also keep in mind that counter is based on your accuracy, so if, for whatever reason, your accuracy sucks, your counter rate will suffer. In that same vein of thought, if the monster can't touch you, you can't counter it, because counter check comes after evasion/parry/shadow checks.
Does orcish-counterstance lower your MDB like it does for the orcs?
Well...they added all the animations...but that's about it. Pyric Bulwark is still broken and unless Vapor Spray poison lasts forever the effect still isn't there. Why put a spell in that doesn't work? If the spell isn't ready for mass testing LEAVE IT OUT.
Okay, final rundown of Skillchain properties:
Quadrastrike=Impaction/Liquifaction
Amorphic Spikes=Gravitation/Transfixion
Barbed Crescent=Distortion/Scission
Bilgestorm=Darkness/Gravitation
Tourbillion=Light/Fragmentation
Bloodrake=Darkness/Distortion
It appears the Thunderbreath has been nerfed to 66% of hps.
As someone who plays blue mage extensively, at this new %, I will never use this spell.
100% = Strong, very useful (not overpowered by any means)
80% = Situationally servicable spell
66% = Garbage spell, will be used as often as Mortal Ray
As it stands, of all our breath spells, now Windbreath will be the only usable spell (low MP cost, casting time for solid damage with a great build).
The drawback SE might be forgetting about is that to achieve good damage on breaths you have to #1) Have a specific build which overlaps with nothing else (alot of inv space) #2) The right race/HP merits #3) Enough HP to actually cast the spell (ie if you pull hate and get hit, you need more support than say a blm to repeat the same damage #4) Additionally, to get good damage you cant cast other magical nukes without a gear swap (which kills your build and needs support to get back to good damage).
As an added anti-bonus, many Notorious Monsters already resist breath spells vigorously.
Oh, and don't forget that the range of breaths is less than stellar. While only a few Blue Magic spells have the normal magic range of 20+, this seems noteworthy because being hit by an Area of Effect thing will affect breath damage.
I can't figure out why they reduced the power of a spell that already had plenty of drawbacks.
Don't want Blu useful on anything higher than VT obviously.
Well, I was having high hopes for potent poison on water vapor. guess I can dream on... SE really needs to re-evaluate a lot of blu spells.
We already have the most potent non-helix DoTs there are, one of them being a poison effect that is far cheaper than Vapor Spray. Was more hoping that these breaths would actually be useful for their damage rather than any stupid added effects tacked on.
For reference:
Disseverment - 22/tic poison (3m duration)
Cold Wave - 22/tic frost (30s duration)
Gates of Hades - 21/tic burn (2.5m duration)
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |