База знаний
Re: База знаний
База данных по игре, довольно много информации, гайды : http://www.ffxivinfo.com/
Вики: http://ffxiv.consolegameswiki.com/wiki/FF14_Wiki
Вики: http://ffxiv.consolegameswiki.com/wiki/FF14_Wiki
Форум закроют, Сфио посадят, все кругом горит, бегают паникующие гвардейцы, а посреди хаоса сидит Флай и играет на рояле
- Trella
- Гвардеец
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Re: База знаний
http://eu.finalfantasyxiv.com/lodestone/character/ искалка персонажей (игроков)
Трелла-чувак абы кому не перезванивает
- Trella
- Гвардеец
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Re: База знаний
Кстати по этой ссылке есть пдф крафта с картинками и на русском. Спасибо, ДжокерДжокер писал(а):viewtopic.php?f=142&t=1165&start=30#p112586
Трелла-чувак абы кому не перезванивает
Re: База знаний
Для тех, кому в приват будут спамить голдселлеры полезен макрос "/blist add <r>" - добавляет в блэк лист последнего обратившегося. Забиндил на кнопочку и вынес, ибо сегодня уже три раза спамили в личку.
Масштаб частей интерфейса можно поменять в настройках УИ. Для этого выделить нужный элемент и ctrl+home.
То, о чем вчера в чате уже говорили, но для пропустивших: home - переключает на вид из глаз, а scroll lock убирает интерфейс.
Масштаб частей интерфейса можно поменять в настройках УИ. Для этого выделить нужный элемент и ctrl+home.
То, о чем вчера в чате уже говорили, но для пропустивших: home - переключает на вид из глаз, а scroll lock убирает интерфейс.
Re: База знаний
для удобства сделал в пдф
- Вложения
-
- Dyeing.pdf
- (182.63 КБ) 40 скачиваний
-
- Minions.pdf
- (282.28 КБ) 23 скачивания
-
- Mounts.pdf
- (91.07 КБ) 35 скачиваний
- Romanesque
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Re: База знаний
http://xivdb.com/?search/!filters/IkhMT ... hBU0M6Ig==
расположение мобов по huntings log
расположение мобов по huntings log
Re: База знаний
Cross-class skills in Final Fantasy XIV
ru версия
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A little over a year ago, I talked about all of the really stand-out cross-class skills in Final Fantasy XIV. Astute readers will note that some of the abilities I reference in that article no longer exist, and several of them have completely different effects now. It's almost as if the game has completely relaunched or something. It's crazy.
This might not sound like a big deal, but it is because cross-class skills are one of the big aspects of character customization in the game. You level up as an Archer with the expectation that you'll pick up a few more skills along the way to augment your strengths. So which ones are worth picking up?
As of the last beta weekend, there are a lot of skills available, and I went through everything as best I could to try to pick out what's available. So now you can plan out your leveling in advance and know just what you want for those 10 extra slots in your class.
Pulling a cat-niss. Get it? It's funny.Archer
Straight Shot (Level 2): The damage on this skill is entirely forgettable, but the boost to critical is more worthy, especially if you're already running a crit-happy setup. Lancers or Pugilists can make good use of this, and Marauders might find a place for it within their more offensive tanking rotations.
Raging Strikes (Level 4): A straight damage buff. Note that the wording is damage dealt rather than attack power, which means that it theoretically will also affect damaging spells (I haven't played around with that aspect). It's a solid option for DPS, although the long cooldown means you can only use it in a pinch.
Venomous Bite (Level 6): If you're playing a Disciple of War DPS with the right approach, this is valuable; it's less up-front damage but more of a slow bleed over time. Again, however, you need the right setup for it to be valuable, especially since there's more direct damage available to dedicated DPS chains.
Hawkeye (Level 26): This manages to be much more useful to everyone by buffing both accuracy and Dexterity, which means that it goes from a pure DPS buff to a possible tank buff as well. The recast isn't too punishing, either. Marauders, Pugilists, and Lancers will probably get the most out of this, but Gladiators can find some use as well.
Quelling Strikes (Level 34): The only semi-active threat mitigation available, this sounds a lot better than it is, mostly because so much of threat in this game is determined by how aggressively your tank plays. Plus, it's a short-term passive reduction with a long recast. It's worth having around if you find you have threat problems, but it shouldn't be a must-have.
It would be super awesome if eventually this class could do something other than tank.Gladiator
Savage Blade (Level 4): Completely worthless outside of unusual small-group setups. The only other class that would want this has its own version as part of a combo chain.
Flash (Level 8): This ability poses an endless question to Marauders about its value. On the one hand, it's a flat enmity boost to several targets without requiring conal positioning, which is nice. On the other hand, it costs MP (not really a Marauder's strong suit) and isn't readily spammable. I'd take it when you're tanking, but you should get used to tanking without it because it's not wholly reliable.
Convalescence (Level 10): I had initially misread this ability, but it seems that the description means it increases the HP restored not to you but by you. My misreading limits its utility to Marauders; the correct wording makes it infinitely valuable for Marauders, Conjurers, and Arcanists. Unless I read it right the first time, in which case it's just another tanking tool.
Provoke (Level 22): See, like this. This is just another tanking tool. Marauder ho!
Increases enmity in target.
Awareness (Level 34): Not only is this just for tanks, but I'm not sure it's all that great for tanks either. Reducing the chance of a crit when you're struggling is good, but a flat reduction in damage would be better than rolling the dice and hoping you un-crit a crit, so to speak. Yes, it's worth taking to reduce spikes, but it should be your last pick.
what the forkLancer
Feint (Level 2): Feint has some legs for tanks, oddly. For solo fights, the battle is over too quickly for that slow to really make a difference to incoming damage. But against bosses, sometimes having a bit less incoming damage can be pretty nice. Unfortunately there's a better option for tanks to inflict this. Still, Archers might get some use out of it for more of a debuffing approach.
Keen Flurry (Level 6): A straight tanking defensive skill. Marauders and Gladiators will both love it.
Impulse Drive (Level 8): A straight backstab, essentially. Pugilists will get great use out of it when fully buffed up and ready to go; trying to weave one in during Greased Lightning chains is a bit awkward, but it pays dividends.
Invigorate (Level 22): Through the first version of Final Fantasy XIV, Invigorate was almost mandatory for Disciples of War and arguably good even for casters. The relaunch has changed that so that casters no longer care. In some ways it's even better now, since TP normally replenishes slowly and this gives you a battery on demand. Get it.
Blood for Blood (Level 34): First of all, BFB is universally horrid for tanks because of that damage-suffered bit. But it's pretty nice for both Pugilists and Archers trying to pull in higher numbers because they're avoiding damage anyway. It might also be good for Thaumaturges and Arcanists (since, again, it's a boost to damage dealt rather than attack power). And considering its duration and recast, I'd say it's hard to get a better damage booster on short notice.
