Rezz
Mr. Poopybutthole
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- 3,531
Trial Roulette is awesome when you get something like Ifrit Hard or something else you can steamroll with half the group afk. Much less awesome when 2/3 of the group are fresh to the event and it requires you to pay attention occasionally. Definitely the one roulette I would routinely skip if I didn't feel like putting up with nonsense.
Crafting is fun, minus all the issues that AladainAF mentioned. The sheer amount of gear available in HQ from quests as well as most dungeons dropping 6-10 pieces of loot at a go means that the gear is good for glamours and that's about it until cap. Then it is only good until someone runs 3-4 dungeons, at which point there's no reason to have crafted gear. Not to mention that there is a much higher amount of reliance on materials from slain monsters with the xpac, so either battle retainers or farming becomes substantially more mandatory, and that's right out the gate for LTW/ALC, while the required materials from gatherers gets pretty absurd for even entry level crafts.
Note on the crafted weapons: While that extra 1-2 dps might seem like a big increase on paper, until you hit cap and start actually outpacing mob hp, you are only saving yourself one additional attack or cast at best most of the time. Mob HP is super inflated in the xpac, and while having that HQ ilvl 145 weapon for your second class helps, it isn't a big enough difference to matter nearly as much as that same 1-2dps increase over a crap weapon would 1-49.
Just not the greatest design element for starting the expansion off.
Crafting is fun, minus all the issues that AladainAF mentioned. The sheer amount of gear available in HQ from quests as well as most dungeons dropping 6-10 pieces of loot at a go means that the gear is good for glamours and that's about it until cap. Then it is only good until someone runs 3-4 dungeons, at which point there's no reason to have crafted gear. Not to mention that there is a much higher amount of reliance on materials from slain monsters with the xpac, so either battle retainers or farming becomes substantially more mandatory, and that's right out the gate for LTW/ALC, while the required materials from gatherers gets pretty absurd for even entry level crafts.
Note on the crafted weapons: While that extra 1-2 dps might seem like a big increase on paper, until you hit cap and start actually outpacing mob hp, you are only saving yourself one additional attack or cast at best most of the time. Mob HP is super inflated in the xpac, and while having that HQ ilvl 145 weapon for your second class helps, it isn't a big enough difference to matter nearly as much as that same 1-2dps increase over a crap weapon would 1-49.
Just not the greatest design element for starting the expansion off.