Well, imop this is the real problem with our Waltz tier setup.
Look at the first table:
* Go to the "175 : Main -5 TP" column, which means 175 combined VIT/CHR as DNC with -5 TP pants.
* Compare Curing Waltz III to IV and V.
* Notice that it is pretty comparably efficient in terms of HP/TP.
* Consider that overflow (healing for more HP than you needed to) is more of an issue with Curing Waltz IV and V than with III.
* /rage
Look at the next table.
* Look at the "175 : Main -2" column, which means 175 combined VIT/CHR with Recast -2 seconds.
* Compare Curing Waltz III to IV and V.
* /rage
I use Curing Waltz V in these situations:
* Between Saber Dance usages in Abyssea, if necessary.
* If I'm taking a pretty predictable amount of damage (no big TP moves), don't need to heal much, and don't want my attack rounds delayed
* Hail Mary Cure in bad situations when I don't want hate.
I think that the main advantage of Curing Waltz IV/V was supposed to be their reduced Enmity. Considering we're one of the most durable jobs in the game, I think that was a little misguided.
LOL! See what I mean....
There are like 1,000 posts on this forum about how screwed the shared timers are. So the devs decide to look at this thread.
EDIT: come on devs...... read the thread your in. I know you guys can't translate all this stuff, but this thread is only 10 10 posts. Please stop trolling us with this crap.
Last edited by FrankReynolds; 12-14-2011 at 05:08 AM.
This is nice, as I said above, but it doesn't affect the issue that I laid out in this post at all.
Time to get working on that dumb Dance Shoes Quest for a better Pair i suspect now. :O
Odin Server
lv119 DNC ~ 119 SAM ~ 119 More that i dont use.
Gute Mädchen kommen in den Himmel ! Böse Mädchen kommen überall hin !!
I don't know why the devs think this would be broken. You're still limited by TP and the individual recasts, so even if you had enough TP to do every waltz as often as possible, it still wouldn't match a mage's healing speed.
Well, mages aren't (generally) uninterruptable, unkillable, unstoppable curetanks that can refill a third of their MP bar on demand every 30 seconds, either. I mean, I'm not saying split waltz cooldowns would be apocalyptic or something and I'd love them as much as the next DNC, but of all the issues on which SE is perhaps inappropriately conservative for fear of making something overpowered and trivializing the entire game, this is far from the most unwarranted.
That said, somebody floated the idea of a 2-FM Group 1 flourish that reset your waltz cooldown and I think that's a great solution to a very real problem that on the one hand critically limits a popular job but is conceivably dangerous to address carelessly.
Last edited by scaevola; 12-14-2011 at 06:02 AM.
tandava crackows + chocobo jig + animated flourish = prouesse ring
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