Well go play ffxi, because this archaic raise animation needs to go
This is the current fatal flaw in the system. A ton of mana gets wasted on something that is not predictable, with the healer being able to do nothing but look on and estimate when the person that was just raised can be cured.
Honestly, it makes the game feel sluggish. I can't even tell you how many times I've cast Swiftcast followed immediately by Medica II only to be presented with a cast bar. It's irritating when you have to consciously slow down your rotations so as not to get ahead of the game.
Greetings,
Not being able to heal players during the raise animation is working as intended. However, in patch 2.1 we will be making adjustments so that after you are raised you will not receive damage from attacks for a certain amount of time.
Okipuit - Community Team
THANK YOU! I swear every time I went to raise friends in a dungeon, the moment I go to heal them, they're dead again because the monster has targeted them immediately after the raise animation is over.
It's understandable that we can't heal people during the raise animation but what about the delay AFTER the animation ended? we still can't heal them 2-3 seconds after they got raised and started moving.
So what about the issue where I raise someone and they begin moving and I *still* can't heal them? They are targetable and I cast a healing spell on them and I end up healing myself. This is beyond frustrating for me. Making raised players invulnerable for a short time will help, but I guess I need to be less quick on the heals still..?
Great Change. As it is, Raise during combat is often a 70/30 chance of the person actually surviving.
God! Thx for The change!
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