Lustrate has the same problems, I've even had aldo go off, lustrate go off, both numbers shown and the tank still died due to latency.......
Lustrate has the same problems, I've even had aldo go off, lustrate go off, both numbers shown and the tank still died due to latency.......
I treat the animation as a 0.5 cast time so I cast when the tank gets to 1/4HP; not 1/8HP. I agree with you on the notion that this pretty much goes against what the ability states (mechanic wise) but that's the only way around it. Only time it worked perfectly was on Titan HM. I noticed Titan was pulling back with his left fist and the tank was at 200HP... That was one of my best "OH SHIT!" saves in my whole entire FF14 career thus far. Just treat it as a cast time ability and you will be fine (until they hopefully fix it)...
I know it has already been said, but I can't emphasize enough how annoying it is when I use benediction and the tank (or someone else) suddenly drops in HP, I use benediction, the ability is consumed and goes on cooldown, but the person still dies because of animation delay.
Personally, I've been trying to get used to the delay and use it sooner, but quite often the people in danger either find a way out of it, paladin uses hallowed ground or tank gets enemies off the overzealous dps, and it feels like a waste. And, I mentioned something about this in a thread about potions, but it's really time consuming to practice something on a 5min. cooldown :/
This is a problem with every animation delay in the game. If you've ever played GLD/PLD, you've likely popped a Rage of Halone against a moving target, become locked by the animation delay, only to have the ability cancelled before it resolves and the damage fail to register. You're now a dozen yalms away with a rapidly fading combo bonus.
It's quite ridiculous even to have this system in place. The real kicker is, as people have mentioned, that the cooldown is used up when you initiate the animation, and not when you resolve the actual cast. So if the target dies or moves before the animation finishes, you lose the cooldown and the cast has no effect.
ive played both classes and lustrate feels a fair bit quicker... but i do agree it has some delay just not as much as whm's have to deal with on benediction. it would be nice if the game checked to see if the tank got k/o'd right as an instant cast heal lands with like a .1 or .2 second forgiveness and just subtracted from the heal
I still dont understand the purpose of the animation delay. Was square trying to create artificial difficulty by making spells unwieldy or something? In the games current state things like garuda ex wicked wheel ultimas burst and any number of other mechanisms can easily put a tank within 1 second of death. I stick by what i said originally Rolling chain cure 2's during these attacks keeps the tank alive more effectively than the current benediction.
It almost feels like we are punished if we ever have to rely on this cooldown... Hopefully 2.2 gives the spell some love
additionally i dislike that if the tank dies a half a second before i use the ability I end up using it on myself, would be great if we could get a "target is dead" or "invalid target" and simply cancel the cast rather than healing myself. for dual whm a debuff making a target cancel any additional benedictions cast within say 20 seconds or hallowed ground making pallies immune to benediction would also help.
"Tank just got slapped and now has 5% health. TIME TO USE BENEDICTION!"
Reflex time: .02 seconds
Animation time: 1.5 seconds
Boss slap time: 1 second
Well, I just got healed to full at full. So, there's that.
Unless a half second earlier you are running out of AOE, then press benediction and it goes on cool down, but no effect. The player is still alive for a couple seconds, but before you can get another heal off, he is dead. This happens randomly. Sometimes it works, sometimes it doesn't. It's not a matter of skill.
I hate it when I use Benediction and the target dies WHILE the Benediction animation is going on and the spell goes on the 5 minute cooldown...
Just some thoughts but SE could either:
A. Make the target get healed before or while the animation is going on instead of at the end of the animation.
OR
B. Make the target temporarily invincible for that split second so that the Benediction heals the target to full so the target doesn't die while the animation is in effect.
This is supposed to be one of the White Mages best abilities/spells. It shouldn't be gimmicky.
Heal on anticipation. Don't heal on reaction. And you will be a much better healer.
True story.
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