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View Full Version : Raise II and III Adjustment Idea



Yandaime
10-26-2011, 12:48 AM
Hi guys, My LS was having a really nice discussion on this topic yesterday so I figure I'd see what you guys think.

We all agree'd that with Exp so easily attainable these days that Raise 2 and 3 are now almost completely useless. The only *Real* advantage is having that extra raise available when multiple people die but because of AH prices on the scrolls being retarded as ever, newly leveled WHMs refuse to buy either scroll. And I gotta admit, If I leveled WHM, I wouldn't either, there's no point lol.

So our Idea was this:
Instead of having Raise II and Raise III reduce XP loss, make them reduce Weakness time instead!!

for example,

Raise I = 5 Minute Weakness
Raise II = 3 Minute Weakness
Raise III = 1 Minute Weakness

Personally, I think 60 seconds downtime is reasonable for Raise3 and will give the spell a purpose again. Because right now, I wouldn't touch any of these spells unless I was really pressed to get 100% spell completion lol.

What do you guys think?

Mirage
10-26-2011, 12:59 AM
I think I posted the same idea somewhere a while ago, but with 5-4-3 minute weakness instead. 1 minute is a very short time, after all. For emergency battle-raising I would go for giving whm Reviviscence (http://ffxi.gamerescape.com/wiki/Reviviscence) at level 96+ instead, with something like a 20-30 minute timer. It would be something to save for when thing goes really bad and you need to get one of your tanks or something up and fully functional really fast.

Daniel_Hatcher
10-26-2011, 01:00 AM
They already said on the JAP forum they were looking into this.

Though I think 1 minute is too short.

Raise - 5 Minutes
Raise II - 4 Minutes
Raise III - 3 Minutes

Soranika
10-26-2011, 01:01 AM
Honestly that would be fantastic. I can see the cost of RII and III increasing considerably but lol thank gawd I already have them. This would make SCH more desirable too since they have access to tier raise as well for situations that a party or alliance wipe usually can't recover from.

Merton9999
10-26-2011, 09:55 AM
I think I posted the same idea somewhere a while ago, but with 5-4-3 minute weakness instead. 1 minute is a very short time, after all. For emergency battle-raising I would go for giving whm Reviviscence (http://ffxi.gamerescape.com/wiki/Reviviscence) at level 96+ instead, with something like a 20-30 minute timer. It would be something to save for when thing goes really bad and you need to get one of your tanks or something up and fully functional really fast.

I prefer Reviviscence too, just as you suggested. I might go with 10 minutes base though, but wouldn't be at all upset with 20-30. I look at it as the ultimate WHM-only 99 spell, it's already in the game, and I'd be kinda mad if an NPC could use it and WHM players never could, even at the highest level.

If SE does change the weakness duration with Raise tiers, I agree 1 minute is too short. 5/4/3 sounds better. I still want a way to completely recover just one person every 10-30 minutes though.

People always bring up that removing weakness is the only good thing about the NIN 2-hour and they'd all be upset. I'm going with my usual defense on this. Don't let that be a reason to ban Reviviscence, make it a reason to upgrade the NIN 2-hour.