What if this move actually becomes a dodge mechanic? IE during this animation AOE's have no effect on the player.I'm not quite so pessimistic myself; but that being said, the really funny part is that one of Rogue's abilities is to jump on the monster's head and stab it. Assuming - which is dangerous - that this actually updates the character's position, that forces him into any circular AoEs for the entire duration of the ability. So... you know.... don't use that on any Cyclops, Chimera, most Trial bosses, Peistes.
Dragoons asked for this before. In XI "Super Jump" shed hate and dodged all attacks. They were told no. I think they said it would be unfair or something. So if they put it in for Ninjas..
But the timing on the ninja move would be critical, your not on the head for long and you would have to take lag into account, so if screw up your timing your gonna get dragooned. adds a bit of balance.
Dragoon really needs illusive jump cooldown shortened by a lot tbh, would allow dragoons to make use of dodging towards and away from the enemy.
Last edited by JakzChurchill; 09-22-2014 at 12:17 AM.
Jump doesn't cast for long either.But the timing on the ninja move would be critical, your not on the head for long and you would have to take lag into account, so if screw up your timing your gonna get dragooned. adds a bit of balance.
Dragoon really needs illusive jump cooldown shortened by a lot tbh, would allow dragoons to make use of dodging towards and away from the enemy.
But jump doesn't have an dodge mechanics so I don't see your point. I'm saying if the jump on head ability was a dodge mechanic for aoes, it would have a very small window to be done effectively so it wouldn't be a definite dodge every time, and would have a bit of balance with dragoon not having this attack/dodge.
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