I'm all for making Protect more useful, but I draw the line at its removal. Personally, I don't understand why it wasn't made into a flat percentage based DR rather than a defense bonus.
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I'm all for making Protect more useful, but I draw the line at its removal. Personally, I don't understand why it wasn't made into a flat percentage based DR rather than a defense bonus.
Keep it. It's a Final Fantasy staple. You might as well get rid of chocobos as well if you get rid of protect. The people who want to get rid of it jut want this to be a mediocre biege MMO.
Hate to break it to you, but the game is already there. It just has a thin coat of FF style slapped on top of it.
Protect in its current state is extremely lackluster. You pretty much only cast it once, and that is it. Why bother having something like that in our toolkit?
Bad choice of word, my apologies. This is kind of what I was trying to infer, just the fact that it takes up slot for something mostly only used once in an instance.
I hadn't actually looked over the healer role skills, tbh I haven't even ran my healers in probably over 2 years. So, it looks like there are quite a few neat healing role skills, is there a particular skill healers would like to add that they can't because they "have" to slot protect instead? I kind of feel like that on tank, like having to drop a defensive CD for shirk, which is really unnecessary in most groups but kind of forced to bring anyways. I mean we did tank swaps for 3 years before shirk, and all of a sudden it's the greatest tank threat tool ever or something lol. But that's just kinda what I'm relating it to atm
This is a great idea, aside from giving FA damage back. They removed it to make it so WHMs didn't have to run into the fray of battle to deal damage with it. Yes we are already there for Holy on groups but they wanted to keep us at range for single boss fights. I think that is the actual reason and was stated as such when it was removed.
They should make it into active mitigation and WHM only. That way WHM would have something unique and useful that isn't healing or damage. 5 second duration, oGCD, 15 second cooldown, 15y radius; Increases the physical and magic defense of yourself and all party members around you.
When do you use FA? Most of the times I use it, it's a miss hit...
Fluid Aura could be a mini heal that is dropped somewhere on the stage.
If anyones played Tera, think Mystic Orbs. Gives HP/MP orbs if you pick them up.
Or we can remove repose and add the Orb thing.