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  1. #91
    Player KingAhmoseTheFirst's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    181
    Character
    King Ahmose
    World
    Adamantoise
    Main Class
    Archer Lv 50
    Quote Originally Posted by peaches View Post
    They shouldn't be giving us PvP skills in PvE though.
    Actually most rarely used skill are for PvP, I'm starting to guess, I play dragoon in PvP and that is the only time I see Elusive Jump being used..

    Quote Originally Posted by peaches View Post
    Funny thing about Mantra... I have seen a grand total of ONE Monk use Mantra in any content, and I have been playing since Beta 3. And it was a week ago or so I saw him use it. I basically did a triple take and was just like... Did you really just use that?! I forgot it existed!
    Lol.. yea thats pretty terrible.. I can think of many reasons to use mantra especially in the new coil.. T6 after Rafflesia spit and grouping for her phase 3 laser beam, t8 spam it throughout the fight, and t9 when grouping for first phase thermionic beam when grouping for megaflare transitioning into phase 3, and spamming it throughout phase 4 especially for thermionic beam.
    (0)

  2. #92
    Player Eagleheart's Avatar
    Join Date
    Oct 2011
    Location
    Right behind you with a Wiffle-Bat of Commonsense +3
    Posts
    310
    Character
    Eagleheart Hellsbane
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    I use Elusive Jump for mobility. O.o And also to look cool.

    Bonus points for evading a lethal AoE and jumping back into range to continue kicking tail.

    A lower cooldown would be nice; it isn't as though enmity is ever an issue in this game, would not be gamebreaking to have the enmity reduction more frequently. Alternatively, if it is game-breaking, the enmity reduction could be adjusted.

    Let me Jump more. ;_;
    (1)

  3. #93
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Eagleheart View Post
    I use Elusive Jump for mobility. O.o And also to look cool.

    Bonus points for evading a lethal AoE and jumping back into range to continue kicking tail.

    A lower cooldown would be nice; it isn't as though enmity is ever an issue in this game, would not be gamebreaking to have the enmity reduction more frequently. Alternatively, if it is game-breaking, the enmity reduction could be adjusted.

    Let me Jump more. ;_;
    As someone who doesn't have a Dragoon, I second this motion. Dragoons look absolutely bad ass while jumping around, and I'd LOVE to see it more!




    Quote Originally Posted by KingAhmoseTheFirst View Post
    Actually most rarely used skill are for PvP, I'm starting to guess, I play dragoon in PvP and that is the only time I see Elusive Jump being used..



    Lol.. yea thats pretty terrible.. I can think of many reasons to use mantra especially in the new coil.. T6 after Rafflesia spit and grouping for her phase 3 laser beam, t8 spam it throughout the fight, and t9 when grouping for first phase thermionic beam when grouping for megaflare transitioning into phase 3, and spamming it throughout phase 4 especially for thermionic beam.

    I can understand them re-purposing the PvE abilities for PvP, but they shouldn't be giving us ANY abilities that have absolutely zero use in PvE. If they want to keep the PvP effect, that's fine just change the entire ability to be useful PvE.

    I haven't done T6+ yet but really it's useful anywhere. It's not ever 100% necessary but it goes a long way to making AoE curing easier. After an Ex Primal does their signature attack bringing everyone to half health, or if somebody messes up hurting the entire party imagine what Mantra can do! As a Scholar I partied with a WHM. I tested my Fey Illumination (20% healing buff to everyone) with Whispering Dawn+Rouse (our pet's AoE regen with our ability to buff our pet by 40% I think it is) along with a WHM using Divine Seal (20% healing buff to them), Medica 2 and Regen. We got up to 1100 regen a tick. Imagine this with Mantra's 20% buff on the entire party. Then imagine what it would do to a Warrior who already has 25% healing received. I think it'd be possible to get close to 1800 regen per tick.

    While this would never work this perfectly in an "Oh Sh*t!" situation, my macros always give a buffed AoE regen on my Scholar, and WHMs use Divine Seal on cooldown, so Mantra on top of that any time there is large scale AoE damage helps immensely.

