ, I'm at lvl 28, just done a Haunted Mansion dungeon as gunbreaker and it was really fun. I'm sticking to playing Samurai mostly, but it seems that the duty finder takes a while for DPS jobs. Couple of questions about equipment and side content:
Should I just focus on MSQ until I get to Shadowbringers stuff or is there some side content that's recommended to get things like faster mounts?
My Samurai and Gunbreaker all have their starting equipment on, is it worthy to go get better armor or weapons for them now or just wait until I'm higher lvl?
Unlocked a lvl 16 leveling roulette, will that help me lvl up gunbreaker or samurai or should I try to unlock higher level ones?
Are there any raids or dungeons for more than 4 people on MSQ or is all that stuff optional/endgame?
If you are dork cop I guess would think that.
If you are dork cop I guess would think that.
DRK's are best because cool darkness swords
GNB's Explody swords are also up there.
You know who wouldn't use an explody sword, a dork cop
Pray return.
I'm quite liking Machinist atm. Leveled it to 65 from 50 in SB ( Don't know why but I really didn't seem to like it back there and gave it up pretty fast) I don't even really know what much changed since I barely played the job but I like the pew-pew now and I need a new ranged job since SE took my SMN away from me and burned it with fire.
Shadow said he was the coolest in SA2 and ain't never lie.Dark Knights are edge lords who think Shadow is cool.
Gunblades are "Whatever."
And Warriors? Talk about try hard's.
Paladins are simply the best.
Shadow said he was the coolest in SA2 and ain't never lie.
Gunblades are cool guys with explody swords, the only way they could get cooler is if the sword reved up.
Warriors, while basic do the thing they do so effectively demands respect. They axe, can't front on it.
But Paladins, omega dorks. Outhere with shields and shit with holy magic. Dorks
Oh look at you with your fancy magic shield. You know what DRK's use thier magic on, Darkness clones. A dork got magic makes himself a magic shield, meanwhile DRK's are outhere being noob saibot.True Paladins don't need shields for they use the very magics themselves to fashion them one when needed. And that holy magic? For which we draw a massive blade to tear the ground asunder?
I do believe we have someone here who simply can't understand our majesty.
Is it me or the SSS DPS requirements are a bit high? 73 EX wants me to have 10.500 DPS as MNK and I can't hit it reliably. Is it really the minimum dps requirement? Seems way too high
Someone in my FC said the MNK dummies were pretty busted and that sounds really high for EX dummies, considering I've cleared them with a lot of really meh DPS, the enrage is super lenient. Maybe the dummies were balanced at a different time and weren't adjusted back not sure. You definitely don't need 10.5k DPS to do Titania(although uptime is pretty good on it so you should be doing a fair bit of damage with raid buffs on).Is it me or the SSS DPS requirements are a bit high? 73 EX wants me to have 10.500 DPS as MNK and I can't hit it reliably. Is it really the minimum dps requirement? Seems way too high
I need to work out more on my opener and my little burst window when it comes to cooldowns but while I know I can reach it it's going to be tight. I can see myself reaching 10.8k dps at most.Are you sure it isn't a rotational issue? I thought the same with BLM at freaking 11.7k then afterward I realized I wasn't using convert for single target as well as unoptimal use of let lines
I've been running the training dummy for the EX trials on ilvl 433 gear on DRG but I always fail on the last hurdle, Dps wise I'm just hitting 10k, is this a gear issue or bad rotation play?
I don't think I've ever seen the shield when I use Brutal Shell, lol. I've always taken damage enough to almost negate it. I get that it's only enough to do one hit MAYBE but it still feels like if you're going to give Warrior a big dick dps move where he kills a bunch and can (with the proper skill) get almost twice the health back and have a heal on command and then PLD has heal on command and DRK has "best mitigation" that if you're going to have GNB be the SCH of tanks with shields/mitigation versus heals/self heal I feel like Brutal Shell is a fine idea with a flawed execution that could use tweaking.Brutal Shell's only real comparison is Storm's Path and it beats Storm's Path as far as the type of effect goes; that and being split heal and shielding is kind of nice for streamlining damage taken.