This caused some conternation among those unfamiliar with harnesses.Marauder
Foresight (Level 2): Another straight defensive cooldown; Gladiators can just toss it on and offer their thanks.
Skull Sunder (Level 4): Another skill that's functionally identical to Savage Blade above.
Fracture (Level 6): It's Venomous Bite with a weaker DoT that lasts longer. If you want to go for that "death from a thousand cuts" approach, there's some support for that here. Still, much as with Venomous Bite, it might be more advantageous just to focus on killing things faster. However, Gladiators might like it as a linger enmity builder in the right circumstances.
Bloodbath (Level 8): Again, the text says "offensive ability," and I have no choice but to assume that includes spells. This is the payoff for the earlier lackluster tricks because Bloodbath is still a very solid skill. It also has a recast that coincides perfectly with several attack-boosting skills. Go ahead and do the math for what happens when you pop Raging Strikes, Blood for Blood, and Bloodbath on the third hit of a combo. It's nice.
Mercy Stroke (Level 26): A very nice execution attack that combines higher up-front damage than other weaponskills outside of combos with a potential heal if you time it right. Timing it right is tricky in groups, but this has applications for pretty much every single class that can use it solo and many classes in group content as well.
STRUTPugilist
Featherfoot (Level 4): Alas, Featherfoot has lost its MP qualities and now simply serves as an Evasion buff. Thus, it's largely of interest to tanks. If you have to pick up a defensive cooldown for your caster, this is probably the one to grab, though.
Second Wind (Level 8): Second Wind has always been a really tricky skill to balance; it has to be useful, but it also has to be appropriately powerful instead of absurdly so. This incarnation works well for what it's supposed to be. DPS classes will get a bigger heal than tanks, but every physical class can get a nice free heal out of it, and it helps solo and group survivability without allowing anyone access to endless health.
Haymaker (Level 10): A high-damage attack that also inflicts a Slow? The only reason this isn't strictly better than Feint is that it triggers only on evasion, which makes it perfect for tanks and less usable for other classes. It also combines very nicely with Featherfoot.
Internal Release (Level 12): This and Straight Shot work together nicely to support builds based on critical hits for DPS players. Outside of that, well, it's not useless, but there are better options to take up the slot. Don't discard it, but don't pick it up first if you're not aiming for a crit-heavy build.
Mantra (Level 42): Also known as What I Originally Thought Convalescence Did. Very useful for Marauders, Conjurers, and Arcanists -- the former because the class heals itself in several ways, and the latter two because they will actually be healing. Of course, it comes very late in the game for its utility, so you can't really just dip into Pugilist to pick it up.
Look, look, look at my pet!Arcanist
Ruin (Level 1): Utterly useless. If the debate regarding elemental strengths and weaknesses had gone a different way, it might have a place, but as it stands, its one notable aspect (no elemental affinity) is wholly irrelevant. Ignorable.
Physick (Level 4): Cure with a different animation. While Cure was quite the trick back in the day, these days most physical classes will not be healing for substantial amounts mid-battle with a healing spell. If you feel the need to have one, pick one or the other and go to town.
Virus (Level 12): I think Virus doesn't quite last long enough to be the debuff it could be when compared to its recast, but it's a very nice debuff. Plus, it's free and instant and well worth considering if you're building a debuff-centric incarnation of an Archer or a Gladiator/Marauder who wants more active incoming damage control.
Eye for an Eye (Level 34): This could be a very nice tanking cooldown if not for a fact that I simply can't remember at the moment, which is whether or not Arcanists get a talent to greatly improve this ability. If they don't, this is worth nabbing on either. If they do, the weaker version is a bit more questionable. It's no Protect.
I kind of miss back when Conjurers were black and white mages in one, but the ship has sailed.Conjurer
Cure (Level 2): Physick with a different animation. As I said, this used to be masterful and is less so now. Thaumaturges should grab one or the other, though, just as a backup.
Aero (Level 4): Wind damage DoT. Fits nicely with an Arcanist's usual pattern, so it's worth picking up there.
Protect (Level 8): Absolutely vital for soloing. Protect lasts a long time, increases defense substantially, and is generally more than worth having, whatever your class. In parties, your healer will generally have access to it, but it's still vital for healing Arcanists.
Raise (Level 12): This ability is totally useless until it isn't. Unlike dying in Final Fantasy XI, dying in FFXIV doesn't carry a huge penalty, but depending on where you're bound you might really want to not release. I usually have Raise equipped in one of the later slots on my characters just because it comes up often enough to be useful.
Stoneskin (Level 34): Another great skill for soloing and a good skill for casters in general. Stoneskin isn't quite as useful as Protect, since in practice it often ends up falling off within a few hits. But it's still a solid buffer between your internal organs and various forms of harm.
Is that a staff, or are you just circumnavigating the planet?Thaumaturge
Thunder (Level 6): This is a lot like Aero, really; the numbers are different, but the Arcanist-boosting effect is the same. it's worth it there but not elsewhere.
Surecast (Level 8): Solo, this is pretty useful. Interrupts are a little random, but there's nothing as bad as dying because you can't quite get Cure to go off or trying to kill a target with one more spell when you keep getting interrupted. In groups, I'm pretty sure it doesn't allow you to cast and move at once, which cuts down its utility sharply. Nice, but not a must-have.
Swiftcast (Level 26): This is the marquee shared skill of Thaumaturges, and it is crazy useful. Arcanists can use it to replace a dead summon instantly, Conjurers can cast big heals with impunity, and even non-casters can use it to bust out an instant heal now and again. It's worth grabbing immediately on caster classes, no questions asked.
As you can see, most classes have at least something to offer other classes, even if it's not all that much. There are some combinations that work better than others, but as you start making a new character or return to your old one, this should help you know what to level and what you can comfortably ignore.
This might not sound like a big deal, but it is because cross-class skills are one of the big aspects of character customization in the game. You level up as an Archer with the expectation that you'll pick up a few more skills along the way to augment your strengths. So which ones are worth picking up?
As of the last beta weekend, there are a lot of skills available, and I went through everything as best I could to try to pick out what's available. So now you can plan out your leveling in advance and know just what you want for those 10 extra slots in your class.
Pulling a cat-niss. Get it? It's funny.Archer
Straight Shot (Level 2): The damage on this skill is entirely forgettable, but the boost to critical is more worthy, especially if you're already running a crit-happy setup. Lancers or Pugilists can make good use of this, and Marauders might find a place for it within their more offensive tanking rotations.
Raging Strikes (Level 4): A straight damage buff. Note that the wording is damage dealt rather than attack power, which means that it theoretically will also affect damaging spells (I haven't played around with that aspect). It's a solid option for DPS, although the long cooldown means you can only use it in a pinch.