    *edit because of the damn 1000 character limit
    (1)

  4. #94
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Weird. I would say most MNKs I've been in a group with fire Mantra off here and there. Maining WHM, I also specifically use it during phase changes and other bits where I know healing is going to get nasty.
    (0)

  5. #95
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Limecat View Post
    Weird. I would say most MNKs I've been in a group with fire Mantra off here and there. Maining WHM, I also specifically use it during phase changes and other bits where I know healing is going to get nasty.
    Yea I've had other people on my server saying they see people using it all the time. I know I'm not just not noticing because as a healer I'm always looking at people's buffs/debuffs. Maybe I just got weirdly specific "luck" where I only find Monks who never use Mantra :P
    (0)

  6. #96
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by rhemi1 View Post
    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.
    I kept waiting for someone to say this, and I almost gave up. Finally....

    SMN got huge nerfs after 2.1 because of how OP they were. Bane DID used to hit all targets within its casting range and WAS nerfed because they were the gods of AOE. They also had Thunder taken away from them, and my buddy who has mained SMN since launch swears up and down that Fester was ninja-nerfed. I haven't ever seen anything saying it was, but he is adamant that it happened. *shrug*

    Quote Originally Posted by Esmian View Post
    Pretty sure the only thing this thread has highlighted for SE is how bad some of the players are.
    So much this.
    (0)

  7. #97
    Player
    Malamasala's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Lalah Elakha
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    I've had great use from tri-disaster. Ironically better use than Bane. (never played with a group that gathered all monsters in a tight pack, and always only hit about 2-4 anyway)

    The long range + bind + AOE of tri-disaster makes it an excellent tool for helping other players who are chased by all trash mobs. Sucks for DPS though.

    But who knows, maybe they nerfed tri-disaster since everyone else seems to have no use from it.
    (0)

  8. #98
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Malamasala View Post
    I've had great use from tri-disaster. Ironically better use than Bane. (never played with a group that gathered all monsters in a tight pack, and always only hit about 2-4 anyway)

    The long range + bind + AOE of tri-disaster makes it an excellent tool for helping other players who are chased by all trash mobs. Sucks for DPS though.

    But who knows, maybe they nerfed tri-disaster since everyone else seems to have no use from it.

    Its just that situations like that are pretty rare. Sure the tank may lose aggro on one, maybe two enemies for a second or two. But in nearly no time, and if the person isn't a long range person who is running around like crazy trying to avoid getting hit and running away from the tank, everything ends up fine. In general I find the second I CC something with Sleep or Bind or what ever, not half a second goes by before it gets attacked. Even if I make a macro with a sound effect, put up a Bind marker on the enemy and announce it in chat, people will still hit it. And not hit it like they were already almost finished an ability and it went off as soon as Sleep did - no, this is a good 2-5s after where they just whack it, or spam AoEs or something.

    *obligatory 1000 char edit
    (1)

  9. #99
    Player Houston009's Avatar
    Join Date
    Sep 2013
    Posts
    575
    Character
    Straigus Rheyist
    World
    Jenova
    Main Class
    Pugilist Lv 81
    NEVER USED

    Useless abilities in Lv. 50 PvE content (end-game[Bahamut's Coils]).

    One Ilm Punch
    Sleep
    Repose
    Swiftsong
    Feint (please correct if something can be slowed)

    RARELY USED

    Situational abilities in Lv. 50 PvE content (end-game[Bahamut's Coils]).


    Tri-diaster
    Freeze
    Shadowbind
    Haymaker
    Lethargy
    Apocatastasis
    Surecast
    Keen Flurry

    Abilities that could use a (minor) buff.

    Foresight
    Holmgang
    Scathe
    (0)
    Last edited by Houston009; 06-03-2014 at 05:23 AM.

  10. #100
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Mellowlicious View Post
    snip
    I like Feint. Yes, it doesn't work on everything, but when it works, it can save lives. Example: the Sahagin casters in Levi EX can be slowed. This means more casting time which means more time to kill them before they wipe a raid.

    It's also great in pvp since a 20% increase in cast time usually means st least an extra half second.

    As for what WAR needs, it's in a pretty good position overall. The aforementioned issues with Fracture could stand to be looked at. Maybe a TP reduction, or have the trait boost more than duration. It's useful only when you have Berserk up, preferably with Unchained, or if you are disengaging from a target and the extra TP cost won't matter due to having some downtime dodging attacks or what not.

    Foresight could use something. I use it more for the minor enmity gain on ability use than I do the extra defense. Make it buff magic defense too or something.
    (1)

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