As a healer.... Superbolide>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Living DeadThe big difference there though is Living Dead is a post-"things have gone to shit" move, where as Superbollide is the GNB deciding of their own volition to make everyone in the party simultaneously clench their butts at once.
I get why, but answer me this: would you prefer to have to raise a Dark Knight from the dead and heal it up(and have to deal with rez sickness), or heal it to max from zero? Living Dead is a move born from necessity and not something Drks want or choose to use.As a healer.... Superbolide>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Living Dead
3. Superbolide only works when you're at the edge of death, and at that point I can only assume your healer is dead or unable to get to you. I'm not as down on it as other people, but it's still a flawed skill.
The problem is unless you have bene, there's a chance you both waste a bunch of heals trying to heal the DRK and then ALSO have to rez them. Shit sucks plain and simple, and it got even worse with the expansion indirectly, cause tanks now have 120k hp but a crit big heal is like 30k so you need to waste so much healing into it. Even recitation emegency adlo(which is 2 oGCDs and a hardcast heal mind you, so a shit ton of ressources) is only like 55-60k, so you also have to use like a lustrate and an excog to get close. Obviously there's a 2nd healer but the amount of heals you have to dump to get them back alive is so stupid. Meanwhile GNB you just cast some heals so they're at like 50% or whatever, and then just heal them over time normally like you would a tank that's at mid hp in the fight.I get why, but answer me this: would you prefer to have to raise a Dark Knight from the dead and heal it up(and have to deal with rez sickness), or heal it to max from zero? Living Dead is a move born from necessity and not something Drks want or choose to use.
Right, but as I said I'm not as "down" on it as much as everyone else is.I think the problem in a lot of ways is people treating Superbolide as Worse Hallowed, instead of Better Holmgang. LD falls into the same trap, too--All three are best used by telling the healer they're coming so the healer can just ignore you pre-activation and not try to maintain HP stability. People treat tank invulns like oh shit buttons, when really they're most useful as preplanned spaces of not-healing. Hallowed is the autopilot one, LD is the one that suffers the most from the HP pool relative to heal strength shifting we saw in ShB and absolute worst as unplanned, Holm is the one that's the most annoying to get the most out of, and Superbolide is somewhere in the middle. It being closer to Holm justifies shaving off some of the CD, but I still think it's a great concept the game should be better at teaching players to use.
I mean Superbolide is just better in every way. They both have essentially the same use as a invulnerability move, but LD is far more frustrating to deal with especially with how much god damn HP tanks have now. It's either be prepared and save you oGCDs for it, or spam Ben2/cure2/physik on it.I get why, but answer me this: would you prefer to have to raise a Dark Knight from the dead and heal it up(and have to deal with rez sickness), or heal it to max from zero? Living Dead is a move born from necessity and not something Drks want or choose to use.
O11s tankbusters had a dot, but they were all magic and DRKs had so much magic mitigation so you never used LD anyways(and WARs could literally Holmgang every one besides the 2nd one.)The problem is unless you have bene, there's a chance you both waste a bunch of heals trying to heal the DRK and then ALSO have to rez them. Shit sucks plain and simple, and it got even worse with the expansion indirectly, cause tanks now have 120k hp but a crit big heal is like 30k so you need to waste so much healing into it. Even recitation emegency adlo(which is 2 oGCDs and a hardcast heal mind you, so a shit ton of ressources) is only like 55-60k, so you also have to use like a lustrate and an excog to get close. Obviously there's a 2nd healer but the amount of heals you have to dump to get them back alive is so stupid. Meanwhile GNB you just cast some heals so they're at like 50% or whatever, and then just heal them over time normally like you would a tank that's at mid hp in the fight.
It's just a terrible cooldown. It should require 50% health at most to remove the debuff, or have another layer to it like damage mitigation or increased healing taken to compensate. As it is, Living Dead is virtually unusable if you don't have a WHM to bene, and that means that everytime you invuln, you also need the strongest WHM oGCD to be used. You can definitely heal through it, but not without sacrificing several oGCDs AND some GCD casts, which is just stupid. And god forbid the boss has strong autoattacks or the buster has some sort of dot to it(luckily they haven't really designed them like that) cause it makes it way harder, instead of 100%, you have to heal like 120 or 130% of their health.