Venomous Bite (Level 6): If you're playing a Disciple of War DPS with the right approach, this is valuable; it's less up-front damage but more of a slow bleed over time. Again, however, you need the right setup for it to be valuable, especially since there's more direct damage available to dedicated DPS chains.
Hawkeye (Level 26): This manages to be much more useful to everyone by buffing both accuracy and Dexterity, which means that it goes from a pure DPS buff to a possible tank buff as well. The recast isn't too punishing, either. Marauders, Pugilists, and Lancers will probably get the most out of this, but Gladiators can find some use as well.
Quelling Strikes (Level 34): The only semi-active threat mitigation available, this sounds a lot better than it is, mostly because so much of threat in this game is determined by how aggressively your tank plays. Plus, it's a short-term passive reduction with a long recast. It's worth having around if you find you have threat problems, but it shouldn't be a must-have.
It would be super awesome if eventually this class could do something other than tank.Gladiator
Savage Blade (Level 4): Completely worthless outside of unusual small-group setups. The only other class that would want this has its own version as part of a combo chain.
Flash (Level 8): This ability poses an endless question to Marauders about its value. On the one hand, it's a flat enmity boost to several targets without requiring conal positioning, which is nice. On the other hand, it costs MP (not really a Marauder's strong suit) and isn't readily spammable. I'd take it when you're tanking, but you should get used to tanking without it because it's not wholly reliable.
Convalescence (Level 10): I had initially misread this ability, but it seems that the description means it increases the HP restored not to you but by you. My misreading limits its utility to Marauders; the correct wording makes it infinitely valuable for Marauders, Conjurers, and Arcanists. Unless I read it right the first time, in which case it's just another tanking tool.
Provoke (Level 22): See, like this. This is just another tanking tool. Marauder ho!
Increases enmity in target.
Awareness (Level 34): Not only is this just for tanks, but I'm not sure it's all that great for tanks either. Reducing the chance of a crit when you're struggling is good, but a flat reduction in damage would be better than rolling the dice and hoping you un-crit a crit, so to speak. Yes, it's worth taking to reduce spikes, but it should be your last pick.
what the forkLancer
Feint (Level 2): Feint has some legs for tanks, oddly. For solo fights, the battle is over too quickly for that slow to really make a difference to incoming damage. But against bosses, sometimes having a bit less incoming damage can be pretty nice. Unfortunately there's a better option for tanks to inflict this. Still, Archers might get some use out of it for more of a debuffing approach.
Keen Flurry (Level 6): A straight tanking defensive skill. Marauders and Gladiators will both love it.
Impulse Drive (Level 8): A straight backstab, essentially. Pugilists will get great use out of it when fully buffed up and ready to go; trying to weave one in during Greased Lightning chains is a bit awkward, but it pays dividends.
Invigorate (Level 22): Through the first version of Final Fantasy XIV, Invigorate was almost mandatory for Disciples of War and arguably good even for casters. The relaunch has changed that so that casters no longer care. In some ways it's even better now, since TP normally replenishes slowly and this gives you a battery on demand. Get it.
Blood for Blood (Level 34): First of all, BFB is universally horrid for tanks because of that damage-suffered bit. But it's pretty nice for both Pugilists and Archers trying to pull in higher numbers because they're avoiding damage anyway. It might also be good for Thaumaturges and Arcanists (since, again, it's a boost to damage dealt rather than attack power). And considering its duration and recast, I'd say it's hard to get a better damage booster on short notice.
This caused some conternation among those unfamiliar with harnesses.Marauder
Foresight (Level 2): Another straight defensive cooldown; Gladiators can just toss it on and offer their thanks.
Skull Sunder (Level 4): Another skill that's functionally identical to Savage Blade above.
Fracture (Level 6): It's Venomous Bite with a weaker DoT that lasts longer. If you want to go for that "death from a thousand cuts" approach, there's some support for that here. Still, much as with Venomous Bite, it might be more advantageous just to focus on killing things faster. However, Gladiators might like it as a linger enmity builder in the right circumstances.
Bloodbath (Level 8): Again, the text says "offensive ability," and I have no choice but to assume that includes spells. This is the payoff for the earlier lackluster tricks because Bloodbath is still a very solid skill. It also has a recast that coincides perfectly with several attack-boosting skills. Go ahead and do the math for what happens when you pop Raging Strikes, Blood for Blood, and Bloodbath on the third hit of a combo. It's nice.
Mercy Stroke (Level 26): A very nice execution attack that combines higher up-front damage than other weaponskills outside of combos with a potential heal if you time it right. Timing it right is tricky in groups, but this has applications for pretty much every single class that can use it solo and many classes in group content as well.
STRUTPugilist
Featherfoot (Level 4): Alas, Featherfoot has lost its MP qualities and now simply serves as an Evasion buff. Thus, it's largely of interest to tanks. If you have to pick up a defensive cooldown for your caster, this is probably the one to grab, though.
Second Wind (Level 8): Second Wind has always been a really tricky skill to balance; it has to be useful, but it also has to be appropriately powerful instead of absurdly so. This incarnation works well for what it's supposed to be. DPS classes will get a bigger heal than tanks, but every physical class can get a nice free heal out of it, and it helps solo and group survivability without allowing anyone access to endless health.
Haymaker (Level 10): A high-damage attack that also inflicts a Slow? The only reason this isn't strictly better than Feint is that it triggers only on evasion, which makes it perfect for tanks and less usable for other classes. It also combines very nicely with Featherfoot.
Internal Release (Level 12): This and Straight Shot work together nicely to support builds based on critical hits for DPS players. Outside of that, well, it's not useless, but there are better options to take up the slot. Don't discard it, but don't pick it up first if you're not aiming for a crit-heavy build.
Mantra (Level 42): Also known as What I Originally Thought Convalescence Did. Very useful for Marauders, Conjurers, and Arcanists -- the former because the class heals itself in several ways, and the latter two because they will actually be healing. Of course, it comes very late in the game for its utility, so you can't really just dip into Pugilist to pick it up.
Look, look, look at my pet!Arcanist
Ruin (Level 1): Utterly useless. If the debate regarding elemental strengths and weaknesses had gone a different way, it might have a place, but as it stands, its one notable aspect (no elemental affinity) is wholly irrelevant. Ignorable.
Physick (Level 4): Cure with a different animation. While Cure was quite the trick back in the day, these days most physical classes will not be healing for substantial amounts mid-battle with a healing spell. If you feel the need to have one, pick one or the other and go to town.
Virus (Level 12): I think Virus doesn't quite last long enough to be the debuff it could be when compared to its recast, but it's a very nice debuff. Plus, it's free and instant and well worth considering if you're building a debuff-centric incarnation of an Archer or a Gladiator/Marauder who wants more active incoming damage control.
