Swiftcast+tri disaster already does that.Running away from multiple enemies or players. Carby/Titan isn't going to control everyone around you, but a Swiftcast+Blizzard 2's AoE Bind can. Looking at it from a PvP perspective, they basically took away Thunder and gave you a(n admitedly situational) method of escape.
Why would we swiftcast blizzard 2 when we can swiftcast tridisaster for the same effect?Running away from multiple enemies or players. Carby/Titan isn't going to control everyone around you, but a Swiftcast+Blizzard 2's AoE Bind can. Looking at it from a PvP perspective, they basically took away Thunder and gave you a(n admitedly situational) method of escape.
I remember how excited people were at the prospect of Bard getting nerfed. I wonder how the people who made smug posts about the incoming nerf feel now, with all these other nerfs coming along with the thing they wanted so badly.
Last edited by ThanMazus; 12-15-2013 at 11:11 AM.
Hum, didn't know Tri-disaster had a bind. That means it's even on the same DR as Blizzard 2. That...makes absolutely no sense.
I guess one could try to justify it with Blizzard having bigger range (according to GE the bind on Tri-Disaster is 3 yalms radius from target mob for 20 secs while the bind on Blizzard 2 is 5 yalms radius for 4 secs), but even that feels negligible. You're right in saying it's an effective waste of space. Thanks for clearing that up.
PS: The change may have been intended more for the other DoM and tjeir respective jobs. If that's the case then WHM and SCH gain something at SMN's expense. 0.o;;
Last edited by Duelle; 12-15-2013 at 11:12 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
You guys are acting like they nerfed fester or something.
"Only the victors are allowed to live. This world is merciless like that."-Mikasa Ackerman
"Wouldn't it be good to forget everything even if it's just for tonight? Indulge in pleasure...breathe a sweet poison deep into your lungs."
"Hatred and sorrow are power. They are yours to control. All you have to do is turn them into strength and use that strength to move forward." ~Sebastian Michaelis
I'm honestly really disappointed by these changes.
The bane boost is nice (and was sorely needed) but I still think it should hit all enemies within range, especially considering the fact that even with all of those DoTs up we still can't even come close to a BLM's AoE damage. Pet mechanic fixes are nice, but there are still a lot of huge problems with them (my biggest complaint is the lack of responsiveness...it makes Ifrit's Stun completely worthless among other things).
The removal of Thunder is huge. As others have said, it's about 10% of our damage. Granted, I was almost always top of the parse, but honestly it wasn't by much, and even then our MNK and BLM would constantly be close to me in damage if not slightly beating me. MNK gets buffed (and fairly so, dodging while keeping up greased lightning stacks sucks) but was it really necessary to nerf SMN? SMN itself was already a difficult class to play at optimum efficiency and the player was rewarded from doing so by having a lot of damage output. Now we'll have that difficulty but little to no reward (in fact, we'll probably end up dealing lower damage than other classes)...it's disheartening.
The Allagan Boots nerf was just icing on the cake...the basic idea of changing stats on gear that are exactly the same stats is fine, but as others have said, changing the set of gear that both classes can use? especially for the worse? It's just ridiculous. Now instead of having access to Crit/Acc (which by the way, is better for SMN than it is for BLM), we have Spell Speed (worthless for SMN) and Det (not nearly as good as Crit) or Spell Speed (still worthless) and Acc (necessary) so now I have to spend 495 tomes to downgrade so I can not deal as much damage as other classes.
Thanks.
I'm just disappointed in the lack luster "buff" to Bane. Was hoping they would increase the amount of targets transferred to. Thunder hurts a little, mainly not having it for RS. They could reduce the potency of Ruin 2, remove the blind effect and give it the chance to do double damage like scathe, I could live with that kind of change. But to take without giving back was a kick in the egis.
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