Ok, pls stop posting. You're lowing the intelligence of the whole community with this bull shit. In almost every fight melee LB3 is optimal, sure heal LB3 can save a fight but you shouldn't ever be saving a full LB bar for that.
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If they arent paying attention to and anticipating limit break, odds are they also arent coming anywhere close to maximizing their dps potential anyways. /shrug it is what it is and no its not a new thing. Everyone starts somewhere, learns at their own pace and blah blah lol. You can be a jerk about it, or try to teach every person you come across. Or do what most people do and accept that queuing with randoms is a mixed bag and just silently take it in stride. Or if it bothers you that much find some like minded people and stop queuing with randoms. They added the ability to do roulettes as a group some time ago.
Let's not turn this into an insult-fest, ya? Having a pretty good discussion thus far (still a bit surprised that this turned into a discussion)
Oh, I wasn't implying that I had any sort of issue with it, it was just an observation that I noted when I was doing leveling. LB1s and 2s usually don't save fights in leveling. I just had a curiosity. I wasn't sure what others' experiences were with limit breaks.
Which is why I kinda liked Ungarmax. I used it once just to see what it would do and as a healer, it actually made me feel like I could contribute a limit break in a dungeon. Because tanks and heals never get to use theirs in dungeons.
Wow, thought I was in the WoW forums for a second. Anyways, if you're progressing on a fight, saving LB3 to see more of the fight is pretty much the smartest use of LB. While it's "optimal" in a vague sense to use melee LB3 in a single target boss, during any type of progression it's almost never practical to pop LB3 randomly. Furthermore, in Shinryu or Shinryu EX, it's suboptimal to use melee LB3 on the boss. It is far more effective to use it on the adds if your DPS tanked the floor a bunch and you think you'll die to protostar, or to use it on his wings at the end of the fight in Shinryu EX. It's also disingenuous to say that in "almost every fight" melee LB3 is optimal, since the majority of fights in the game are trash mobs, and if you have the ability to LB at all, it's more effective to use caster or ranged LB during those fights.
There are two ways to go with this logic: the "realize how dumb the average person is, and then realize half of them are dumber than that" angle where we can agree that yes, odds are they aren't, but then again odds are they aren't anyway. The other is the one where I disagree with you, and say that actually, people who avoid the LB3 entirely are probably a lot closer to optimizing their job than not. There isn't a job in the game that can fit a 7-10 second delay in actions and still be called "optimal".
Regarding the topic itself, I'd say limit break serves a very fun purpose that sadly loses effect the more effective the team is: it's a big nuke to drop on the enemy. It makes you feel powerful, like you're really using the ultimate power available to you through your job crystal and your connection to your team. In more casual content, it feels AMAZING to let loose a Dragonsong Dive, or a Chimatsuri. Personally speaking I love the animation for Doom of the Living, and always find it hilarious to blind everyone with Vermilion Scourge or summon a satellite laserbeam.
Something I did notice is, going through the team managing to get through the fight without dps Limit Breaking at all is a sign of prestige on us: we were strong enough to not need it, and with our coordination, we were probably stronger without it. Is it a good design to make a system where teamwork coordination and skill completely outdoes and forces obsolescence on a job's ultimate skill? I suppose that's up to each individual to decide.
Personally speaking, I think it fills the niches it needs to fill for most parties: an awesomely animated asskicking attack; a crutch to stand on to make up for lost DPS; a tremendous AOE nuke; a quick "Oh shit" button; and finally, something to avoid like the plague because we don't need no Limit Break in these parts.
It's a combination of "newbies don't know about it/how to use it" and "tanks and healers never get to use it so don't tend to pay attention to it" at lower levels, along with "but mah parse!!!" at high levels.
None, but you didn't specify "endgame fights". Your statement was "In almost every fight melee LB3 is optimal," which is false, because the majority of fights in the game are trash mobs. Although I find it interesting that you decided to pick out my mostly sarcastic statement to criticize rather than the rest of my post.
When the entire purpose of a fight is reducing the boss' HP to zero, every little bit helps. Do you need LB3? No. But you shouldn't need LB period. Outside prog, people shouldn't be making enough mistakes to warrant healer LB3. And caster LB3 is only useful in add heavy fights. Why is it useful? Because it kills the add faster, you know, sort of like what melee LB3 does.
For Shinryu specifically, you won't have it in normal and it's a complete waste during the add phase in EX. The LB will do more than the trash has HP, thus melee LBing Shinryu is better as skipping Aerial Blast and Dive means you don't have to deal with those mechanics. Caster LB3 is better at the end, but you'll have two regardless.
Something that idd always irked me was how useless healer LB1 and 2 are, while tank have some sort of usefulness in some scenarios, healers LB are just an aoe heal and considering how strong aoe heals are alreasy in the game they don't stand out in any way, maybe SE should redesign them in some ways
I'm a tank, so oftentimes I tend to forget about LB.
But it does come down to forgetting, being new or even being yelled at for using it (or even oh crap the boss is dying faster than I expected). I can understand why people don't always do it.
But I do have it on every dps and tank/heal hotbar just in case. My brain may just not always get that memo.
Me too. Tank LB is niche but occasionally useful. DPS LB is of course almost always preferred. Healer LB 1&2 are basically only worth using if you are completely out of MP and the only person still standing is a tank. It doesn't really help newbie healers learn to care about the button, so they don't know about it when suddenly LB3 could save a wipe and be a crowning moment of awesome.