Eye for an Eye (Level 34): This could be a very nice tanking cooldown if not for a fact that I simply can't remember at the moment, which is whether or not Arcanists get a talent to greatly improve this ability. If they don't, this is worth nabbing on either. If they do, the weaker version is a bit more questionable. It's no Protect.
I kind of miss back when Conjurers were black and white mages in one, but the ship has sailed.Conjurer
Cure (Level 2): Physick with a different animation. As I said, this used to be masterful and is less so now. Thaumaturges should grab one or the other, though, just as a backup.
Aero (Level 4): Wind damage DoT. Fits nicely with an Arcanist's usual pattern, so it's worth picking up there.
Protect (Level 8): Absolutely vital for soloing. Protect lasts a long time, increases defense substantially, and is generally more than worth having, whatever your class. In parties, your healer will generally have access to it, but it's still vital for healing Arcanists.
Raise (Level 12): This ability is totally useless until it isn't. Unlike dying in Final Fantasy XI, dying in FFXIV doesn't carry a huge penalty, but depending on where you're bound you might really want to not release. I usually have Raise equipped in one of the later slots on my characters just because it comes up often enough to be useful.
Stoneskin (Level 34): Another great skill for soloing and a good skill for casters in general. Stoneskin isn't quite as useful as Protect, since in practice it often ends up falling off within a few hits. But it's still a solid buffer between your internal organs and various forms of harm.
Is that a staff, or are you just circumnavigating the planet?Thaumaturge
Thunder (Level 6): This is a lot like Aero, really; the numbers are different, but the Arcanist-boosting effect is the same. it's worth it there but not elsewhere.
Surecast (Level 8): Solo, this is pretty useful. Interrupts are a little random, but there's nothing as bad as dying because you can't quite get Cure to go off or trying to kill a target with one more spell when you keep getting interrupted. In groups, I'm pretty sure it doesn't allow you to cast and move at once, which cuts down its utility sharply. Nice, but not a must-have.
Swiftcast (Level 26): This is the marquee shared skill of Thaumaturges, and it is crazy useful. Arcanists can use it to replace a dead summon instantly, Conjurers can cast big heals with impunity, and even non-casters can use it to bust out an instant heal now and again. It's worth grabbing immediately on caster classes, no questions asked.
As you can see, most classes have at least something to offer other classes, even if it's not all that much. There are some combinations that work better than others, but as you start making a new character or return to your old one, this should help you know what to level and what you can comfortably ignore.
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Gladiator(34)
Savage Blade - 4 уровень - атака в 1 цель с аггро компонентой - только для DoW
Flash - 8 уровень - AOE аггро абилка без дамага
Convalescence - 10 уровень - откат, повышающий принимаемый хил на 30%
Provoke - 22 уровень - таунт, переносит агро монстра на кастера
Awareness - 34 уровень - откат, уменьшающий шанс крита по цели
Marauder(26)
Foresight - 2 уровень - откат, повышающий defense на 20%
Skull Sunder - 4 уровень - атака в 1 цель с аггро компонентой - только для DoW
Fracture - 6 уровень - атака в 1 цель с дотом - только для DoW
Bloodbath - 8 уровень - откат, 25% дамага уходит в самоотхил
Mercy Stroke - 26 уровень - атака для добивания противника. если убивает, то отхиливает на 20% хп.
Pugilist(42)
Featherfoot - 4 уровень - откат, повышающий evasion на 20%
Second Wind - 8 уровень - откат-самоотхил, скалируется с attack power.
Haymaker - 10 уровень - атака с замедление цели, работает только после уворота - только для DoW
Internal Release - 12 уровень - откат, +30% крита
Mantra - 42 уровень - групповой откат, повышает получаемый всей группой хил на 20%
Lancer(34)
Feint - 2 уровень - атака с замедлением - только для DoW
Keen Flurry - 6 уровень - откат, parry rate +80%
Impulse Drive - 8 уровень - атака, бонус урон, если нанесена сзади - только для DoW
Invigorate - 22 уровень - откат, восстанавливает TP
Blood For Blood- 34 уровень - откат, свой урон +30% и урон по тебе +25%
Archer(34)
Straight Shot - 2 уровень - атака, вешает баф на 10% crit на 20 секунд - только для DoW
Raging Strikes - 4 уровень - откат, +20% урона
Venomous Bite - 6 уровень - атака с дотом - только для DoW
Hawk's Eye - 26 уровень - откат, dex +15, physical accuracy +20%
Quelling Strikes- 34 уровень - откат, уменьшает агро атак
Conjurer(34)
Cure - 2 уровень - хил
Aero - 4 уровень - дот - только для DoM
Protect - 8 уровень - баф для всей группы повышающий physical and magical defense
Raise - 12 уровень - воскрешение
Stoneskin - 34 уровень - вешает щит на 18% хп
Thaumaturge(26)
Thunder - 6 уровень - дот - только для DoM
Surecast - 8 уровень - короткий откат, гарантирует, что заклинание не прервётся
Swiftcast - 8 уровень - откат, следующий каст будет мнгновенным
Arcanist(34)
Ruin - 1 уровень - атакующий спелл
Physick - 4 уровень - хил
Virus - 12 уровень - дебаф на цель, уменьшает её STR, INT, MND, DEX на 15%
Eye For An Eye - 34 уровень - откат, вешает баф на цель(30секунд), все кто бьют по цели с бафом с шансом 20% получают дебаф на уменьшение урона на 10% на 20 секунд. (всё понятно же, да?)
DoW - disciple of war
DoM - disciple of magic
Savage Blade - 4 уровень - атака в 1 цель с аггро компонентой - только для DoW
Flash - 8 уровень - AOE аггро абилка без дамага
Convalescence - 10 уровень - откат, повышающий принимаемый хил на 30%
Provoke - 22 уровень - таунт, переносит агро монстра на кастера
Awareness - 34 уровень - откат, уменьшающий шанс крита по цели
Marauder(26)
Foresight - 2 уровень - откат, повышающий defense на 20%
Skull Sunder - 4 уровень - атака в 1 цель с аггро компонентой - только для DoW
Fracture - 6 уровень - атака в 1 цель с дотом - только для DoW
Bloodbath - 8 уровень - откат, 25% дамага уходит в самоотхил
Mercy Stroke - 26 уровень - атака для добивания противника. если убивает, то отхиливает на 20% хп.
Pugilist(42)
Featherfoot - 4 уровень - откат, повышающий evasion на 20%
Second Wind - 8 уровень - откат-самоотхил, скалируется с attack power.
