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  1. #71
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Granted these aren't unused abilities, but there are two main things I'd like to see changed. Remove Haymaker from the GCD. It's meant as a counter-attack, kind of defeats the purpose when you have to take a time out from your rotation for a slow that may or may not be useful anymore depending on whether other people have been applying slows. Failing that, increase the power on it from 170 to 220-250. The other one is Shroud of Saints. I'd like to see the cooldown reduced by 10 seconds, but more than that I think it should be changed from a Lv38 ability to something around Lv10 so that it's in the same area as other class MP recovery methods. Maybe make the enmity shedding a trait you get at 38 instead.

    Also going to agree about Tri-Disaster. I don't worry about it not having much of a purpose since I'm already so busy keeping up the main three DoTs and spreading them around, but changing it from a meh bind to something like a slight resistance debuff would be a good idea.
    (2)

  2. #72
    Player
    Immut's Avatar
    Join Date
    Sep 2012
    Posts
    460
    Character
    Kaye Esdarke
    World
    Hyperion
    Main Class
    Pugilist Lv 100
    I use cure III all the time. It's a great spell. You just have to know its range. And more often than not, cast on yourself to maximize that range. Also your party has to know how to stack and not just be scattered about randomly. But it really shines in Titan Ex. It's also handy for healing melees that get hit by things they shouldn't, since a lot of times it'll hit the tank too, saving you a GCD.

    That said I do think it could use at least an 8y range, if not 10y. Right now you have to be INSIDE most bosses to hit on all sides of it. But if it hits even two people, it's worth casting.

    On the topic of One Ilm Punch, the reason it's completely useless is because if it WERE useful, you'd be required to bring a monk to that fight, and they don't want to have any class be required. Like for turn 1, you didn't HAVE to bring a bard. You could have brought a monk, or a third tank, or even had the scholar do it.

    Obviously the solution to this is to give tri-disaster a dispel effect.
    (2)

  3. #73
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    PLD - Shield related abilities

    a) Being a predominantly mage player which has some abilities off GCD it seems Strange the same doesnt apply to PLD.

    b) Any shield related ability should be off GCD.

    c) Also it would be nice if starter weaponskills cost no TP and were off GCD ;x


    SCH

    I would like to see Sacred Soil have more regular use in rotations outside of particular boss mechanics. Otherwise I just end up using shadowflare all the time, and that's just sad because I feel stepping on the smn's toes.

    Perhaps change scared soil so

    a) it does not require an aetherflow stack to use in its current form, so you could use it every 30 seconds.

    b) In addition, if you have an aetherflow stack available it could use it to buff sacred soil either in damage mitigation or auto-succor or some other form of buff for the party?

    c) Would be nice if Sacred Soil came with an innate regen/refresh/regain.
    (0)

  4. #74
    Player
    Malamasala's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Lalah Elakha
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    I'm quite bothered by the Bane and Shadow Flare limits. Seeing a pack of enemies and AOE them and just have no effect on half because someone decided it should be restricted is very annoying.

    It is the same if Flash had a limit of 3 targets, or the DRG AOE attacks, or the MNK AOE attacks, etc. If you could only hit 3 targets but you saw 6 in your target zone, it just frustrates you. Because the game is not responding the way you feel it should be.

    Target should never be limited. Instead it would be better to lower potency or duration if you think the amount of targets is too many for balance. I'd rather do less damage to more enemies and see things happen the way that feels right, instead of have an unbelievable weird result.
    (1)

  5. #75
    Player
    AlphaDragoon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    466
    Character
    Renault Cathetel
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by AmyNeudaiz View Post
    I also make frequent use of Mantra on both Mnk and Brd.
    As you should. *thumbs up*

    One Ilm Punch is by far the king of useless moves. They should have relegated that to PvP and given us Axe Kick from PvP instead.
    (1)

  6. #76
    Player
    Dano's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Danorille Pandemonium
    World
    Tonberry
    Main Class
    Blacksmith Lv 61
    people aren't creative enough when using these skills, you just have to find utility for them. Rarely used? yes, situational? yes, but useless? far from it.
    (0)

  7. #77
    Player
    rhemi1's Avatar
    Join Date
    Aug 2013
    Posts
    124
    Character
    Ria Lhuil
    World
    Exodus
    Main Class
    Gladiator Lv 50
    I could have sworn Bane did, in fact, used to hit all targets in a small radius and had to be nerfed because it was indeed overpowered as hell.

    As a SCH main I can tell you that Sacred Soil is far from useless and way too many people underestimate just because it says 10%, without realizing how much 10% passive damage reduction for multiple people is. If anything, buff Energy Drain.
    (0)

  8. #78
    Player
    HReincarnate's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    136
    Character
    Pierce Avertinu
    World
    Cerberus
    Main Class
    Conjurer Lv 90
    Presence of Mind is actually rather useful. I don't use it often but when I do use it it packs quite a punch.
    More than once I've used it in a tricky situation and was able to save the party with the additional frequency of heals, even if the effect is short.
    I would definitely like it to last 15+ seconds and have a shorter cool down though.
    (0)

  9. #79
    Player
    Mellowlicious's Avatar
    Join Date
    May 2014
    Posts
    20
    Character
    Mellow Windborne
    World
    Odin
    Main Class
    Lancer Lv 50
    I don't think I've seen Feint mentioned at all in this thread.

    I've never used it past level 25 or so, when I finally realized that it's pretty damn useless. It's a large DPS drop to use it in your rotation, the Slow debuff isn't THAT important and since a couple of other classes slow, it quickly becomes useless.
    (1)

  10. #80
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    For a WHM:
    Overcure, please for the love of god revamp this trait , I can probably count the times this trait is beneficial to me with my 2 hands since its introduction in 2.1.

    Presence of Mind, as many have stated before me, increasing its duration AND reducing its cool down is the way to go to make this skill relevant....
    Although I wonder if by making it a "toggle" ability, similar to Cleric Stance, this skill will be more interesting:
    IE : By toggling PoM on, you gain the spell speed increase, but of course there must be a trade off, it can be reduced mana regeneration, higher mana cost, reduced healing potency, or even higher enmity generation.
    (0)

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