Dat Sacred Prism though
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not if it doesn't affect the fight!
if we can live without it in the perspective of the game, and it doesn't make a big impact: its qol. all this will do is speed up time between encounters and pulls during raids, which didn't take too long anyway.
also we don't know if schs will be able to cross-class this. i'm assuming they will, but idk.
No, it was a general question since I didn't see that in the Q&A. Is it a modification to Graniteskin trait or just tacked on to Stoneskin? There are a set # of abilities/traits currently existing so it's a fair question if they are adding a slot for a new ability before level cap increase.
And No, ROG/NIN have the same # of abilities and traits as the other classes, the additional abilities are from Mudras. You could say the same about SMN having more abilities than other classes because of pet actions, but they still have the same # of abilities/traits that are unlocked at specific levels.
Nah, Ninja does get one extra ability over other jobs, they get 2 lvl 15 abilities, which puts them 1 ability above other jobs (except SMN who has two abilities at lv. 4).
It affects fights the same way that casting stoneskin on each individual person before the pull does, so you could already do it.
And fights are one of two ways:
1 - There isn't enough AoE damage for a pre-buff to matter
2 - There's so much AoE damage that it gains you enough time to put out a little damage early in the fight
Either way, not ground breaking
AoE Stoneskin was requested so many times and for a while now. We saw it coming, they confirmed it at fanfest. There is really no reason as to why people should ask why CNJ/WHM gets it. Yes, of course it affects battle since that's what SS is meant for. But not broken at all, just shaves off seconds. Not sure if there is anyway to exploit it since they made it so everyone in a party is forced in combat when bosses are pulled. Plus you'll instantly will get on the aggro charts the minute you cast SS. So I welcome this nice improvement. I'm sure WHM are happy for this. Not sure if SCH will benefit from it since I have no clue if it's cross-classable, which will be sadness since I play SCH rather than WHM. Ah well.
Even if SCH can cross class it, it sucks that they have to give up 2 cross class spots if they want stoneskin and stoneskin 2, oh well, bye surecast.
It's QoL because it has no bearing on the fight itself. You can't use Stoneskin 2 in a fight, only Stoneskin 1. Stoneskin 2 just saves some time pre-pull, and allows the healer to put it on everyone even if the tank rushes ahead.
as said above.
w/e. i'm more interested in the DRG buffs, the next phase in the zodiac quest, and eternal bond.
i hope they do away with the cash option for the eternal bond, but this isn't the place for that argument.
It's Quality of Life because all good WHM's ALREADY DO THIS BEFORE ANY FIGHT THAT MATTERS. You already HAVE "Stoneskin 2" if you make a macro that targets all 8 party slots and casts an individual Stoneskin on each. All this changes is the extra 20 seconds spent to cast it on everyone individually. I could say I'm surprised that people are actually being this entitled but I'm not.
So basically, DRG is going to become the easiest job to play in the entire DPS lineup aside from BRD and they get to be the second highest DPS in the game as well. Way to go on the balance guys.. I don't even know what to say about that.
Do we know what they are doing to positional requirements from drg specifically? Are they putting it like NIN, where you pretty much have no positional requirments? Thanks in advance.
Was the mention of afros for 2.45?
RIP succor, maybe.
I find this quite welcomed, though this is not a new thing since conjurer/white mage did have this back in 1.0 era, although handled differently through the skill called Sacred Prism which lets you AOE any selective spells including Regen too.
Kinda reminds me back in original Aurum Vale dungeon where the air there used to be filled with poisonous fumes that will saps health of anyone entering those fumed areas. This is where Sacred Prism + Regen works where 2 WHM needs to work in tandem to manage duration of buffs always continuous until all party member are out of fumed zones.
While I do wish Sacred Prism making a comeback, SS2 should do I guess. :)
Not all of us have master the Macro making skill yet though. So its a nice add for those of us who stare at user Macros and go "wtf!?!?! How do I do this stuff!?" or for younger players (because I have no delusions that pre-teens and younger play) who probably don't think of making macros. Honestly I only learned tonight you could do such things with Macros! lol.
Happy to hear DRG is finally getting buffed. Right timing too, before the Dragon oriented expansion. But jumping to conclusions about Dragoon suddenly being OP to Ninja is ignorant. The nerf could be as little as -10 to the attacks, and +5 for the DRG. I still think MNK will be DPS leader, too bad for QQ people possibly sharing equally the second spot. Might as well complain SMN does more damage than most melee.
Well this will help healers unfortunate enough to pull Nexus parties in DF who pull before they can even cast protect, let alone stoneskin the tanks. Though wouldn't surprise me to see in trial roulette the main tank pulls after the beginning of protect and before the out-of-combat SS II can be cast.
Side note this should be available to SCH's, AND without taking up a whole cross class slot. SCH already has a weaker SS and that isn't changing, so why not enable this for what's the same QoL issue for both WHM/SCH. If an instance has two SCH's as healer, it doesn't matter that WHM's AOE SS is better if they're not there to use it in the first place.
I was really hoping to see the skill/spell speed changes sooner to finally not make them waste stats for DRG and SMN.
Stoneskin II should just be an out-of-combat effect on Stoneskin (regular) itself, as not to take up an extra x-class slot for SCH.
I still don't know why Ninja needs to be nerfed; they're not lead dps as is, and having Monk TP costs fits having Monk speed.
- At most, affect Aeolean Edge (320->310), Spinning Edge (200-->190) Trick attack (400->340-380), the latter partly to give Sneak Attack at least some use over TA in PvP and soloing. Reduce Raiton damage according to range (full at up to 5 yalms, 2/3s at max range; increase Fuma range slightly. Increase Mug heal and Shukuchi speed and reduce its animation lock. Allow Sprint, Goad, and Invigorate during Stealth. Increase stealth base speed very slightly.
Stoneskin II, SWEEEEETTTT!
Finally i can remove my stoneskin macro and save more time ^^. But the best change for me is that new relic weapon cause SMN poetic weapon is horrible. Already have 552 accuracy my smn and have no idea how 2 reduce it wisely anymore before getting more items from the coil.
WAHT./10charQuote:
Allow Sprint during Stealth
Been waiting for this since you removed it from 1.0 amongst other things. :P
Its about bloody time.
With the change of positionals for DRG and the buff to their damage, I hope the boosts come in the form of hitting the positionals from the optimal location as well as their DoTs as to encourage playing correctly.
That's the definition of quality of life.
Please stop.
As previously mentioned, they have more.
Are you implying that SMN egis does not do anything?
http://en.wikipedia.org/wiki/Quality_of_life
I love that they're doing this; question though. Does Stoneskin II apply to SCH as well? Because I get tired of placing stoneskin on everyone too!
That's a 1.0 icon pre-Yoshida. I can't remember the ability's name, but it's an ability for Conjurer than turned the next cast into an AoE. Similarly, Conjurer also originally had an ability that "Allows caster to hum next cast to cast while moving at reduced power." The AoE ability got removed during Alpha or Beta in 1.0 though, and replaced by the command /aoe which toggled all conjurer spells between single and circle aoe and all THM spells between single and front cone.