Haymaker - 10 уровень - атака с замедление цели, работает только после уворота - только для DoW
Internal Release - 12 уровень - откат, +30% крита
Mantra - 42 уровень - групповой откат, повышает получаемый всей группой хил на 20%
Lancer(34)
Feint - 2 уровень - атака с замедлением - только для DoW
Keen Flurry - 6 уровень - откат, parry rate +80%
Impulse Drive - 8 уровень - атака, бонус урон, если нанесена сзади - только для DoW
Invigorate - 22 уровень - откат, восстанавливает TP
Blood For Blood- 34 уровень - откат, свой урон +30% и урон по тебе +25%
Archer(34)
Straight Shot - 2 уровень - атака, вешает баф на 10% crit на 20 секунд - только для DoW
Raging Strikes - 4 уровень - откат, +20% урона
Venomous Bite - 6 уровень - атака с дотом - только для DoW
Hawk's Eye - 26 уровень - откат, dex +15, physical accuracy +20%
Quelling Strikes- 34 уровень - откат, уменьшает агро атак
Conjurer(34)
Cure - 2 уровень - хил
Aero - 4 уровень - дот - только для DoM
Protect - 8 уровень - баф для всей группы повышающий physical and magical defense
Raise - 12 уровень - воскрешение
Stoneskin - 34 уровень - вешает щит на 18% хп
Thaumaturge(26)
Thunder - 6 уровень - дот - только для DoM
Surecast - 8 уровень - короткий откат, гарантирует, что заклинание не прервётся
Swiftcast - 8 уровень - откат, следующий каст будет мнгновенным
Arcanist(34)
Ruin - 1 уровень - атакующий спелл
Physick - 4 уровень - хил
Virus - 12 уровень - дебаф на цель, уменьшает её STR, INT, MND, DEX на 15%
Eye For An Eye - 34 уровень - откат, вешает баф на цель(30секунд), все кто бьют по цели с бафом с шансом 20% получают дебаф на уменьшение урона на 10% на 20 секунд. (всё понятно же, да?)
DoW - disciple of war
DoM - disciple of magic
Re: База знаний
Newbie Tips for FFXIV:ARR
Resizeable UI ELEMENTS: Go into HUD Layout. Then click on the Minimap and press Ctrl-Home to increase mini-map size.
You can swap between builds by creating a button in your UI. Once you have saved a build, move the small icon next to the build number to your Gear Set List to a key!
You can also “Share” hotbars with your other classes (lock them). It is under Character Config > Hotbar Settings > Hotbar Sharing. (source)
Activate Auto-sort Inventory! This makes it so any NEW items gained automatically go into different bags.
Character Configuration > Control Settings > Character Tab > Auto-sort Inventory [on]
You can move the chat window by clicking on the word “General” and holding down.
спасибо Just
Скрытый текстПоказать
Newbie Tips for FFXIV:ARR
There are a lot of things in ARR that will be new (or non-obvious) for players new to MMOs, as well as seasoned MMO players. Over the course of this page, we’ll try and give as much advice as possible.
For a Full listing of our guides that address new player questions, please see our New Player Information FAQ and Link Page.
First off, i wanted to say that we highly recommend you do NOT shut off your player tips at the start of the game. They give you a lot of information that will be useful going forward. If you encounter a game mechanic and think “Wow, it would have been nice for them to have told us that!”, there is a fairly good chance they did in the tips windows.
Alt-R is reply (I put this as #1 for a reason…) [edit - In Beta 4 /r works too]
NEW TIPS [Beta 4]
Resizeable UI ELEMENTS: Go into HUD Layout. Then click on the Minimap and press Ctrl-Home to increase mini-map size.
You can swap between builds by creating a button in your UI. Once you have saved a build, move the small icon next to the build number to your Gear Set List to a key!
You can also “Share” hotbars with your other classes (lock them). It is under Character Config > Hotbar Settings > Hotbar Sharing. (source)
Activate Auto-sort Inventory! This makes it so any NEW items gained automatically go into different bags. Character Configuration > Control Settings > Character Tab > Auto-sort Inventory [on]
You can move the chat window by clicking on the word “General” and holding down.
Remember to log out in a sanctuary. The cities are not sanctuaries. Your inn room and many of the larger quest hub locations count as sanctuaries. By logging out in a sanctuary you gain rested XP. (To easily tell if you are in a sanctuary, look at your XP bar. If there’s a moon icon on it, you’re in a sanctuary.)
Rested XP is based off a percentage of a level. If you log in and have a full bar of rested xp with your level 25 character, then swap over to a level 1 to craft for awhile, the rested XP will expire when you hit level 2! You MUST remember this in order to keep from wasting your rested xp.
Leve allowances accumulate over time. You gain 3 per 12 hours automatically. It is in your best interest to open them as quickly as possible once starting your character. (You will continue to accumulate Guildleves during server-downtime!). You open Guildleves by completing a quest given to you once you finish the level 9 portion of the main story line.
You can run between two of the starting cities! (We have done it at level 1) Just remember to hit the Crystals and Chocobo NPCs along the way.
The path between Gridania & Uldah is: Central Shroud, South Shroud, East Thanalan, Central Thanalan
You can get to and from Limsa Lominsa via the boat in Vesper Bay in Western Thanalan. (NOTE: The price for the boat trip is 200 gil, however is only accessible after you finish your level 15 quest. Therefore you can not get into or out of LL until 15th at this point in time).
Remember, the first chocobo keeper you reach in the region of the city you are approaching can take you the rest of the way quickly and safely. So, if you are travelling from Gridania to Ul’Dah, you only have to get to Camp Drybone in Eastern Thanalan. From there you can chocobo the rest of the way.
When you click on an Aetherite crystal you are bound to, you get the option to make it a “favorite” destination (or something similar). You can set up to 3 favorite destinations. Whenever you port to one of these, you will be charged 50% of the normal teleport cost.
You can click on the NPC target icon over the NPC and activate them, useful for crowds of players. You can also hold CTRL to remove the ability to target players [CTRL does not currently work in Beta 4]
If an NPC/quest update is in the same zone as you, your mini-map will have a green check mark in their direction. Open your map to view specific locations.
You can hand over quest items to an NPC by right clicking on the icon in the turn in window. No need to scroll through your inventory
Quests or levequests which require you to use an object will place a button for that item on your Duty list. [edit - in Beta 4 you also get an interact window similar to the point above]
Once you complete your first class quest, you get your Hunting Log (H). This provides a set of XP bonuses for killing creatures in an appropriate level range. If you find you run out of things to do as you level, this is likely something you missed. In beta 4 you might consider skipping your hunting log to save the XP to gain after the level cap has dropped. [In Beta 4 the hunting log is capped at 19]
As you run though the city, you visit Aetherite binding crystals. Once you open all the crystals for a city you gain the ability to teleport directly to the outside of the city gates.
