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  1. #1
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    i think the main point is there has to be a risk, even whm gets bombarded by spells and ja that require closer range, what they want is to make sure if we are going to be meleeing we cant just have a safe nuker/healer in the back. Weather this is overpowered or not i dun think it would matter but i dont think it is needed either. Only thing id liek ot see is a "Stay" command so its easier to position it if anything.

    post these changes i would just like to see a tweak to maneuver durations, mainly for the pain and delay they cause. but they said they were not doing this already i think so hoping these changes are as good as they sound.
    (0)

  2. #2
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by brayen View Post
    i think the main point is there has to be a risk, even whm gets bombarded by spells and ja that require closer range, what they want is to make sure if we are going to be meleeing we cant just have a safe nuker/healer in the back. Weather this is overpowered or not i dun think it would matter but i dont think it is needed either. Only thing id liek ot see is a "Stay" command so its easier to position it if anything.
    BLMs/WHMs generally don't bother with spells that put them inside the aoe range... and where a BLM/WHM can spam nuke/cure spells, the automaton can only cast one spell every so often. (Even the upcoming change won't let it spam cure spells like a WHM or RDM can.) So it's more of a risk vs reward thing, and automatons don't have the luxury of having other players around to cure them or to spam nukes (the reward) but still are expected to eat every aoe beyond 10' (and if you misjudge your deploy range, right up to melee).

    A Stay command would be a nice thing, since it also allows the automaton to remain in position between battles and even to remain in combat mode. It would prevent Cure VI being cancelled because the mob died, allows the maton to cure/remove status effects between mobs without deploying on an unclaimed target, avoid having the rescue/reposition the maton due to the mob running to a party member and out of range. On the negative side, you run more risk that the maton cannot target the mob with enfeebling/nuke spells, or even to cure you or the tank due to walking or being knocked out of range. It would be like a WHM under the effect of unerasable Bind while the tank gets pummeled just outside cure range. So such a Stay ability would have to be used in the right place at the right time, or it might work against you. Perfect for PUPs
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
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