Long Time Coming

Bug Squish

At the launch of Heavensward we absolutely wrecked us a Sky Whale, but struggled a bit with Ravana.  It was a combination of insane amounts of incoming damage, mixed with the fact that we consistently failed at Final Liberation.  As we all faded away and off into other games, the one big regret many of us had was that we never actually managed to take down a bug.  Last night we finally set that record straight, and defeated Ravana.  In true fashion for our group however, the kill was a complete mess.  In fact I managed to get knocked off right before we finished the fight, because some random roofer was knocking on my door.  In Oklahoma our version of ambulance chasers are fly by night roofers looking to repair “hail damage”, and this guy had an equally questionable name to go with it.  So in my somewhat distracted state I was just a bit too close to one of the attacks that knocks you off the edge.  Ashgar somehow managed to survive alone until we finally pushed him over the edge at the last possible moment.  There is a final final liberation… and we probably killed him as the bar passed the O and was creeping up on the N…  aka seriously the last moment before we all died a horrible death for our hubris.  Of course like is usually the case no axe was dropped… but instead we did manage to pick up a pretty spiffy looking book that reminds me of a strange armored butterfly.

Long Time Coming

After downing a bug, we set our sights on Final Coil since a few of our modern assemblage were not with us when we managed to take this down the first time.  We started off with Turn 10… and honestly had to relearn fights as we went.  So much of this happened so long ago… that we maybe partially remembered a mechanic here or there but had largely forgotten the bulk of them.  We outgeared a good deal of the mechanics, but in truth what this really meant is that we could simply chain resurrect players when they died instead of dealing with the proper mechanics.  Ashgar and I attempted to think on our feet and deal with this as best we remembered them…  the primary example of this being the giant metal clad hydra that serves as the boss of Turn 11 who happens to have an attack that will straight up oneshot the current tank if it is not taunted off.  Traditionally we have a firm cut off time of 10pm CST but we went over a little bit.  Tam called our final attempt on Bahamut for the evening, and that happened to be the attempt we pushed across the finish line and got the win.  I am so happy to have been able to come back and take on these fights for the folks who had never seen them.  While I want to keep progressing into content that I have not seen, it is always good to go back and do the stuff we have, just to remember how far we have come.

Legion Lock

Long Time Coming

In other news I managed to push across the finish line in a completely different sort of fight.  For whatever reason I have had a fire lit under me to level a bunch of my stragglers up to level 100.  I pushed the Rogue from 92 to 100, Druid from 95 to 100… and then started on my Warlock that happened to be sitting at level 75.  As of last night I managed to nudge him across the line to 100 and even got in a quick LFR before the FFXIV raid.  I was honestly shocked to find out that you could queue for Highmaul LFR at item level 615, and I absolutely did just this.  I am not sure why I am enjoying my warlock so much.  It is just a style of game play that I have never really spent much time doing… and this represents the first “finger wiggler” I have ever legitimately leveled to the current cap.  I’ve had a Priest and Mage temporarily at “cap” but in both of those cases it was a boosted character so it really does not count.  I think part of it as well is that I really want a proper character to start farming transmog items for all of my cloth wearers.  I also want a tailor that I don’t mind grinding cloth on, because the Shadow Priest is absolutely not that character.  Now with the launch of Demon Hunters tonight, I fully expect to be attempting to do that madness…  however in the meantime I am really looking forward to exploring the world with my army of demon buddies.

AggroChat #117 – Death to Garrisons

Belghast, Grace, Neph, Tam and Thalen lack topic ideas… but then record a lengthy show on WoW, FFXIV, Pokemon and other stuff.

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This week we are down both Ashgar and Kodra, and in part as a result… and part because we just adore her we talked our friend Neph into joining us.  Before we start recording a podcast we generally try and scribble down a rough list of topics to use as an outline of where to leave the conversation next.  After fifteen minutes of dead air… we finally start coming up with a few things and this weeks show is a result.  We talk about the concept of “Peak Pokemon” and the glee that the media seems to have at heralding the downfall of the game.  With Grace on my side we revisit the discussion about the Legion class changes, and our happiness to completely bury the concept of the Garrison and get out into the world and see it again.  We do a deeper dive into the deepest dungeon in Final Fantasy XIV and Tam and Neph’s experiences leveling alts this week there.  We talk a little bit about Dragon Age Inquisition, and my discovery of how Damage over Time classes work.  So for a show where we didn’t think we had much to say… we certainly said a whole lot of it.

  • Peak Pokemon
  • World of Warcraft
  • Class Changes
  • Death to Garrisons
  • Disappointment in Game
  • Final Fantasy XIV Deep Dungeon
  • Yokai Watch
  • Dragon Age Inquisition
  • DoT Classes

AggroChat #116 – Legion and the Deep Dungeon

This Week Ashgar, Belghast and Tam are abandoned by their compatriots and talk FFXIV, WoW, Starbound and Overwatch

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This week we had a really strange sequence of events that lead to quite literally half of our crew being out for one reason or another.  Of all of them I think we happen to be the most jealous of Grace who managed to score tickets to the Final Fantasy Symphony tour thing that is roaming the country.  This was the week of big patches with both the 3.35 patch in Final Fantasy XIV bringing us the Palace of the Dead, and World of Warcraft getting 7.0.3 containing all of the Legion class changes and new Transmog system.  Additionally we saw the actual launch of Starbound and with it something unusual in the early access community…  significant changes being patched into the final version.  So this week we have a whole slew of topics related to all of those points.