Example: To unlock Blue Badger & Yellow Serpent gates in Gridania you must first open:
Aetheryte Plaza
Archer’s Guild
Botanist Guild
Conjurer’s Guild
Lancer Guild
Leatherworker’s Guild
Mih Khetto’s Amphitheater
Making a new chat window:
Click the plus sign below the chat window
Name the new tab
Use the gearbox below the chat window to assign text to the new window
Remember you can change the color of the text in settings. Since you can be in upto 8 Linkshells at once (/l, /l2, /l3, etc) changing their color is helpful.
Combat Interface – As you battle monsters you will notice a few things about combat.
First, there are “Arch Signals” (arrows that fly between targets during combat). These signify a few things.
Red arc from monster to PC – Agro change
Blue arc from PC to monster – initiating combat
Yellow arc from monster to monster – indicates linking
Also, there are little letters next to the creatures name. This is a identifier for the creature, allowing you to easily communicate with your team mates a specific mob. These letters run A-Z, then start back over with A once you finish the alphabet. There is no other point of this tag, however all team members will see the same alpha-tag as you do on each creature.
There are two built in aggro meters. For more information about these aggro meters, please check out our Enmity Guide. [The party agro meters are colored icons now. Small green = low. Yellow = med, Orange = High, and Red = Full]
When a creature is activating a large special ability, you will see a “action windup” next to the target window. While the creature is activating an ability, they will not turn or move. You should strafe out of their frontal arch to avoid being hit by the attack.
Some early deadly encounters will have creatures that use attacks will poison you. Make sure you carry some antidotes, and keep an eye on your effects indicator to see if you are poisoned.
You can slot abilities from other classes, but you have to get your first character to level 10 to unlock the ability to multi-class. Once you do that, you can immediately cross class slot one ability from classes you have already leveled. This is restricted to specific abilities from other classes (generally not the attack skills). You get a new cross-class ability slot roughly every 5 levels. Because of this, it is a good idea to play around with other classes. IMO one of the best use of this slot at low levels is for Protect. Conjurer gets Protect (defensive buff) at level 8, this is a good thing to acquire and slot in while leveling other classes. Check out our class guide for more information about cross class slotting.
The Parasite Cleave Issue – any quest which requires summoning an interactable item, you can not have multiple up at once, each person using the item interrupts the others. Therefore if you are working in a group keep this in mind while completing leves and missions.
Retainer
Progression through the main story line will open up your ability to use a retainer. Your retainer will allow you to buy and sell on the auction, as well as grant you extra storage.
To summon your retainer you must visit a summoning bell. These are located in your inn room & in the market ward area of the cities.
When moving items to a retainer, moving down (below 0) moves the stack to the maximum possible
There are a lot of things in ARR that will be new (or non-obvious) for players new to MMOs, as well as seasoned MMO players. Over the course of this page, we’ll try and give as much advice as possible.
For a Full listing of our guides that address new player questions, please see our New Player Information FAQ and Link Page.
First off, i wanted to say that we highly recommend you do NOT shut off your player tips at the start of the game. They give you a lot of information that will be useful going forward. If you encounter a game mechanic and think “Wow, it would have been nice for them to have told us that!”, there is a fairly good chance they did in the tips windows.
Alt-R is reply (I put this as #1 for a reason…) [edit - In Beta 4 /r works too]
NEW TIPS [Beta 4]
Resizeable UI ELEMENTS: Go into HUD Layout. Then click on the Minimap and press Ctrl-Home to increase mini-map size.
You can swap between builds by creating a button in your UI. Once you have saved a build, move the small icon next to the build number to your Gear Set List to a key!
You can also “Share” hotbars with your other classes (lock them). It is under Character Config > Hotbar Settings > Hotbar Sharing. (source)
Activate Auto-sort Inventory! This makes it so any NEW items gained automatically go into different bags. Character Configuration > Control Settings > Character Tab > Auto-sort Inventory [on]
You can move the chat window by clicking on the word “General” and holding down.
Remember to log out in a sanctuary. The cities are not sanctuaries. Your inn room and many of the larger quest hub locations count as sanctuaries. By logging out in a sanctuary you gain rested XP. (To easily tell if you are in a sanctuary, look at your XP bar. If there’s a moon icon on it, you’re in a sanctuary.)
Rested XP is based off a percentage of a level. If you log in and have a full bar of rested xp with your level 25 character, then swap over to a level 1 to craft for awhile, the rested XP will expire when you hit level 2! You MUST remember this in order to keep from wasting your rested xp.
Leve allowances accumulate over time. You gain 3 per 12 hours automatically. It is in your best interest to open them as quickly as possible once starting your character. (You will continue to accumulate Guildleves during server-downtime!). You open Guildleves by completing a quest given to you once you finish the level 9 portion of the main story line.
You can run between two of the starting cities! (We have done it at level 1) Just remember to hit the Crystals and Chocobo NPCs along the way.
The path between Gridania & Uldah is: Central Shroud, South Shroud, East Thanalan, Central Thanalan
You can get to and from Limsa Lominsa via the boat in Vesper Bay in Western Thanalan. (NOTE: The price for the boat trip is 200 gil, however is only accessible after you finish your level 15 quest. Therefore you can not get into or out of LL until 15th at this point in time).
Remember, the first chocobo keeper you reach in the region of the city you are approaching can take you the rest of the way quickly and safely. So, if you are travelling from Gridania to Ul’Dah, you only have to get to Camp Drybone in Eastern Thanalan. From there you can chocobo the rest of the way.
When you click on an Aetherite crystal you are bound to, you get the option to make it a “favorite” destination (or something similar). You can set up to 3 favorite destinations. Whenever you port to one of these, you will be charged 50% of the normal teleport cost.
You can click on the NPC target icon over the NPC and activate them, useful for crowds of players. You can also hold CTRL to remove the ability to target players [CTRL does not currently work in Beta 4]
If an NPC/quest update is in the same zone as you, your mini-map will have a green check mark in their direction. Open your map to view specific locations.
You can hand over quest items to an NPC by right clicking on the icon in the turn in window. No need to scroll through your inventory
Quests or levequests which require you to use an object will place a button for that item on your Duty list. [edit - in Beta 4 you also get an interact window similar to the point above]
Once you complete your first class quest, you get your Hunting Log (H). This provides a set of XP bonuses for killing creatures in an appropriate level range. If you find you run out of things to do as you level, this is likely something you missed. In beta 4 you might consider skipping your hunting log to save the XP to gain after the level cap has dropped. [In Beta 4 the hunting log is capped at 19]
As you run though the city, you visit Aetherite binding crystals. Once you open all the crystals for a city you gain the ability to teleport directly to the outside of the city gates.
Example: To unlock Blue Badger & Yellow Serpent gates in Gridania you must first open:
Aetheryte Plaza
Archer’s Guild
Botanist Guild
Conjurer’s Guild
Lancer Guild
Leatherworker’s Guild
Mih Khetto’s Amphitheater
Making a new chat window:
Click the plus sign below the chat window
Name the new tab
Use the gearbox below the chat window to assign text to the new window
Remember you can change the color of the text in settings. Since you can be in upto 8 Linkshells at once (/l, /l2, /l3, etc) changing their color is helpful.
