See I don't see it that way. You could use it to get a team member up fast with a raise, add in damage, maybe pop off a fast heal or a stone skin where timing could be a factor, or automatically have stun rdy right after casting it. Also where keeping a head of a mob is factor, the spell is great for a quick punch in the face with little fear of getting punished for doing it.
Pretty sure in the new merit categories we'll be able to reduce the recast time as well. Or like I mention before be able to increase the amount of insta cast we have for it, "not going to hold my breath for that one tho." The utility is there but I get the impression that you haven't had any reason/ motivation/ or luck finding a situation wheres it's valuable to you while playing. So in this case were probably both right in our own respects.
Raise argument I'll agree but only on the 2~ party members down situation, even on two EXP isn't hard so I'd rather just cast Raise > Raise II and repeat should the need arise.
The time wasted on using the JA would probably leave Cure spells casting at the same time as without it.
As for the other cases I have no real need to worry about cast speed with Fast Cast making so many spells pathetic, this biggest use I've found for it it passing to other jobs to help them out when the recast is rather long, think DreadSpikes and so on.
Even then 10 minute recast puts me off of even bothering with it.
It's 10 minutes so probably more like 8.45 knowing SE.
Unfortunately the mechanics of the game don't allow it to ever realize that potential. Having a BLM cast one extra big nuke every 10min is nothing special. Having the WHM do an extra raise (that you could do instead) once per 10min isn't anything special. I've actually sat down and tried to coordinate an impact cast with a BLM, it was incredibly annoying even over Vent. Took longer to coordinate then the BLM just casting the spell on their own.
Great idea, just poor execution. Lower the timer to 5min and it suddenly becomes a much better strategic tool.
A 10min JA to give a BLM a few extra percentage on his next nuke, provided he use's the same nuke twice in a row, otherwise the "building" effect is meaningless.
Yeah ... the emergency Raise spam is more useful then that. And honestly that's about the best group use I found for it, when you need to quickly raise a bunch of people to save the WHM MP and time. When we do VWNM, if I'm in "mage" mode then I'll often play the part of the ambulance, running around tossing out raise's to save the WHM's time and MP so they can focus on keeping people alive. Just one of the many little things you find yourself doing.
~NO ONE~ plans a single spell around a 10min JA. Do you even play this job at all?
Literally ... we're talking single digit or less increase in total damage done. It takes longer to "plan" the JA then if the individual just went on their own anyway.
It's one of those things that looks nice on paper, but in actual practice it's extremely limited. Your kinda stuck in a weird position, do you "save" it for emergency use's, or do you use it whenever possible for a quick Suitan double thunder IV nuke? Or even more so, if you see a SC forming (I hear them coordinating over vent) do you blast it on a Thunder IV / Blizzard IV MB? But if you blast it off for that, then your stuck without it in case you need to raise spam. Once per 10min just limits your options too much. Should make this and the BLM one 5min use.
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