Final Fantasy XIV 3.35 – Palace of the Dead – World of Warcraft 7.0.3 – Legion Class Changes – Survival Hunter – Outlaw Rogue – Starbound Launch – Pre-Launch is Launch – Overwatch Healing Sniper

 

 

Dankest Dungeon

Palace of the Dead

Dankest Dungeon

Last night I was not terribly certain what I would be doing with myself.  For the last several days I have been heavily focused on transmoggy things over in World of Warcraft, but on the same day that patch was released the newest patch landed in Final Fantasy XIV.  Before I left work I saw Tam ask if anyone would be interested in taking a trip into the Palace of the Dead… or as he has begun referring to it the “Dankest Dungeon”.  This had been something on my radar for a long awhile, with the theory being that you had a brand new leveling path for alts.  I have an army of alts and honestly you can only manage so much FATE grinding before you need some other path.  It seems like everyone on my server has gotten the same idea, because apparently to queue for the dungeon you have to be standing in Quarrymill.  I snapped this photo last night but if you looked in any direction you would have seen pretty much the same density of players.  In many ways this reminded me of the wall Revenant’s Toll felt on raid reset day.  Neph wanted to play her Dark Knight, Tam his Black Mage, and Thalen his Machinist…  which left me needing to do the team focused thing and play a healer.  Anyone who knows me very well will know I am not really the best healer in the world.  The irony there is that I started my MMO career in Everquest as a cleric…  the go to healer for any serious content.  I also feel that experience pretty much generated a massive mental block against ever wanting to do it again.

Now I have had a White Mage for a good while, and actually enjoyed myself leveling that.  However for whatever reason the Scholar class has never really clicked with me.  Before the launch of Heavensward I managed to get Arcanist to 30 and actually claim both the Scholar and Summoner jobs but pretty much stalled out shortly thereafter.  I felt like I sucked at the class and simply stopped queuing for dungeons, because for ever Tam Tara there would be five Brayflox that I struggled to deal with.  The interesting thing about the deep dungeon is how it has its own parallel leveling system, and how it apparently invents things that simply don’t exist.  For example when you go in as a job…  you don’t exactly get the path that you took to get to your level.  For example I had Eos and Selene really quickly rather than my Carbunkle friends, which is I guess the same thing that happens when you get leveled down in a dungeon.  On the other side of the equation, Kodra commented about having a serious challenge dealing with trying to function in the dungeon as an Arcanist without the Scholar job.  Arcanists play this strange role of not quite but almost healer, that I remember struggling with when I ran dungeons…  because I was also note quite a dps.  The early levels seem to heavily favor dps, with the last set that we completed before I was literally falling asleep at the keyboard…  needing us to actually do proper group tactics to get through.

Weapons of Light

Dankest Dungeon

So as you move through the dungeon there are chests that you open that do a bunch of different things.  Firstly you get a shared group inventory that contains these items called Pomanders.  These cause various effects both to buff your party, and to counter act the negative effects of the dungeon.  For example there is one that shows the entire map so you can navigate to only the rooms that contain chests, or another that will disable all traps in a floor.  There are still others that are designed to counter act very specific negative effects gained from certain encounters, like Pox that stops all health regeneration.  This one is particularly nasty if placed on the tank…  which it was for a significant period of time last night.  The natural instinct for me is to clear every room, but you are timed from the moment you set foot inside and have sixty minutes to clear ten floors.  At first this seems like an easy task, as we quickly breezed through the early levels.  However once we got onto the third set of floors that timer started to make a big difference, and in theory you are given roughly six minutes per floor.  As a result we started pulling the levels in a minimal clear fashion with our dps fanning out at times to scout ahead and try and determine which path we should go down as a group.  The name of the game is finding the blue and silver chests that contain “gear” upgrades… and by that I mean +1 to your arms and armor score which serve as the gear for the dungeon.

The most interesting thing about the experience is how you gain your abilities during the normal arc that occurs as you level up.  However for whatever reason I thought I would hit a ceiling and simply stop getting abilities when I hit level 31 which is what would have happened were I running dungeons.  Instead I continued to move forward and am now in my 50s gaining heavensward scholar abilities that are unlocked through quests.  So in theory this is a crash course in how to play your class… long before you actually get the abilities.  As to whether or not this worked…  I started out the dungeon run extremely rough and almost all of the healing was coming from Selene the murder fairy.  As we moved forward I started to get the hang of it, and was using adlo like a mad man followed up with some direct healing.  People died, a bunch… or at least more than I am happy with… and we ended up wiping on a really bad luck trap spawn.  However as the night progressed I started feeling significantly more comfortable healing as a scholar.  In theory I would feel much better stepping into a dungeon now than I did before last night.  All in all I got roughly three levels which is a slightly faster progression rate than running dungeons, but not the sort of speed that is going to lead to a lot of chain power leveling.  I had a lot of fun and just wished that we had been able to start earlier in the evening so that I could see the end of the dungeon.  I definitely want to do this again soon.