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		<title>FINAL FANTASY XI Forum - Other</title>
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			<title><![CDATA[Weakness timers from being KO'd long overdue for evaluation and possible adjustments]]></title>
			<link>https://forum.square-enix.com/ffxi/threads/64681-Weakness-timers-from-being-KO-d-long-overdue-for-evaluation-and-possible-adjustments?goto=newpost</link>
			<pubDate>Wed, 09 Sep 2026 23:15:18 GMT</pubDate>
			<description><![CDATA[Bringing this up again, because I know it's a straight-up longshot but it's been a long time since I brought up the subject since I think 2022 but...]]></description>
			<content:encoded><![CDATA[<div>Bringing this up again, because I know it's a straight-up longshot but it's been a long time since I brought up the subject since I think 2022 but please SE devs consider this. <br />
<img src="https://i.imgur.com/haK52xl.png" border="0" alt="" /><br />
<br />
<br />
Before anyone asks, yes I know Arise exists, it had since 2012 with the release of Provenance Watcher and included in Hall of Mul in Legion from Botulus / Gallu. BUT! The SE devs at the time in 2014 brought it up the first time in the digest about easing the death penalty, but then had since abandoned it apparently and have not ever made a follow-up post, and I had posted on a few occasions asking for a follow-up. But this should be a good thing for adding more value in Raise spells, especially in current endgame content with very short time limits. Yes in normal situations, Weakness penalty is 5 minutes, Arise reduces the duration down to 3 minutes, but could begin with Raise 2 / Reraise II with the reduction of weakness timers, and have Raise 3 / Reraise 3 reduce it further, and adjust Arise / Reraise IV  down to about 2 minutes or 1 minute 30 seconds.</div>

 ]]></content:encoded>
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