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  1. #11
    Player scaevola's Avatar
    Join Date
    Mar 2011
    Posts
    728
    Character
    Scaevola
    World
    Cerberus
    Main Class
    THF Lv 99
    Quote Originally Posted by Sotek View Post
    No, they really can't. They've gone and changed the range on abilities several times already (THF abilities, Holy, Jumps) and every time overlooked Libra (and plenty of other small issues, I just use Libra because it's what I know) despite the fact that I've got a cubic ton of posts telling them to. There is only so much the skeleton crew they have can do, since they're already wasting time on pointlessly changing the UI, I'd rather they not waste time on anything else worthless.
    Keep working on that strawman and it might be ready in time for Halloween!

    As for the difference between ability delay and animation lock, fair point, I had no idea about that. /sprint is still a far better alternative though.
    Ability delay as a balancing point is ridiculous, as is bringing up Flee. I mean seriously, it would trivialize Flee (which doubles your movement speed) for everyone to move an extra 12~25% (since I have no idea which /sprint actually is)? If balancing Jigs with 1 or 2 seconds of inactivity (hardly the ridiculous 5 seconds you initially stated) is that important, just have /sprint remain slower than +25%. Alternatively you could just go get a BRD mule.
    The JA Delay on Chocobo Jig is five seconds. Like I said (and as Byrth points out in the thread I linked), Jigs are handled differently from most other JAs (which have 1-second JA delays) because C Jig in particular would be stupidly overpowered for claiming if it were not.

    This is how it would trivialize Flee, of course. Flee has two uses: to get away from stuff (which you can't do with Chocobo Jig due to the "cast time") and to get over to claim a pop (which you CAN do with Jig, but only if you're prepared and already have it active when your target pops). Flee's entire purpose is its instant speed boost; CJig's intended to be a QoL ability, and works admirably as this.

    Of course, this is probably falling on deaf ears, since you managed to get SCH to 99 apparently without wondering why you couldn't macro two or three strategems together with no <wait> in between.


    I also find it hard to believe you made money camping Abyssea NMs with Chocobo Jig if it truly does lock you for a couple of seconds, but maybe people on Bahamut are just that bad. I literally either didn't need to move, or only had to take a couple of steps in one direction to be able to claim Heqet back when we did. If it spawned far away enough that it would have taken me 2 seconds to cast on it, someone else in my party was probably close enough, though I don't think that would make much of a difference, since you'd still not have moved I could probably still have claimed it.
    I have Chocobo Jig active when Guku/Heqet/Bhumi/the next Dynamis trash mob pops and claim it with animated flourish while everyone else is still running over. In general the claims I miss are the ones where I'm straight-up not paying attention or the ones where I'm unlucky and they pop right on top of somebody else when I'm too far away. If you'd ever solo-camped a pop NM in your life you'd know what I was talking about.

    The original point of my sig was to troll all the people complaining about how overcamped Zeruhn was when the ring first came out.
    (1)
    Last edited by scaevola; 04-11-2012 at 04:08 AM.
    tandava crackows + chocobo jig + animated flourish = prouesse ring