The only downside with the job changes is that it makes me want to play less now that I know the game will be so much more fun in a month! I was really meh about Stormblood before now but now I'm actually looking forward to it.
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The only downside with the job changes is that it makes me want to play less now that I know the game will be so much more fun in a month! I was really meh about Stormblood before now but now I'm actually looking forward to it.
No disrespect meant, but you wanted to spam spells from range and sometimes swing a sword? You could remove the sword and replace it with a bigger nuke that consumes Black/White mana and you'd have a job that has a cohesive concept and a solid spot on the battlefield. Bonus being that at least then they'd have to call that job something else.
Someone on reddit compared it to one of the renditions of WoW's balance druid, and I am inclined to agree. And that's not really a good thing; not when we're talking about the original melee mage of the Final Fantasy series.
SMN being "SMN". Pff. Upstart warlocks...
There's no actual mana consumption mentioned in its tooltip, only that it gives a massive DPS (and healing) buff about on par with Fight or Flight ONLY if you had over 80% MP when you used it. Maybe it's their way of making Clemency less attractive despite the mana cost decrease (when this skill, Requiescat, is coming off CD)?
THANK YOU THANK YOU FOR THOSE CHANGES SE, specially the BRD and MCH ones =)
I have to agree here. The animations and the overall style are looking good, and it seems to warrant at least a pretty interesting faction in XIV's own lore, but it doesn't appear to be a melee, front-line, or otherwise especially versatile mage, nor even all that duality-concerned. Enspell and other weapon-oriented skills also seem to have taken a back seat, if at all available. That's not to say I'd have been okay with simply applying a self-buff and then AAing the day away—far from it, but I would have hoped that there'd be more reason to swap in and out of melee range, and for the blade to play a larger part in determining cast rotation, rather than just being, essentially, an alternate appearance for spenders that, as a side-effect, trades range for mobility.
The skill will likely see use in one encounter somewhere where a boss does a room wide 100% of your health attack against everyone - and this skill will instead leave all those behind it with 15% health left.
Otherwise... it will be 'say hello to the cleave damage everybody' as Paladins use the skill at particularly bad moments.
This... I ... I just...
*incoherent sobbing*
I'm just soooo happy TT^TT
This could really breath some much needed life into the combat and jobs of this game. Seriously I LOVE the new job gauges and what they represent for the future.
MTing Paladins will probably stay in position and use it as a defensive cooldown. OTing Paladins are likely going to use it to protect everyone when the boss turns around to use an AoE.
If we need TP, I suspect we will just start casting Holy Spirit and Clemency.Quote:
Wonder if Paladin didn't get a self sustain for their TP, and if that's because all melee DD have Goad now.
No one actually needs to be standing behind you to get 100% block effect and it even then it give the Paladin more OT utility.