I think my main point is that they are totally different moves with a similar motif.I mean Superbolide is just better in every way. They both have essentially the same use as a invulnerability move, but LD is far more frustrating to deal with especially with how much god damn HP tanks have now. It's either be prepared and save you oGCDs for it, or spam Ben2/cure2/physik on it.
If it's a planned move you will be prepared for Superbolide as well, but a good GNB knows when to use it during a big pull and it's amazing there.
LD is just trash
But it's not even a good fall back ability when it takes 6 GCD heals to heal up to max, by which time, oh fuck dark is dead anyway.(yeah if you have cooldowns available you can get the dark up, but then it's not a fallback ability.)I think my main point is that they are totally different moves with a similar motif.
The idea is that Superbolide is a required mitigation move like Drk's Blackest Night, so it's a bit different. LD is a fallback ability that shouldn't need to be used if everything is going right. Superbolide is required use regardless, so yeah it's going to be the "better" move.
Call it trash if you want but I think you're more upset at the frustrating circumstances that require LD being used rather than having to work through the move itself. It's going to be used far less than Superbolide no matter what.
It's not that I don't agree with you! I hate having to pop it as well.But it's not even a good fall back ability when it takes 6 GCD heals to heal up to max, by which time, oh fuck dark is dead anyway.(yeah if you have cooldowns available it is ok, but then it's not a fallback ability.)
Call it trash if you want but I think you're more upset at the frustrating circumstances that require LD being used rather than having to work through the move itself. It's going to be used far less than Superbolide no matter what.
I don't think I've ever seen the shield when I use Brutal Shell, lol. I've always taken damage enough to almost negate it. I get that it's only enough to do one hit MAYBE but it still feels like if you're going to give Warrior a big dick dps move where he kills a bunch and can (with the proper skill) get almost twice the health back and have a heal on command and then PLD has heal on command and DRK has "best mitigation" that if you're going to have GNB be the SCH of tanks with shields/mitigation versus heals/self heal I feel like Brutal Shell is a fine idea with a flawed execution that could use tweaking.
With Superbolide, Aurora, etc we have a kit that seems ideal for keeping up things on ourselves to mitigate damage and heal ourselves over time, sure, but the problem is every tank has a solution for a tank buster except GNB.
1. Their one AOE shield/defense move is for magic defense, which is alright I guess, but is only 10% doesn't last long, and magic damage reduction versus a flat mitigation seems really odd. The AOE doesn't make up for the fact that PLD has like 3 uses for their guage in terms of defense like Shelltron or Warriors offense or DRK's TBN.
2. Heart of Stone is a 15% reduction on a short cooldown that you pretty much have to spam, and the brutal shell effect seems to not pay off much because especially if you're tanking, by the time you get brutal shell and pop Heart of stone your effect is gone already, unless I've been reading it wrong. Since the "effect" of brutal shell is negated so quickly in encounters, it seems like it hardly ever plays out how it should.
I feel like having cartridges be split between offensive and defensive moves would provide a better choice for the GNB in the moment to dps or shield.
I agree with you there for sure.Basically, all of the tank invulns work best when scheduled out, but if not scheduled out LD is by far the worst one to have to deal with.
Yeah it can be used like that, but that is a very niche extra use, and you can do the same thing with the other invulnerability abilitiesIt's not that I don't agree with you! I hate having to pop it as well.
Last thing I'll say on it though, is that if the healers are down but the trial boss's HP is low, 10 seconds of final DPS can be huuuuuge. Just the other day I successfully popped it at the end of a trial where the healers were dead and in my zombified state, the DPS and I were able to finish the trial before I croaked. So it has a last-ditch-effort dynamic to it as well, which gives it a whole extra dimension imo.
like superbolide lolYeah it can be used like that, but that is a very niche extra use, and you can do the same thing with the other invulnerability abilities