Pixel

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Day 4 of my slowed down sessions.

Today I unlocked another PvP mode, made a blood sacrifice to the void to learn blizzard 3, punched a sandworm to get Beast Mode as Warrior and cashed in my flame seals to promote up.

Honestly, I quite like beast gauge being added to Warrior. It's gonna be fun to manage... even though i'm running out of space on my hotbbars lmao. i should probably look into displaying a 3rd hotbar just for stuff like mounts, teleports, etc.

Tomorrow: I level up White Mage and Drag-on Dragoon, I suppose.


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in reply to @Pixel's post:

Warrior resource management isn’t too bad in practice. And it definitely introduces you to this game’s burst damage philosophy. You generate a bit over 150 Beast Gauge per minute, and you want use two Inner Beasts from your stored gauge under the influence of Berserk. So you right now want to save up 100 gauge, then go berserk, use two Inner Beasts, then one other weaponskill. This changes as you level up (apologies for the infodump, I’m enthusiastic about Warrior — it’s a great job, easy to play and competitive even in top tier content):

  • At level 50 you get Infuriate, which gives you 50 gauge and has two charges, 60 seconds to regain a charge. So you start the fight by getting 50 gauge, then use three Inner Beasts, two of which you power off Infuriate. Thereafter you use Berserk and one charge of Infuriate once a minute, saving up 100 gauge over that time to get three Inner Beasts. Just spend 50 gauge somewhere in between your Berserk windows, to avoid capping your gauge.
  • At level 54, Inner Beast upgrades to Fell Cleave, the iconic Warrior ability. It’s a damage upgrade and is different animation, but no qualitative difference.
  • At level 66 you get the Enhanced Infuriate trait, which reduces the cooldown of Infuriate whenever you use a Beast Gauge ability. Yes this is pretty good.
  • At level 70 Berserk upgrades to Inner Release. You get to use three Beast Gauge abilities for free, and they’re guaranteed critical direct hits. You also want to spend any gauge you have, and any Infuriate charges, at the same time as your Inner Release window because it acts as a once-a-minute clock that syncs you with once-a-minute party buffs for even more damage. This is a massive qualitative upgrade to your offense.
  • At level 80 your first Fell Cleave after Infuriate is upgraded to Inner Chaos. This doesn’t change how you play, you just hit harder.
  • At level 90 Inner Release also allows you to use Primal Rend, an extra capstone attack that hits even harder. It’s also a gap closer: you can use it from a distance and it moves you to the target.

As for hotbar space … Warrior is definitely the right job for that, it has the fewest buttons of any tank. Summoner has the fewest buttons period of any job I’ve played.

It’ll come with time. It helped me to group abilities by function, because they come as either combo chains or associated things that I use at the same time or for the same reason. So my groupings are:

  • Single target combo weaponskills (Heavy Swing and follow-ons). Used in normal moment-to-moment fighting vs. single enemies.
  • AoE combo weaponskills, plus ranged attack and the ordinary gap closer Onslaught (level 62). I use these together when fighting groups of enemies in dungeons.
  • Defensive abilities: Rampart, Reprisal, Vengeance, Raw Intuition (level 56).
  • “Save me” abilities: self heals (Warrior is famous for these), invulnerability, and Sprint.
  • “Going berserk” abilities: Berserk/Inner Release (they’re the same button, it just upgrades at higher levels), Infuriate, Beast Gauge spenders, plus other infrequent attacks. These are high damage and it’s good to group them together in a big burst. Eventually you will use them while you’re boosted by buffs from the rest of the party, but at your current level there are almost no party buffs.
  • Some “junk drawer” sets: Arm’s Length (which is a nice debuff against non-boss melee enemies, treat it as another defensive ability), party protection abilities, interrupt and stun, Provoke, tank stance, etc. They’re important but don’t have a theme.
  • Special mention goes to Limit Break. Tank limit breaks are massive partywide defense buffs. You will almost never use it, but when you do it will be required for the party’s survival. Don’t worry, the game signposts it clearly with messages about “transcending your limits” and it’s always at a big cinematic moment of danger. Put it someplace where you won’t trigger it by accident but can hit it when you need it.

I seem to have written an essay again, but I hope it helps! This game can be a little overwhelming sometimes, but it’s a lot of fun.