How about just making cruor stat buffs affect pets?
How about just making cruor stat buffs affect pets?
Cruor buffs DO get placed on our wyverns; to see this in action simply get your wyvern below 100% hp and get the HP buff. They (like us) are instantly refilled to 100% at the new total.
As for a way to fix the dead wyvern issues, just let them be targetable by cures/waltzes and let them healing breath themselves. It IS possible already to force them to target themselves (if your wyvern is readying a healing breath on a party member and the member is no longer in your party, they default breathing on themselves). I can't count the number of times I've dropped pt to force her to heal herself. Eventually people get used to it.
There's a few threads with this issue mentioned but it's good to directly address it.
My own Idea is to give the wyvern a passive trait that reduces its damage taken by 50-75% -but only on attacks that do not directly target it. We also need a way to have it stand in place and not move into aoe range of a spammy monster and a range extension on healing breath. We need the healing breath range increase even if the wyvern still follows us honestly.
What they did with the af3/empyrean +2 helm is a step in the right direction but too unreliable. It did cause my wyvern to recover 0 rather than die to rani's meteor yesterday so I can say it has saved him at least once.
Last edited by Dais; 03-13-2011 at 05:35 AM.
Is it possible some people don't actually see how insanely broken this suggestion would be?
Step 1: Suggestion is implemented.
Step 2: Get 5 Drgs and a Pld.
Step 3: Drgs hit Boss WhatHaveYou once, use Super Jump, move out of AoE range while Pld fights as normal.
Step 4: Spam Healing Breath to keep Pld alive while immortal wyverns pile on damage.
Step 5: Wait.
Step 6: You just won the game!
So, no.
Pets don't get cruor buffs, they do get Atma buffs though. This is very easy to check using Healing Breath or even just looking at an Automaton's equipment menu. I don't see how the 5 DRG and a PLD thing is "insanely broken". What would you even do that on? Just take a MNK & WHM to whatever you need killed. Problem sorted. The real problem here is how insanely gimped DRG becomes when you lose your wyvern. They need a considerable defensive boost or to be made easily replaceable, end of story. They die too easily at far too much of a cost to our usefulness.
What would people do that on? Two things: Anything. And. Everything. Show people a fool-proof, and free way to kill mobs, and they'll do it. Want more? Ok, how about any drg with Crimson Cuisses could then solo any mob without enhanced movement speed or draw in? Hit once, kite til dead. Face it, free, constant, non-hate attracting damage and healing is inherently broken, and this suggestion just leaps off the freakin' cliff with it's over reaction.
I do think a damage reduction trait(Stout Servant, say starting at 50 and 5% every 10 levels and level 99) and an inherent regen(1/tic at level 1, +1 every 25 levels and level 99) wouldn't be doing overboard.
These "tactics" u are submitting as "broken" alredy exist in the game for other classes.
Your 5drg healers and 1 pld thing. Can be duplicated with actually BETTER results with 1 mnk and 1 whm. But even if u brought it to equal terms. 5 whms 1 anything. hell 3 dncs 1 mnk 1 whm 1 thf. Point is your saying "NOOO ITS BOKRE then 6 people could kill an NM! noooooo" when that is alredy possible with 1-3 people.
Your crimson movment speed abuse dragoon supposition.
This not only would take TOO LONG TO BE WORTH IT, but is alredy employed by ANY job with a DOT source and movement speed plus. Red mages have been soloing NMs with this DoT kite strategy for years. pups employ a similar system when they pet nuke/deactivate/kite til hate loss repeat.
I dare you to come up with an "broke" scenario for this change. I mean one that holds water.
As if the time factor ever stopped people from tying up mob for hours on end in the first place.
Those other jobs are in danger, and actively doing stuff, and can possibly fail. Immortal wyverns remove all those barriers. Recasting DoT, damage to your puppet, eating a sudden TP move, all can spell doom for those other jobs. What spells doom for an immortal wyvern? Hit once, wait. Maybe have someone to hold hate off of that one hit. It's not the style of fighting that makes it broken, but the sheer unstopabilty of it. You might as well take the wyvern out and just give drg a 100/tic DoT job ability with no recast timer and 500 HP/minute. It's the same effect.
A kiting Drg would also have oppurtunities of risk. First of all, he would have to fight engaged with means never getting ahead of the NM more than 30 yalms (range for auto-disengage). This puts him at a much greater risk of getting caught by spells. not to mention kiting while engaged and unlocked is actually more difficult than kiting while disengaged. Also while he might have movement speed plus his wyvern would spend most of the fight catching up. This means the fight would go very very slowly. The risk of slow fights is in exposure. The longer it takes to kill it the more oppurtunities it has to catch u making 1 mistake.
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