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  1. #1
    Player
    Altimis's Avatar
    Join Date
    Apr 2012
    Location
    Unknow
    Posts
    423
    Character
    Altimis Farron
    World
    Aegis
    Main Class
    Arcanist Lv 50

    BLM and SMN BUFFs info is coming out!! PATCH 2.3 Preliminary

    THM

    Fire Potency has been increased from 150 to 170.
    Blizzard Potency has been increased from 150 to 170.
    Fire III Potency has been increased from 220 to 240.
    Blizzard III Potency has been increased from 220 to 240.

    BLM

    Apocatastasis The effect has been changed to reduce a party member's magic vulnerability by 20%. Recast time has been increased from 120 to 180 seconds

    Manawall Effect duration has been reduced from 60 to 20 seconds.

    ACN


    Bio IIMP cost has been reduced.


    SMN

    Aerial SlashCasting time has been reduced from 3 to 0 seconds, making the cast instant.

    Flaming CrushPotency has been increased from 105 to 110.

    Crimson CyclonePotency has been increased from 105 to 110.

    http://na.finalfantasyxiv.com/lodest...48adb5a#battle


    Please dicuss !!!

    For my opinion, ACN/SMN BIO II got MP reduction is really good as you have more MP to cast other stuffs

    BLM surely got alot loved here! congrats : D

    Who is math genius? with 20 potency added, how much BLM over DPS increase?
    (1)
    Last edited by Altimis; 07-04-2014 at 09:06 PM.

  2. #2
    Player
    LetBloodline's Avatar
    Join Date
    Aug 2013
    Posts
    206
    Character
    Aenore Tristelle
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 60
    I'm quite sad that it's a flat potency buff =/

    I really hoped for more mobility like staking firstarter/thundercloud. This feel... anonymus

    Sure i'll love to dish out more damage but... sad ç_ç

    It should be roughly 10% of dps boost
    (7)

  3. #3
    Player
    ViviAnimus's Avatar
    Join Date
    May 2014
    Posts
    261
    Character
    Vivi Stargazer
    World
    Odin
    Main Class
    Arcanist Lv 50
    That is quite disappointing that they just increased the potency. To be fair, speaking from personal experience I would have liked to be less dependend on Requiem and given more buffs than Raging Strikes.
    I would liked to have a Bio I dot to cast after Thunder II -> This would also make sure the mana regen is fully effective
    Also in my opinion, scathe should have a longer cooldown BUT it should have no global cooldown making it so that after scathe another spell can be cast immediately.
    One of these three would have been fine to me.
    (0)
    Last edited by ViviAnimus; 07-04-2014 at 11:35 PM.

  4. #4
    Player
    Urielparadox's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    500
    Character
    Smily Kweh
    World
    Maduin
    Main Class
    Red Mage Lv 100
    Apoc already has too little of a reward for way too long of a cooldown. why would you make it even worse? a t7 fireball does 3.3k to our bard, after apoc it does ~2k thats a 30% damage reduction. You said buff not a nerf why are you nerfing blm leave apoc alone, Or at least not make it so rare that we never use it; the CD was already way to long for the effect, and now it stands the same. it protects 1 person not a party and in most fights the bosses are going to 2 phase changes before this is up again. so you have to use it on 1/8 people who need it, and you can only use it so rarely that you have to save it for certain situations... it's jst bad. How about you fix apoc so that it doesn't take 3 seconds after the ability is cast to actually take effect, rendering it near worthless in many situations. manawall is going to suck there was no reason to do. in the few fights that you could take advantage of the full 60 seconds, it allowed for complete extra cast and possible fs proc. in those fights the dps increase we are receiving will be off set.
    (5)
    Last edited by Urielparadox; 07-04-2014 at 10:00 PM.

  5. 07-04-2014 09:31 PM

  6. #5
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    I was also hoping it would of been a movement related buff.
    But why i wonder are they reducing Manawall? so silly. Sometimes i do not understand SE
    Actually when first heard of buff i thougth oh dear god please do not reduce flare damage.
    Good to see our fire will be more potent at least
    (2)

  7. #6
    Player
    LetBloodline's Avatar
    Join Date
    Aug 2013
    Posts
    206
    Character
    Aenore Tristelle
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 60
    The hit to manawall is indeed strange... maybe they plan on add content where manawall was too good?
    (2)

  8. #7
    Player
    NyneAlexander's Avatar
    Join Date
    Jul 2013
    Location
    Bastok
    Posts
    1,121
    Character
    Nyne Helios
    World
    Excalibur
    Main Class
    Goldsmith Lv 80
    meh, potency buff and no nerf to flare. I can live with that. I also can't think of much content where I ever needed the full 60 seconds of manawall. Maybe I won't be able to skip a phase of divebombs in t5 anymore. Doesn't really break the game for me.
    (0)

  9. #8
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Iirc, if you mana wall on the very first of t9 boss dives on 1st phase, you are guaranteed to live through it with zero timing. Like, mana wall right away when the boss is about to do the first dive, you'll nullify the damage with 1 charge of mana wall. Then the 2nd charge of mana wall will stay until the 2nd set. If the 2nd set happens to target you AND it's the double dive version, the mana wall will nullify 1 hit and then you take a second damage but you are guaranteed to not die as long as the others do not overlap with you and the healers don't have to rush with healing you. If you're late on the very first dive and you put it up and it didn't manage to block the first set, you will take damage but are completely safe since it's only 1 hit. Then the full mana wall will stay until the 2nd set and block the double dives. Now that's completely out of the window.
    (0)

  10. #9
    Player
    AlternativeOne's Avatar
    Join Date
    Aug 2013
    Location
    Grindania
    Posts
    159
    Character
    Haji Noirterel
    World
    Goblin
    Main Class
    Conjurer Lv 60
    They didn't shorten casting times so BLM still has the same issues it had before. Minor potency increases won't help you make up for constantly having to interrupt your cast to dodge. Feels like nerf, they could at last have raised scath potency back to its original level. Or made the useless BLM abilities aoe.
    (7)

  11. #10
    Player
    Atreides's Avatar
    Join Date
    Apr 2011
    Posts
    1,067
    Character
    Ikohyu Kaito
    World
    Balmung
    Main Class
    Marauder Lv 100
    Quote Originally Posted by AlternativeOne View Post
    They didn't shorten casting times so BLM still has the same issues it had before. Minor potency increases won't help you make up for constantly having to interrupt your cast to dodge. Feels like nerf, they could at last have raised scath potency back to its original level. Or made the useless BLM abilities aoe.
    What are you calling minor here? Do you have any idea just how much +20 potency on your main ST skills actually is?
    It makes me almost think they went overboard.
    (8)
    Last edited by Atreides; 07-04-2014 at 10:14 PM.

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