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Thread: Dispel II

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  1. #1
    Player Insaniac's Avatar
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    Mar 2011
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    Insaniak
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    Lakshmi
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    THF Lv 99
    A perpetuation cost makes sense I guess. This would be a great way for SE to get RDMs on the front line like they have been trying and failing to do for the past couple years.
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  2. #2
    Player Supersun's Avatar
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    5 yalms might be a bit too small when fighting some of the really big monsters and you want to hit people in front and behind the monster.

    The only issue though is SE seems pretty dead set on releasing a buff that only affects our melee, but I don't think this would be terrible if it only affected melee range. If you are meleeing you need time to swing. If you are in the back then you don't really the extra time anyway. Most back line Red Mages I see practically stand around doing nothing half the time.
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  3. #3
    Player Insaniac's Avatar
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    Insaniak
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    Lakshmi
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    We call those RDMs bad players. I'm assuming by 5 yalms he meant radius making it 10 total which should be enough to hit either all front line or all back line on any specific mob as long as people care enough to position themselves. Composure + Regen II aura would take a bit of the sting out of not having cure 5 yet/ever. There's a lot of interesting possibilities popping up in my head.
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  4. #4
    Player Supersun's Avatar
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    You know you would have to be standing in the middle of the monster to get the full effect of the 10 yalm diameter. Given that is pretty impractical on some mobs and the Rdm will be either in front or the back (or sometimes the side) a 5 yalm radius might be a bit too small since the radius is really what you are working with (though thinking about this I could see this backfiring horribly as a AoE refresh tool that forces the Rdms AWAY from the monster)
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  5. #5
    Player Seriha's Avatar
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    Kalsena
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    Sylph
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    BLU Lv 99
    I actually meant 2.5, total radius being 5. For most monsters the effective max melee range is 3 yalms. The few that break this are indeed larger mobs (or at least camera weird like Dhalmel), but if it is something like a wyrm, you'd have your DDs on one leg with your tanks on the other... at least in terms of the old game.

    Basically, you could hit most people meleeing a single mob if you're at its side. The only ones who'd possibly miss out would be those close to max distance within your frontal fan. If you bumped it up to 3/6, this would still happen in a fractional sense, but I don't think demanding some situational awareness of your melees is a bad thing. I know when I'm on THF, I always get mad at those who stand at max distance while I'm trying to land a TA.
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  6. #6
    Player Insaniac's Avatar
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    Lakshmi
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    While I don't think a 5 yalm diameter would be terrible there's really no reason to not make it 10. You still wouldn't be able to hit mages and melee at the same time without them all being in AoE range.
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  7. #7
    Player Seriha's Avatar
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    Kalsena
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    Sylph
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    The point is mainly that if you're forced to be in melee range, may as well melee. Upping it to 5/10 gives more incentive for people to start telling you to stay back.

    In the event you're in some mage heavy party, you can either carry on with the cycles as normal, or they can be more mindful of their enmity while hanging around you to prevent sudden mob turns and one-shots. You'll also be given more time to nuke, cure, enfeeble, or whatever.
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