I am starting to think it's more like a 95% useless J/A now.. Maybe SE should just give up on giving Bst JAs from now on if this is thier idea of a par.
I am starting to think it's more like a 95% useless J/A now.. Maybe SE should just give up on giving Bst JAs from now on if this is thier idea of a par.
Keep this in mind when using Run wild:
Once it is used, you have 5 mins. left on your pet. If pop pet > Use Run Wild, your Call beast time will be avail. by the time the pet is dismissed.
I personally use it in Dynamis at the 5 min mark before getting kicked out. Why not, right?
As for the effects i have noticed:
Increased: Attack, Acc., Double attack. rate, defense, eva., haste, and regen.
attack and defense seems to be 5% compared to Beast bazubonds. Haste also seems to be 5% when you look at the attack rate with Moogle mission head and Moepapa stone. The regen is on par with the reward item Pet Poultice. Keep in mind, This is a 1% regen/tick. Witch is also effected by Beast Healer merits and stacks with reward regen.
When used in tandem with Familiar, its almost double.
If you pick the correct pet for the job and use responsibly, this is a fordable tool in a BSTs arsenal.
Sneak oils and Prism powders are like condoms...
...its better to have them and not need them,
...then to need them and get aggro by (Diseased).
Tested this myself on 6 Ks99 Runs for Behemoth, Used new Slug on 3 and Sheep on 3 x2 of each pet without Run wild and 1 of each pet was with run wild : the 2 Sheep and 2 slugs without Run wild Did die even with using reward. the 1 sheep and 1 slug that I used run wild Did not die and Each of those 2 fights were 2-3 min faster than without. So in my opinion I think Run wild has its place and time and for better or worse I like it very much.
Thank you for confirming with your eyeballs the easily eyeballed and already confirmed strong regen effect of Run Wild. That is much appreciated.
Er...anyway...something just occurred to me. Assuming the Crab Familiar is a Paladin and thus devoid of all Double Attack and Triple Attack, couldn't a bro or bro-ette just let a Crab Familiar miss a Fortilace for five minutes with Run Wild and then another without Run Wild to easily test Run Wild's rough haste value, if any? Since the only thing that would matter is relative attack rounds, really.
I assume the Crab Familiar would have awful enough accuracy and damage that the Fortilace could endure both crabs easily. Of course, this wouldn't give an exact value for the Haste added, but it should be enough to confirm or deny it's existence.
Edit: Apparently the Beetle Familiar has an even lower cap, and is also a Paladin, so it may be the better choice.
Last edited by SpankWustler; 11-12-2011 at 02:32 AM.
Has anyone even confirmed the 1% regen tick on Pet Poultice? I remember using it a while back and was unable to counter the 20 tick DoT from winged gloom so I seriously doubt it's a 1% tick regen.
On the other hand as BLU/BST using wild pets I was able to steal the Regen effect from pet (Voracious Trunk) after using reward/leave and was able to determine that Zeta's regen is 14 hp/tick for 3 mins (840 hp). I don't know if the regen from Pet Poultice can be stolen in a similar fashion and I am unable to test since they are never in stock.
DipperYuly has no Double Attack either. I'm almost positive Run Wild gives some amount of Double Attack. Though i have second guessed myself, as, I may have had the Ferine Necklace on at the time.Er...anyway...something just occurred to me. Assuming the Crab Familiar is a Paladin and thus devoid of all Double Attack and Triple Attack, couldn't a bro or bro-ette just let a Crab Familiar miss a Fortilace for five minutes with Run Wild and then another without Run Wild to easily test Run Wild's rough haste value, if any? Since the only thing that would matter is relative attack rounds, really.
That being said, It does Increase Attack and Defense, And if i recall I saw some tests saying it does increase Haste by some value. The Ability is not that bad at all, At the very least it makes your pet quite more difficult to kill.
It has its uses, mostly on cheap jugs or the last 5 minutes of a Dynamis run, or a Short BCNM Fight... But its not a terrible JA.
The advantages gained while the JA is active does not equate well to the jug poofing after 5 mins. The way it functions atm is not very practical, and limits it's usefulness to far to few situations. When Beast Masters asked for a new JA we wanted something practical to add to our arsenal. Not something highly situational or most often used as a toy when a jug has already been out for most of it's duration. Or during a timed short interval instanced battlefield where zoning wipes the jug anyhow.
Either it should stay at 5 mins, and not make the jug poof. Instead make the recast longer like 30 mins.
Or if SE is hell bent on making jugs poof the duration of the ability should be at least 10 minutes.
Personally I would prefer the 1st option, and I have cooking to make my own jugs. I can imagine how fellow Bst's w/o cooking view the JA as it now stands.
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