So only classes that can spam snares are whm/blm now? So if u want play scholar it is good 2 have blm and if u want play smn/bard it is good 2 have whm in ur party snare + sleep is pretty deadly combination for the one class
So only classes that can spam snares are whm/blm now? So if u want play scholar it is good 2 have blm and if u want play smn/bard it is good 2 have whm in ur party snare + sleep is pretty deadly combination for the one class
@ Epistane
Sure go ahead. We just want feedback thoughts not post count and replies.
Back on the topic, hence as stated nothing is done to remedy pets effect in the game. If I can push my BLM to get 2.5s > 2.22s cast expect the Fairies to be able to heal that quickly too, whereas WHM are still stuck with Regen ticking every 3s. Also the AoE heal for Eos will get a 11% CD cut which means 60s > 63s. SMN + MRD still bring the best combo being able to apply double Healing reduction.
Now the debate is to whether Monk or Dragoon will fill the other slot better? And I can honestly say... Monk will. One Ilm Punching away Protect is as good as 10% damage increase debuff, Miasma 2 not having heavy effect the monk is capable of glue-ing himself to a target with Fists of Wind. Now this really puts range DPS in a bind, cause normally say BLMs will get trained so hard they can hardly do any damage. And with current composition it is even more likely to get trained cause you need not worry about the other DPS being capable of taking down someone alone unless the skill gap is way to wide.... Even then...
You'd expect a Range DPS + Melee DPS to kill a competent BLM? Not in a million chance. A competent BLM will toy with you with Aetherial Manipulate, Surecast Sleep followed by blowing up your ass. And with the reduction of Healing reduction effect, its an easier task for me to hit the 1 minute CC reset timer before it is a confirm game over for you.
SE just practically acknowledge Melee comp problems but not doing anything solid to remedy the issue. The issue why melee is weak is cause of sprint, if you want the to stay in the game disable Sprint all together or allow for sprint without TP consumption and purely based off CD.
All casters have access to Blizzard 2 which is a PBAoE snare at a 2.0s cast. Personally I don't think the increase rate of xp and marks should be given to solo, duo or quadro queue. It will just funnel all the players into that comp and promote botting even more. Though I still don't get why Melee have to be restrained towards only depending on a PvP Skill to apply Heavy (Weapon Throw). It'd rather they have a skill which will cause Heavy and Weapon throw being a Ranged bind.
YES!!!! About time! I don't care about smn burst all i cared about was the fact that they can burst and i can never get to them. It never made sense as to why they had heavy when they can sprint and long range. This is perfect. Playing Monk will be 2x more fun. If weapon throw is used when sprint is used sprint will be down 100% of the time. Only thing to worry about now is Sleep.
U can ask whm/blm in ur party apply heavy on target as melee. pvp is part of team play. I think its good that only few job have snare/sleep/stun/bind and not like in wow all classes have snare/interrupt/stun/silence/random ccAll casters have access to Blizzard 2 which is a PBAoE snare at a 2.0s cast. Personally I don't think the increase rate of xp and marks should be given to solo, duo or quadro queue. It will just funnel all the players into that comp and promote botting even more. Though I still don't get why Melee have to be restrained towards only depending on a PvP Skill to apply Heavy (Weapon Throw). It'd rather they have a skill which will cause Heavy and Weapon throw being a Ranged bind.
In practice, I agree with the miasma change; however they really smashed it pretty damn hard- harder than I expected. Miasma II will be completely worthless. Miasma is still a DOT and still is needed for fester, so that's fine. at least only utility was nerfed, not DPS.
The ressurection change was completely unnecessary. You revive with so little HP 1 hit from anything can kill you. I really don't get why people were crying about this.
With these changes, limiting teams to 1 caster/ranged means any team with a summoner is almost sure to lose now, since SMN has drastically reduced crowd control, while BLM is still sitting pretty with its 30 second sleeps. The balance changes don't feel very calculated, it seems like they took a sledgehammer to fix a problem that could have been fixed with a chaser hammer and peg.
(in before "boo hoo SMN OP ur main job got nerfed soooo butthurt!")
It was a typo. I know this. Second sentence was supposed to be Miasma I and has been corrected.Miasma II has no impact on the potency of Fester.
Last edited by Alhanelem; 01-21-2014 at 03:03 PM.
Miasma II has no impact on the potency of Fester. Moreover, Fester is highly overrated in the sense that it has no part in globaling, and doesn't normally have priority over Bane and Energy Drain against good players. One of the only times I find myself using Fester is when the healer I'm bursting is able to Attune perfectly through stuns, gets DOT'd after being Hawk's Eye/Equanimity'd, and doesn't have the immediate purify in between the latency with which Attunement wears and I can actually resolve Fester. All these instances are quite rare in my experience.In practice, I agree with the miasma change; however they really smashed it pretty damn hard- harder than I expected. Miasma II will be completely worthless. Miasma II is still a DOT and still is needed for fester, so that's fine. at least only utility was nerfed, not DPS.
The ressurection change was completely unnecessary. You revive with so little HP 1 hit from anything can kill you. I really don't get why people were crying about this.
With these changes, limiting teams to 1 caster/ranged means any team with a summoner is almost sure to lose now, since SMN has drastically reduced crowd control, while BLM is still sitting pretty with its 30 second sleeps. The balance changes don't feel very calculated, it seems like they took a sledgehammer to fix a problem that could have been fixed with a chaser hammer and peg.
Last edited by LateRegi; 01-21-2014 at 03:05 PM.
@Sunako
Imagine your BLM/WHM being trained all day long. What can you as a melee do to alleviate the pressure? Nothing really, cause melee will be prudent in using their stuns as tank stuns are longer in duration. And what grinds the most is that most gap closer have a stun build in every one of them, just change them to either Heavy/Bind already. Nothing is more disturbing than having Shoulder Tackle up but not wanting to use it causes it DRs stun. Unlike WoW this game, CCs last a long time and have similarly long DRs. Meaning you'd only want to use your CCs when you absolutely have to and when it is meaningful.
In WoW I will stun first then do damage, in FF14 I'd do damage first then when a kill opportunity arises or when someone needs peels I'd stun. Heck, even if possible I'd refrain from using Lethargy as BLM so as to not cause someone to go on a shorter Heavy duration or use Blizzard 2 only when needed cause Freeze is a better option if the opportunity arises.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.