I agree, taunts, provoke needs more enmity. 1 Aoe cure and mob is off tank right at the moment and tank using provoke or taunt keeps enmity green.
I agree, taunts, provoke needs more enmity. 1 Aoe cure and mob is off tank right at the moment and tank using provoke or taunt keeps enmity green.
That doesnt happen every fight guy, and the outcome is always the same.
All taunts and vokes are there for is to increase enmity. No damage or anything else. They definantly need some adjusting, but some people seem to believe you should use 10 different skills from every other class to prevent one heal from ruining you.
Last edited by Reika; 07-25-2011 at 09:37 PM.
THM has aoe. They just don't have aoe cures and sacrifice, and what they can aoe is of little import.
IMO, the addition of true aga spells was dumb, when nearly every other spell in the game can be made aoe. They should have just increased the MP costs associated with making spells aoe. It's broken that CON can spam aoe nukes as powerful as they are for as little MP as they cost, but THM is near useless as a backup healer.
The aoe system was innovative but poorly implemented. Just make it like FFXI SCH when using aoe and increase the MP cost per target and allow us to aoe Cure and Sacrifice again. Don't put weird limitations on the system so that some spells can be made aoe, while some are forced single target, and others are naturally agas. Really take the time to balance the system and by extension, the classes.
Conj's in my parties are always using Soughspeak, and according to the txt of the buff, it only works on Conj spells, so no workie for Thaum. But my guess is just using that skill generates enmity, probably more than voke lol!
Soughspeak 60sec recast, 30sec duration.
Warmonger 2m recast, 20sec duration (longer/shorter for non-mrd)
Sentinel - no loner effects enmity
See the problem with this somewhere? If accomplice does work and i'm just doing it wrong somehow, has it become the game breaking skill of tanking? is this correct to do? can I just take vokes off my bar and have accomplice and win?
Last edited by Reika; 07-25-2011 at 09:51 PM.
I seriously don't see the problem with enmity in bosses fights, sure that GLA/PGL is useless in normal mobs that you need to kill fast but not like there is much of a problem with those anyway, now it requires teamwork, if your mages can't do a good job not getting hate then they suck, people need to pay attention to their own enmity too, isn't just hoping the tank can keep hate from anything and everything, the game just isn't easy anymore!
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Tell them to try:Conj's in my parties are always using Soughspeak, and according to the txt of the buff, it only works on Conj spells, so no workie for Thaum. But my guess is just using that skill generates enmity, probably more than voke lol!
Soughspeak 60sec recast, 30sec duration.
Warmonger 2m recast, 20sec duration (longer/shorter for non-mrd)
Sentinel - no loner effects enmity
See the problem with this somewhere? If accomplice does work and i'm just doing it wrong somehow, has it become the game breaking skill of tanking? is this correct to do? can I just take vokes off my bar and have accomplice and win?
Chameleon: Arch (26) - reduce enmity
Out of sight: Arch 30 - passive - reduce enmity
Collusion: Lancer 30 - transfer hate from next attack to person between you and the mob
That a few ones I remember, people say Chameleon is helping a lot.
Mages work fine. Quit your whining and learn how to play your class.
Enmity, however, is indeed borked. Partially because hate-generating abilities are not generating enough hate, and partially because mages and archers are STILL overpowered.
In addition to this, the Pugilist ability Accomplice does jack squat. This needs adjustment.
Last edited by Eekiki; 07-25-2011 at 10:04 PM.
While these points are valid to some point... I have to admit that adding 10 Skills from different jobs, to get more emnity gaining abilites, is just wrong.
The idea behind the cross-skill stuff is solely for complementing the class and not to substitue skills which aren't working right. Of course there's the AP limitation so you can stuff your class up with every excisting skill.. but the class itself should be working correctly.
That put some pressure on the jobs again, like in FFXI for example. A NIN without a properly lvl'd Subjob wasn't invited at all. I think SE wants to avoid that. So if someone only Lvl'd a GLD to 50 should be on par with someone who's got every melee job @50.
Of course there will be the theory crafter who will figure out the best combination for each job to maximize the effiency, but the "base" should be worthwhile to play as well.
I don't think the MP cost and the emnity system are pefectly balanced yet, but that will happen in the upcoming patches I bet. SE is working on the battle system overhaul which will take time. :O
Seriously Why?
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