Combat Interface – As you battle monsters you will notice a few things about combat.
First, there are “Arch Signals” (arrows that fly between targets during combat). These signify a few things.
Red arc from monster to PC – Agro change
Blue arc from PC to monster – initiating combat
Yellow arc from monster to monster – indicates linking
Also, there are little letters next to the creatures name. This is a identifier for the creature, allowing you to easily communicate with your team mates a specific mob. These letters run A-Z, then start back over with A once you finish the alphabet. There is no other point of this tag, however all team members will see the same alpha-tag as you do on each creature.
There are two built in aggro meters. For more information about these aggro meters, please check out our Enmity Guide. [The party agro meters are colored icons now. Small green = low. Yellow = med, Orange = High, and Red = Full]
When a creature is activating a large special ability, you will see a “action windup” next to the target window. While the creature is activating an ability, they will not turn or move. You should strafe out of their frontal arch to avoid being hit by the attack.
Some early deadly encounters will have creatures that use attacks will poison you. Make sure you carry some antidotes, and keep an eye on your effects indicator to see if you are poisoned.
You can slot abilities from other classes, but you have to get your first character to level 10 to unlock the ability to multi-class. Once you do that, you can immediately cross class slot one ability from classes you have already leveled. This is restricted to specific abilities from other classes (generally not the attack skills). You get a new cross-class ability slot roughly every 5 levels. Because of this, it is a good idea to play around with other classes. IMO one of the best use of this slot at low levels is for Protect. Conjurer gets Protect (defensive buff) at level 8, this is a good thing to acquire and slot in while leveling other classes. Check out our class guide for more information about cross class slotting.
The Parasite Cleave Issue – any quest which requires summoning an interactable item, you can not have multiple up at once, each person using the item interrupts the others. Therefore if you are working in a group keep this in mind while completing leves and missions.
Retainer
Progression through the main story line will open up your ability to use a retainer. Your retainer will allow you to buy and sell on the auction, as well as grant you extra storage.
To summon your retainer you must visit a summoning bell. These are located in your inn room & in the market ward area of the cities.
When moving items to a retainer, moving down (below 0) moves the stack to the maximum possible
You can swap between builds by creating a button in your UI. Once you have saved a build, move the small icon next to the build number to your Gear Set List to a key!
You can also “Share” hotbars with your other classes (lock them). It is under Character Config > Hotbar Settings > Hotbar Sharing. (source)
Activate Auto-sort Inventory! This makes it so any NEW items gained automatically go into different bags.
Character Configuration > Control Settings > Character Tab > Auto-sort Inventory [on]
You can move the chat window by clicking on the word “General” and holding down.
спасибо Just
Последний раз редактировалось Джокер 16 сен 2013, 13:14, всего редактировалось 1 раз.
Гайд по макросам
В Final Fantasy XIV есть довольно продвинутая система макросов, с помощью которой можно как забиндить на одну кнопку очередь спеллов, так и использовать контекстно-зависимую абилку или писать в чат. В этой игре вполне можно обойтись и без макросов, но есть ситуации, в которых они здорово облегчают жизнь. Например:
Библиотека макросов находится в Системном меню -> User Macros.
Окно поделено на 2 части: в левой - список всех ваших макросов, в правой - редактирование текущего. Можно поменять название, иконку, а в основной части окна - список команд макроса. Все изменения применяются автоматически, без сохранения.
Каждая строка в макросе должна начинаться с команды (как есть, со слэшем). Название спелла/способности нужно брать в кавычки (для спеллов из одного слова это не обязательно, но желательно). Регистр букв важен. Последняя часть строки в теге <> - это цель команды (можно использовать плейсхолдеры, приведенные в списке).
Примеры
Первый случай использования макросов - оповещение группы о ваших действиях. Для этого используются метки и команды чата.
Контроль:
Для танка:
Второй случай - цепочки скиллов.
Это использование нескольких способностей последовательно по одному нажатию. В этом случае обязательно использование паузы (/wait) между спеллами, так как должен пройти ГКД.
Крафт:
Для отладки макроса и сведения к минимумму погрешностей пинга можно в паузе использовать команду /echo, которая выводит для вас заданное сообщение.
Такие цепочки теоретически можно использовать и в бою, но они не учитывают динамику боя (перемещение, смерть цели, появление аддов и тп) и могут только мешать.
Третий тип - контекстно-зависимые макросы.
Контекстные команды размещаются непосредственно друг за другом, без команды /wait. Нажатие клавиши приведет к выполнению первой из доступных команд, а остальные не смогут выполнится из-за ГКД. Эта структура очень эффективна, когда у вас есть несколько способностей, требующих дополнительных условий, например, успешный блок. Ставьте такие способности в макросе перед вашим основным спеллом, и вы их никогда не пропустите.
Также это можно использовать для способностей с большим откатом, повесив их все на одну кнопку и активируя последовательно по мере необходимости.
У таких макросов один минус - они спамят сообщениями об ошибке в чат. Эти сообщения можно отключить: Character Configuration -> Chat -> кликаете по General и в Log Filter убираете галочку с Error Messages.
Примеры:
В этом танковом макросе используется 6 абилок с большим откатом. Каждый раз при нажатии применяется первая доступная способность. При повторном нажатии применится вторая, так как первая будет все еще в откате. Если первая откатится до того, как будет использовано что-то из нижних абилок, она применится снова. Поэтому первыми нужно ставить способности с большим приоритетом, в данном случае это Rampart.
Первой проверяется сильный удар с большим откатом и условием 20% hp цели. Если нет, то используется второй удар без условий.
Стартер для танка. В первую очередь проверяется бафф, потом, если цель близко, то используется вторая абилка, а если далеко, то третья.
Это далеко не все возможности макросов. Экспериментируйте)
- Если вы используете способность, о которой должна знать ваша группа
Если последовательность определенных действий всегда повторяется одинаково в конкретных ситуациях
Если у вас есть способность, которую нужно использовать всегда, как только она становится доступна
Библиотека макросов находится в Системном меню -> User Macros.
Окно поделено на 2 части: в левой - список всех ваших макросов, в правой - редактирование текущего. Можно поменять название, иконку, а в основной части окна - список команд макроса. Все изменения применяются автоматически, без сохранения.
