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Thread: Cure V

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  1. #1
    Player
    Join Date
    Mar 2011
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    Windurst
    Posts
    2,169
    The only way I can think of that working is by allowing TP moves to occasionally fail (highly unlikely), or take longer to ready (possible?) and removing the damage to self part. Leave Slow for normal attacks and have paralyze affect NMs, even at a lowered rate if SE is that worried about Rdm's para locking NMs (I'll take some para over complete resists...).
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  2. #2
    Player Hyrist's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Motenten View Post
    I kept rdm's as physical-only since whm just got Sacrosanctity which, combined with their barspells and AF3 set augment bonus, makes it pretty clear that whm is the leader in preventing magical damage.
    I don't believe Damage prevention should be separated among job lines. But rather, like a lot of things, a shared utility that gets stronger as players with similar and interlocking skills work together. (Defense Down + Saboteur Dia III + Light Shot as an offensive example.)

    And while WHM might lead currently in preventing magical damage, magic damage TP moves is still a glaringly powerful. No harm in giving RDM some additional tools to assist the ones WHM has.

    [confusion], I feel, would be overpowered. It's like taking mnk's Perfect Counter (given the short duration), use the (vastly stronger) weapon the mob is using instead of the player's own weapon, and affect TP moves as well as melee strikes. And since it's a spell on the mob, it won't matter that the mnk himself is being targetted, or anyone else.[/QUOTE]

    Quote Originally Posted by Neisan_Quetz View Post
    The only way I can think of that working is by allowing TP moves to occasionally fail (highly unlikely), or take longer to ready (possible?) and removing the damage to self part. Leave Slow for normal attacks and have paralyze affect NMs, even at a lowered rate if SE is that worried about Rdm's para locking NMs (I'll take some para over complete resists...).
    For confusion, Neisan's idea is a possibility, both of them actually. Dealing damage to themselves I can see where the implementation could be overpowered, keeping the base damage where it was. Though I was more of the mind that the return damage would have a much lesser effect when self-inflicted. The move only doing a minor percentage of the damage it would have done to the player to itself.

    As far as the 'takes TP moves longer to use.' I was actually pushing such a status effect into a melee-orientated debuff to offset TP feed arguments before Temper came out. I can see something similar still working in the form of a spell, and would work quite well with stun, flash, or other preventative or reduction based spells. Although, I would still like to see our own stun/flash based enfeeble of high potency, short duration designed to counter TP moves.
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