Quote Originally Posted by Zagen View Post
I figure I might as well just post my thoughts on some of RUN's spells here.

Bar Spells
Not much to say makes sense based on the idea of a magic tank in low man situations where the healer shouldn't be running into the fight, though why no Barsilence?

How about creating a few just for RUN like Barstun, Barterror, Bardeath, and Barzombie.

Blink and Stoneskin
Okay so we're supposed to use these to absorb/negate damage that kind of makes sense except for the fact that RUN doesn't get native Fast Cast.

Maybe the thought was that well enemy spells take long to cast, except at 10 seconds (Stoneskin) and 6 seconds (Blink) we aren't going to get those cast before most spells and even less when you factor in most mage enemies have native Fast Cast so at best they might help absorb Ancient Magic/2 maybe.

I'm sure now some are thinking RUN gets Fast Cast gear, and you're right but even then you aren't going to be casting these spells mid battle without the enemy being kept from attacking without native Fast Cast.

If you're with a WHM Stoneskin is completely useless.

Foil
Sounds great but why is it only 30 seconds? I guess a more important question is does "Special Attacks" equate to only monster's TP moves like we think. If it does then how many TP moves do you expect to be done within 30 seconds unless the monster is being zerged (which doesn't require a tank job)? If you don't want it to block that many moves then make it work like Migawari: Ichi extend the duration and have it wear off after 1 move.

Regens
Could these be changed to be a different buff? Otherwise I just don't see the point outside of soloing.
Regarding Foil - it's a neat idea, and I like the double entendre is cute, but.. For it's fairly high MP cost I don't know that it's very worthwhile.

For one, it's hard to anticipate WHEN a monster will use it's TP when above 20% or whatever it is when they just start spamming, and furthermore, when I have used it just before a monster's TP attack, I haven't really seen any big benefit.. which makes the large mana cost and awkward duration even less appealing.

As for regen, though, I'd actually argue they're fairly useful, especially since we get the higher tier regens. A nice bit of self-healing that pulls some MP usage away from the healer and let's the RUN put some of their MP to use on something other than bar spells and refresh.