It's pretty useful in trial roulette and alliance raids, both of which have a habit of turning into fiascos sometimes.
that's not accurate. often times the caster one is preferred over the melee. in most levels of content..
in dungeons for example a caster lb is often more beneficial. if you take something like sohm al hards last boss a caster lb during the second "hiss" will smash the adds within a fraction of a second of them spawning. and is always a better choice than to simply use the melee one on the boss.
rabanastres adds is another example. in the older days caster lb3s could save wipes in wod as you could hit all 3 clouds with one on the last boss and prevent a wipe..
the biggest issue I think for many though is that the lbs often feel largely underwhelming to use.. when your super awesome monk, drg, nin or sam go to bust out there melee lb3 and the boss hp bar drops by pretty much 1 single percent.... your left thinking was it really worth it... I lost my jinpu and shifu buffs for that!!! wont bother next time....
I do agree with this. I often think it'd be better if the healer lb 2 maybe even the lb1 had the ability to restore a chunk of mp as well as hp. as hp tools there never really used but as a last ditch source of some extra mp it might be more useful...
Prove me wrong. Aside from 2 (?) instances of Doom, and Allagan Venom, tell me where else Esuna is absolutely mandatory for a clear.
I couldn't care less about "it's saved someone from Hashmal bleed" or other such things, people shouldn't be getting hit in the first place.
Short answer Dps lost using it.
It can be useful in dungeons and speed up play if the tank and other players know enough to do large pulls in certain areas. A couple of examples are all trash between the 1st and 2nd boss or trash between the laser gates after the 2nd boss of Ala Mhigo. Pulling all of trash just before the last boss Skalla is another place where the caster LB can speed up play. Other dungeons have similar places where the caster LB can be effective and can be rebuilt for use on the last boss. The real problem is DF groups have little discussion or knowledge about where LB can be effective so if they use LB it is just to use it not as part of any strategy.
I'll usually expect the caster to drop one on the wall to wall pulls, this doesn't happen usually. But I don't bother typing up the order midpull either as there's usually been a huge delay in doing so if it even happens.
Will then Braver the final boss on opening, 2nd gauge is usually earned <10% if at all and bladedance goes into overkill or lands as it dies.
I wouldn't be complaining if It wasn't needed.
Surely you realized that.
Yes...there are SOME..not many..but SOME instances where it's not needed.
But there are many areas where it is...where esuna consumes less mana..requires less cures ultimately in your party in terms of healing.
People who don't use it...force more work...and saddly..stupid accidents.
This is not a matter of dodging damage...there are mechanics where you are forced to face roll debuffs.
Frankly the "doom" answer is stupid..and just shows how utterly foolish people are.
Nope...the "guy" will just make up more stuff that are ridiculous and foolish. Not worth the time. I couldn't care less of being accused of holier than thou...its not holier than thou.
If I'm healing your party...you can be damn sure you won't have a stupid accident because I'll have Esuna and actually use it.
Couldn't care less what anyone thinks beyond that.
Heal smarter...not harder.
If the standard is "absolutely mandatory for a clear" as you say, then healers have exactly one: Lucid Dreaming (maybe two if you count Swiftcast). None of the others are mandatory for a clear, and several of them are basically irrelevant.
It's an absurdist standard in the first place. Esuna's useful on several fights, including things you want to dismiss like people being hit by Hashmal's bleed. Here in reality, people get hit by stuff they shouldn't and being able to fix that without going to Raise is certainly helpful for a speedier clear.
For what it's worth, I've cleared every raid tier since BCoB as a healer, but go ahead and insinuate that I don't know what I'm talking about. By the way, I've thought of another one to add to your list to help you out, since you seem to be struggling, Thornmarch Extreme - Moogle Go Round, we're up to 4 now, out of 100+ encounters. I'm waiting.
On topic: LB can sometimes be punishing for the individual who uses it depending on the job they're on. I know I personally don't bother when I play BLM because the rotation is strict enough as is with timings and I don't want anything to drop.
The bolded is a bit of an ironic comment coming from someone who doesn't want to take the time to understand which fights don't require Esuna and thus free up other cross role slots that allow them to heal smarter. IE, taking Sure Cast in O8 over Esuna to assist with knock back mechanics while maintaining positioning for good healing / DPS or taking Cleric Stance to help out with the deeps. I routinely swap out cross roles depending on the content just to help optimize / heal smarter.
In savage, the only tier you need Esuna is in O5S and you don't even need that if you're doing the train skip. But I will bring Esuna for Rabanstre because, well, crap happens. So, yes heal smarter and bring a better cross role that isn't 100% useless / very low utilization depending on the content you're participating in.
I'm just saying I've had more use out of Surecast of all things than Esuna since Stormblood dropped. Hell I don't even take it for the debuff in O5S because it simply isn't needed, since the debuff doesn't affect off globals like Tetragrammaton.
I'll dismiss poor play as poor play, I believe Esuna is a wasted ability and the healer role actions are abysmally thought out and need a good rework.
I pop em at lvl 1 in dungeons! >:)
The only debuff that can be removed with Esuna is the potency reduction debuff in the healer train since you're suppose to out heal that damage. If you're using the train skip you don't even have to bring Esuna since you won't be doing that mechanic.
No other mechanic that places a debuff on a party member in the entirety of Sigmascape (Savage) can be removed with Esuna.