You know what's so overpowered in this game, that they just HAD to leave out?
-Buffing during cutscenes.
-Pets receiving the Protect buff.
-A blacklist with more than a 200 player capacity.
-Filtering the flying text for your own numbers.
-A better way to organize and sort through your macros.
I'm sorry for making you so mad. Although, I do have a question for you if you're not too upset at me to answer. When do you PERSONALLY use Manawall and/or Manaward, since the only scenarios you have listed were hearsay?
You know what's so overpowered in this game, that they just HAD to leave out?
-Buffing during cutscenes.
-Pets receiving the Protect buff.
-A blacklist with more than a 200 player capacity.
-Filtering the flying text for your own numbers.
-A better way to organize and sort through your macros.
Only one scenario I listed was hearsay. I always use Manaward if I'm going to be converting during an unavoidable aoe, such as Titan stomps or Turn 2 enrage method. I also will generally use manaward during things like Titan/Garuda/Ifrit's signature move, airship drops in Ultima HM, or any other time I'm going to be taking a big magic damage hit.
Manawall is a little more situational because it's used against physical damage, though one thing that helps is learning which abilities are physical damage. There's a number of abilities that you might expect to be magic but are actually physical. A general rule of thumb I found from playing Dragoon is if it can be parried, it's physical.
"Women are meant to be loved, not to be understood." ~Oscar Wilde
Yeah sometimes I can't tell which is which, that's why I would put them both in the same macro until I can learn. What is Titan's signature move for example and how exactly is that magic-based?Only one scenario I listed was hearsay. I always use Manaward if I'm going to be converting during an unavoidable aoe, such as Titan stomps or Turn 2 enrage method. I also will generally use manaward during things like Titan/Garuda/Ifrit's signature move, airship drops in Ultima HM, or any other time I'm going to be taking a big magic damage hit.
Manawall is a little more situational because it's used against physical damage, though one thing that helps is learning which abilities are physical damage. There's a number of abilities that you might expect to be magic but are actually physical. A general rule of thumb I found from playing Dragoon is if it can be parried, it's physical.
You know what's so overpowered in this game, that they just HAD to leave out?
-Buffing during cutscenes.
-Pets receiving the Protect buff.
-A blacklist with more than a 200 player capacity.
-Filtering the flying text for your own numbers.
-A better way to organize and sort through your macros.
The signature move of a primal is the one that auto-kills unless certain requirements are met. For Titan, it's the move he does immediately after Heart phase ends. For Garuda, it's the one that's not blocked by the pillars. For Ifrit, it's what he uses after the nails.
As far as it being magic-based, the damage gets absorbed by Manaward and can't be parried, so it must be magic damage.
Also, if you want to test whether an ability is magic damage or physical damage, activating both Manaward and Manawall isn't the way to do it, because you see it reduced to 0 damage and don't necessarily know which ability negated it.
"Women are meant to be loved, not to be understood." ~Oscar Wilde
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