Since there is no plan for reraise/reraise items, I hope every job will be able to use raise still, since it currently looks very restricted in that regard.
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Since there is no plan for reraise/reraise items, I hope every job will be able to use raise still, since it currently looks very restricted in that regard.
What's funny is I think Reraise (cnj 38) and Tractor (cnj 42) have been in the dat files for a while... we just can't use them. ^^; Maybe in the 1.20 rebalancing act? :D
(I think the 2 spells weren't locked to conjurer either)
WHM should have it and it be only a self cast.
Do you really die that often? Maybe it's time to change tactics :p
Jobs aren't going to be completely restricted. Raise as it is now is on a long timer anyway so it wouldn't be fun waiting 5 minutes when only one person in the group can do it, so even if Reraise was WHM-only it wouldn't change a thing. You'd still need make sure no one dies at all.
Reraise spell has been in Dats since way before launch... Still hoping it will be added when WHM job comes around^^
By the look if the interview it seem like it going to be, MRD/GLA = PLD and you can use the spell from both so it seem you be limit to only that and it more of a role job so not like a Monk can use cure or Raise just wont make any sense with that job. but we see what happen then i don't see a eed for reraise i'm sure white mage going to get it and that the only one who really need it anyways.
You seem to be missing the point. First, after the WHM were to reraise, they'd jus raise someone else with a raise (not to mention CNJ alrdy has both rebirth and raise, so that's 2 ppl up right there, 3 with a chainspell). Raise's cooldown has nothing to do with it.
Reraise is final fantasy
enough said
content is currently designed around the fact that a wipe = a loss, but it's also easy to try again. I don't think reraise is completely necessary in the current content of the game, though that could change down the road.
I find it odd though, because they DID add items to raise others in a similar manner to phoenix down (though they don't call it that), something that FFXI still doesn't have.
I think it might help f people look at it in another light. There isn't much of a death penalty in the game- The death penalty in this case is you fail the fight- This way, there is more risk in dying, because if everyone is down then you're done.
Exactly. You have to think about this from a game mechanics/balance standpoint. Why did you Reraise in FF11? You used up a rare item upon entering a battle, it was a place/camp that took a long, difficult time to get to, it was a fight that had time limitations placed on it (3 days to reenter, need to gather items from events in other 3 day timers to enter, etc), or you just didn't want to homepoint and lose XP.
FF14 has none of those issues. From what I understand the item to get drops from Ifrit doesn't actually get used up till you beat him and it is an easy farm to get another item. You can reenter the fight after a few minutes and you can return from inside dungeons to the dungeon entrance so you can try again and get back to the point you were at. Travel is quick and painless with chocobos, airships, and teleporting. And lastly, we don't lose XP.
Either allow for re-raise or reconsider the return location when a character is forced to use return after a death... why would the one thing you carry over from FFXI be the worst aspect of the game? We already lose durability and have 3 minutes of gimpiness we don't need to deal with the possibility of having to return to a home point on the other side of the world too.
Yadda, yadda stop dying, yadda, yadda don't suck so much...
No, No, No and No. Shit happens... when it does we shouldn't have to wade through even more shit to get back into the game.
Now that aetheryte camps have vendors and repair npcs that is a significantly more convenient thing to do. Ideally everyone should do that. The times when you don't suck pretty hard. This system is needlessly frustrating. How many MMOs have a similar mechanic for death and recovery?
The argument that every class can raise is pretty vapid too. Yeah, anyone can raise, if they've leveled CNJ or THM high enough to do it. And If they were foresighted enough to equip the ability in the first place. Otherwise its a 5 minute wait for the timer to reset after you equip it coupled with a 3 minute period of weakness.
Either give us the ability to get back into the action immediately via reraise or give us the choice upon death to return to our homepoints or to the nearest aetheryte camp, or better yet, do both. Heck you can even charge us a nominal anima fee if we opt to do return to a nearby camp.
You can either choose to be prepared and use an item before hand that will allow you to recover quicker or use some anima and maybe have a short jog to get back to where you were...
It isn't a question of needing content that requires needing to be raised midfight if something goes wrong... it's a matter of being able to prepare yourself for the possibility that you might die, and if so you won't need to waste time to get back to what you were doing.
