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Thread: Auto Reraise

  1. #11
    Player Simian's Avatar
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    Mar 2011
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    Bastok
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    The differences between Raise 1 and Raise 3 is not casting time or magic cost. R3 recast time is now slightly faster than R2. And all Raise and reraise spells are at 150 mp cost. The difference is the amount of HP recovered by the raised player and the percentage of HP lost by that player. R3 can save a level where R1 might not be able to. The point of this is that if the player is wearing level specific gear and falls under that level then you could have an unarmed melee or tank for that matter. Otherwise they are virtually interchangeable.
    (0)
    90 WHM, RDM
    85 WAR

  2. #12
    Player Tasuki's Avatar
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    Quote Originally Posted by Retsujo View Post
    Lesser tier enhancement spells are still useful for things like level sync or PLing a low level party in that the duration of the effect is proportionate to the spell's level and the character's level it's being cast on.
    I was talking about higher tier uses of course. Ok lets make this realistic. What is the difference between Reraise 1, Reraise 2, Reraise 3? The lost of experience. At higher levels given the updates now, does it matter now? Basically a Reraise now pretty much is same as Reraise 2 or Reraise 3 due to the fact you can get experience back faster. (abyssea, dominion, lvl sync, and soon dynamis).

    There are at times monsters that can dispell status, or at times out of the blue your reraise wore the same time a monster casting a huge AoE attack, or you are in the middle of rising up and the monster did a AoE attack. These are situations that make a veteran whm not cast reraise on itself.

    I'm glad SE pretty much made it better now to get exp, but just because of it the line of Reraise magics just kinda rather made useless. Not like the old school before where a lot of people are happy to have reraise 3 because they only lost less exp. Well just my opinion on the Reraise spells
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  3. #13
    Player Simian's Avatar
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    Tasuki - let's say you are in the middle of Dynamis where you currently get no exp. You have just turned 76 and not far into it and you are showing off all your shiny level 76 gear. oops, you die, you lost your level. Now all that shiny new level 76 gear means squat and you have no way to immediately recoup your lost exp because, well, at the moment, Dynamis does not give exp. So now you fight naked or weaponless or both. R3 might have saved you that embarassment. Of course the prudent thing would have been not to leave your level 75 gear in your mog house. That is my point. The one good thing about there being little differences between the 3 Raises is that a WHM like myself, even weakened, has enough MP for 3 raises and a Haste and can get a wipe up and going faster.
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    90 WHM, RDM
    85 WAR

  4. #14
    Player cealia's Avatar
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    WHMs are the ones that should get auto-reraise. they get all the RR spells, why not auto? people think they would become overpowered. which imo, is a stupid assumption. as a career whm myself, we need more uniqueness. we've lost this due to the introduction of dnc and scholar, and SE giving most of our whmy spells to other classes.

    it should be a no-brainer to give the raiser auto-reraise.
    (0)
    why did they have to pick the ugly mithra?

  5. #15
    Player Tasuki's Avatar
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    yup your right Simian at the moment dynamis doesnt give you exp. But like i said very soon dynamis will give you exp. And besides, if you pretty much attend dynamis you know to always have a exp buffer with you. I mean if you do dynamis, you should expect pretty much to die. Again, my point is pretty much sticking out again. With the updates right now, because it is easy to get experience back now reraise line of spells has lost its uniqueness for whm. Heck even a summoner now can cast reraise by just subbing whm and reraise is not much difference anymore than a reraise 3 on a whm because of the easy exp back.

    Like Cealia has said, whm just lost its uniqueness of their reraise now. for me, whm is pretty much known for curing, and raising. (well although i know some people try to re-define whm by being melee as well =P). I think its just fair to make their reraise spells more unique for whm. Back in the old days they treat exp like gold, that is why reraise for whm is like heaven sent, now ,its just come and go, so importance of reraise line drops to like the first tier.

    Anyway just my opinion again =P , at least one person sees my opinion ^^
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    Last edited by Tasuki; 03-11-2011 at 05:52 PM.

  6. #16
    Player Luvbunny's Avatar
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    Mar 2011
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    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    SE can add reraise-ga which gives you the benefit of reraise 2 for everyone in the party. This will make Whms indispensable and must have for any endgame events and put the job in the forefront of the best healers with absolutely no competition. If they gonna do this, might as well add party based spells that will absorb single critical physical hits and also another spells that will absorb any single magic damage to the party.
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  7. #17
    Player Shenul's Avatar
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    Mar 2011
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    Character
    Shenul
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Luvbunny: *cough*Goddess's Hymnus*cough* (yes I know the duration is horrible)

    Auto-Reraise is a good idea, but not in the same way that the Atma has done it. Here's what I'm thinking:
    - Once the WHM is KO'd, it checks if the player has a raise effect on them every 5 minutes (starting at 55 minutes left until auto Home Pointing). If one is not in effect, an auto-raise effect will be placed on the WHM.
    - If the Auto-Reraise trait raise is accepted, Weakness is applied as per a Raise 1, but MP is auto-filled to the Weakness Max MP. (So if you die with 21 MP left, normal Max MP is 1000, and weakened Max MP is 250, MP will be set to 250).
    - Weakness Max MP will have a minimum limit of 150 MP.

    The idea is that a WHM with Auto-Reraise will always be able to get up and immediately cast a raise spell within 5 minutes of dying. This also allows spells like Reraise III and the Auto-Reraise atma to override the Job Trait. It makes it more of a backup measure for when RR wears when it's hairy and you can't recast it before you die. 10 minutes of WHM downtime is easier than home pointing and running somewhere, and it does it without that all-important zoning.
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  8. #18
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    In Abyssea it's way faster to just HP than Reraise weakened for 5 minutes most of the time. AutoReraise is unnecessary for WHM as it is.
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  9. #19
    Player Fetus's Avatar
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    Mar 2011
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    Eh...
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    Character
    Fetus
    World
    Asura
    Main Class
    WAR Lv 57
    This is completely unnecessary for WHM at all. Inside of Abyssea or outside. Auto Refresh would be infinitely more useful, although neither bring anything novel or unique to WHM at all. If you can't remember to case RR1-3 on yourself, use a Scroll of Instant RR or use a charge from any of the items that grant RR1-3, then maybe you should rethink your play strategy...

    And why would Reraisega I grant the effect or Reraise II? That makes no sense whatsoever. As for being indispensable, WHM already is. If you find yourself not being desired for "end game" LS activities or whatever, maybe it's just because your bad at the job or something. As is, WHM are the superior healers and have no competition.
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  10. #20
    Player Hoshi's Avatar
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    Mar 2011
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    Windurstian
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    Character
    Hoshiku
    World
    Asura
    Main Class
    RNG Lv 99
    We used to make fun of people who didn't have a buffer in dynamis for a reason! :P EXP is so meaningless thanks to abyssea that I deathwarp on most jobs now and there are still times when I find homepointing and coming back unweakened more effective than spending 5 min in weakness watching my friends struggle.
    (0)

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