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  1. #1
    Player Arcon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Babekeke View Post
    Referring to rage I assume?
    Ward as well, unless I missed something?
    (0)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
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    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  2. #2
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Arcon View Post
    Ward as well, unless I missed something?
    That's what this whole thread is about... they just fixed it. Though the quote is that "Blood Pact: Ward abilities will no longer be interrupted if the mob dies before the action goes off", this may only actually apply to enhancing wards, not offensive wards.
    (0)

  3. #3
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    Good news, everyone!
    (1)

  4. #4
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    To my knowledge, we still lose the timer if the mob dies before Blood Pact: Rage goes off, so SMN is still in the same boat as BST on that. This only affects support abilities which shouldn't be interrupted when the mob dies anyway.
    (1)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  5. #5
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    I don't see why they should get kudos for this. They fixed what never should have been broken to begin with, and it took them a decade to do so.
    (3)

  6. #6
    Player Kysaiana's Avatar
    Join Date
    Aug 2011
    Posts
    128
    Character
    Kysaiana
    World
    Siren
    Main Class
    SAM Lv 99
    It's cool that they fixed Wards stopping when a mob dies. But it's lame that you still lose Rage timer when a mob dies. Same goes for healing breath on wyvern, adventuring fellow spells, and TP moves on BST pets. Fixing one part of the issue is nice and all, but why are the rest ignored? It's kinda like plugging up a small leak in a dam when next to it is a huge hole.
    (1)

  7. #7
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    I'm starting to think that avoiding enemy-targeted pet skills from being wasted is impossible without rewriting half the server software. They've simply painted themselves into a corner and can't get around it.

    I dunno about them, but that would be too awkward for me to admit to it, at least!
    (0)

  8. #8
    Player Nakts's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    98
    Character
    Nakts
    World
    Phoenix
    Main Class
    PUP Lv 99
    Can we get the same fix for wyvern's healing breath?
    (2)

  9. #9
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    My favorite is when the mob dies right before your pet gets off a heal that drives me nuts.....
    (1)

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