Depends why people want it, I suppose. Wipe recovery? Sure. Quicker runback? Not necessarily needed if they ever fix the dumb way that the Return mechanic works right now, but okay, I could see it. Get-out-of-jail-free card because you died during a boss fight? Not as crazy about this idea, unless the devs start tuning content with reraise in mind, in which case I'd be fine with it. Adding Reraise (whether in the form of a spell or items) to the existing game without changing the way boss fights are tuned would be pretty unbalancing, I'd think.
I also like the idea of it being a WHM-specific job ability, but that's just my WHM side wanting cool things for itself. :P
Its ridiculos that if a solo, duo, trio or what not go out in a venture, and one is a mage. The others (non-mage) put more applicable spells in place of raise. If the mage dies, he is hosed.
All that is needed is for the devs to make a DoM only ability to raise themselves. It is slightly out of place for them to make so few mage classes, then let us be the ones who get hosed as mages. Sure all classes can level a mage class to get a raise ability. But as mentioned, it starts pigeon holeing everyone into having to maintain the same spells at all times as everyone else, or suffer the consequences. That contradicts the spirit of the armory system.
For those of us who like to solo the demand for re-raise items is quite high. It also is really nice to have when multiple people die and the mage needs to focus on healing and not raising.
Frankly, I'm surprised that reraise isn't in this game. It's a pretty useful spell, more useful than people would think.
Consider how long it takes to raise. Melees having reraise would save mage's MP and time, and allow them to keep curing.
Mages having RR would increase the chance of wipe recover. Yes, Melees can raise, and melees, for the most part should have it equipped, but consider how long it takes to raise (especially in a fight like hardmode Ifrit), it can easily turn things south when they die and not able to raise. Again, the Ifrit fight is a great case in point. Melee shouldn't be relied on for raise in this situation, but because reraise isn't in the game, they have to rely on melees to raise them should all the mages be dead.
Reraise can we have it?
1. Okay so atm, all classes can cast some form of raise by equipping the spell. However, as a CNJ I can rebirth anyone...I never get the favor returned. (unless there's another CNJ around of course). This means, the people WITH the ability get screwed. This can mean the death of a party, or just way more repairs for CNJ than other classes in the long haul. A Healer class/job only Re-raise would be nice so that we can protect ourselves. Give it a long timer if you think it'll be misused.
2. Soloing. You made a game where you've said you want people to be able to solo. If I die solo, sure I might be able to just return to the nearest crystal, but occasionally, that's not really practical. In the soloing case, unless you happened to be the mage class/job that learned re-raise, a re-raise item would be nice.
3. Re-raise Items: MAKE them POTIONS for the love of all Eoreza...ALC's could use some major love and this is something that would ALWAYS sell.
4. Going along with Re-raise, please give us back tractor. It's a very useful, but under-appreciated spell.
Personally I'd like if Tractor was included with Raise. Less downtime you have to spend casting spells, and last AP you have to waste for a "just in case" scenario.
I'm all for a reraise. Let me take that further, if they want to really develop class roles, they should dramatically shorten raise timers for mages, and mages only, while also giving them reraise. This would put the role of wipe recovery squarely with the mage, as it should be. This is better, in my opinion, than the alternative of making the entire party spend time leveling jobs they may hate (I only got CON and THM to raise/rez level with PLs because I hate playing mages so much) and waste AP equipping Raise "just in case." I'm hoping the job system does something more like this.
Pretty sure reraise will be locked, and jobs skills will be locked skills. Making jobs different from classes.
Also if it's been said many times. I've read differently. Link me up with a source yoshi saying otherwise.
Note: I'm not trying to troll or anything. I'd like you to show me, that way we don't derail the thread.
Just another voice chiming in.
Reraise and tractor should absolutely be in this game. Including an expendable reraise item. Sometimes I don't want to sneak past mobs in Mor Dhona only to get one-shotted by some freak aggro accident and end up wasting massive amounts of time over something silly.
Not only that, but it makes EXP parties run much smoother, and if we ever get some insane 45 min+ long boss battles with several phases it might end up being quite necessary for a win.
NO NO NO!
We need to steer away from this right now. When death or sacrificing players becomes a necessity of strategy to win a battle, there is something wrong. Either with the game mechanics or the player strategy.
It's like THF sacrifice pulling in Dynamis or the BCNM battle for "When Angels Fall" (back in the day) that required the whole party to die and reraise on the opposite side of the battle.
When death becomes part of the overall strategy, there is a problem.