Список команд макросовПоказать
Чат:
/s [mes] - сказать
/sh [mes] - крикнуть
/tell [PC_name] [mes.] - личное сообщение
/p [mes] - сказать группе
/l [mes] - сказать в линкшелл
/echo (/e) [mes] - вывести сообщение, которое будет видно только вам
/[канал] - задать канал по умолчанию (party/linkshell/say/shout/tell)
Действия:
/action (/ac) - использование способности или заклинания
/item [item name] [target] - использовать предмет на цели
/wait [время в секундах] - пауза
/marking (/mk) type - пометить цель знаком
>>Типы знаков:
attack1(up to 5)
bind1 (up to 3)
ignore1 (up to 2)
circle
cross
square
triangle
off (снять метку)
Выделение цели:
/target (/ta) - выделить цель
/targetpc (/tpc) - выделить ближайшего игрока
/targetnpc (/tnpc) - выделить ближайшего npc
/targetenemy (/tenemy) - выделить ближайшего врага
/battletarget (/bt) - выделить ближайшего врага, атакующего вас
/lockon - переключает лок на цели
/facetarget (/ft) - поворачивает персонажа лицом к цели
/assist (/as) - ассист цели
Плейсхолдеры цели:
<t> - текущая цель
<tt> - цель цели
<me> - ваш персонаж
<р1> ~ <р8> - члены группы
<attack1> ~ <attack5>, <bind1> ~ <bind5>, <stop1> ~ <stop5>, <square>, <circle>, <cross>, <triangle> - цели, помеченные соответствующими знаками
<mouse>, <mo> - цель под курсором
<focus> - фокус цель
Разное:
/pos - позиция на карте
/names - переключает отображение имен
/clock - текущее время
/automove - автобег
/random - ролл 100
/logout
/shutdown
Это не все команды, но большая часть. Что-то осталось от прежней версии и может не работать.
/s [mes] - сказать
/sh [mes] - крикнуть
/tell [PC_name] [mes.] - личное сообщение
/p [mes] - сказать группе
/l [mes] - сказать в линкшелл
/echo (/e) [mes] - вывести сообщение, которое будет видно только вам
/[канал] - задать канал по умолчанию (party/linkshell/say/shout/tell)
Действия:
/action (/ac) - использование способности или заклинания
/item [item name] [target] - использовать предмет на цели
/wait [время в секундах] - пауза
/marking (/mk) type - пометить цель знаком
>>Типы знаков:
attack1(up to 5)
bind1 (up to 3)
ignore1 (up to 2)
circle
cross
square
triangle
off (снять метку)
Выделение цели:
/target (/ta) - выделить цель
/targetpc (/tpc) - выделить ближайшего игрока
/targetnpc (/tnpc) - выделить ближайшего npc
/targetenemy (/tenemy) - выделить ближайшего врага
/battletarget (/bt) - выделить ближайшего врага, атакующего вас
/lockon - переключает лок на цели
/facetarget (/ft) - поворачивает персонажа лицом к цели
/assist (/as) - ассист цели
Плейсхолдеры цели:
<t> - текущая цель
<tt> - цель цели
<me> - ваш персонаж
<р1> ~ <р8> - члены группы
<attack1> ~ <attack5>, <bind1> ~ <bind5>, <stop1> ~ <stop5>, <square>, <circle>, <cross>, <triangle> - цели, помеченные соответствующими знаками
<mouse>, <mo> - цель под курсором
<focus> - фокус цель
Разное:
/pos - позиция на карте
/names - переключает отображение имен
/clock - текущее время
/automove - автобег
/random - ролл 100
/logout
/shutdown
Это не все команды, но большая часть. Что-то осталось от прежней версии и может не работать.
Примеры
Первый случай использования макросов - оповещение группы о ваших действиях. Для этого используются метки и команды чата.
Контроль:
Код: Выделить всё
/p "Sleep marked " <t>
/mk bind1 <t>
/ac "Sleep"
Код: Выделить всё
/mk attack1 <t>
/ac [пулл]
Это использование нескольких способностей последовательно по одному нажатию. В этом случае обязательно использование паузы (/wait) между спеллами, так как должен пройти ГКД.
Крафт:
Код: Выделить всё
/ac “Basic Touch” <me>
/wait 2.5
/ac “Basic Touch” <me>
/wait 2.5
/ac “Basic Touch” <me>
/wait 2.5
/ac “Master’s Mend” <me>
/wait 2.5
/ac “Basic Synthesis” <me>
Такие цепочки теоретически можно использовать и в бою, но они не учитывают динамику боя (перемещение, смерть цели, появление аддов и тп) и могут только мешать.
Третий тип - контекстно-зависимые макросы.
Контекстные команды размещаются непосредственно друг за другом, без команды /wait. Нажатие клавиши приведет к выполнению первой из доступных команд, а остальные не смогут выполнится из-за ГКД. Эта структура очень эффективна, когда у вас есть несколько способностей, требующих дополнительных условий, например, успешный блок. Ставьте такие способности в макросе перед вашим основным спеллом, и вы их никогда не пропустите.
Также это можно использовать для способностей с большим откатом, повесив их все на одну кнопку и активируя последовательно по мере необходимости.
У таких макросов один минус - они спамят сообщениями об ошибке в чат. Эти сообщения можно отключить: Character Configuration -> Chat -> кликаете по General и в Log Filter убираете галочку с Error Messages.
Примеры:
Код: Выделить всё
/ac “Rampart” <me>
/ac “Foresight” <me>
/ac “Keen Flurry” <me>
/ac “Featherfoot” <me>
/ac “Second Wind” <me>
/ac “Convalescence <me>
Код: Выделить всё
/ac “Misery’s End” <t>
/ac “Heavy Shot” <t>
Код: Выделить всё
/ac “Fight or Flight” <me>
/ac “Fast Blade” <t>
/ac “Shield Lob” <t>
Это далеко не все возможности макросов. Экспериментируйте)
Форум закроют, Сфио посадят, все кругом горит, бегают паникующие гвардейцы, а посреди хаоса сидит Флай и играет на рояле
Re: База знаний
Вдогонку вчерашнему разговору об отсутствии перенацеливания и ассиста по танку. Это решается макросом:
Предварительно, в начале похода, выделите танка и нажмите Shift+F, он запомнится как фокус. Все. Не нужно будет больше тыкать мышкой или табом, выделять танка и тп. Его цель всегда будет у вас при нажатии кнопки макроса.
Код: Выделить всё
/assist <focus>
Форум закроют, Сфио посадят, все кругом горит, бегают паникующие гвардейцы, а посреди хаоса сидит Флай и играет на рояле
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Re: База знаний
А картинку макроса менять можно кроме буквы М?
Вот еще вопрос - кто вызывается с помощью колокола суммонского в гостинице и когда их купить можно будет? Также как пользоваться гардеробом. туда ничего не складывается
Вот еще вопрос - кто вызывается с помощью колокола суммонского в гостинице и когда их купить можно будет? Также как пользоваться гардеробом. туда ничего не складывается
Трелла-чувак абы кому не перезванивает
Кто сейчас на конференции
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