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  1. #1
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    May 2011
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    [dev1032] PUG skills singled out.

    I was curious as to why Light Strike and Pummel requires 10 and 20 mana respectively, while the other DoW classes have no such resource requirement.

    Light Stab (increase accuracy)
    Heavy Stab (increase enmity)
    Heavy Slash (increase enmity)

    Broad Swing (conal attack)
    Heavy Swing --
    Full Swing (conal attack, increase enmity)

    Multishot (extra shot, 15 seconds)
    Heavy Shot (reduces target TP)

    Heavy Thrust (bind)
    Pierce (damages enemies in line)
    Full Thrust --

    Light Strike (increase evasion and physical defense) 10 MP
    Pummel -- 20 MP
    Flurry (extra attack)

    What justifies it?

    edit: archer skills
    (36)
    Last edited by hotah; 07-27-2011 at 09:11 AM.

  2. #2
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    MattyWS's Avatar
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    Mar 2011
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    Character
    Silver Monk
    World
    Cerberus
    Main Class
    Fisher Lv 80
    It is annoying. I prefer gear with more attack and defence stats than MP+ gear so when I'm solo, I run out of MP fast just for curing myself now, light strike and pummel requiring MP doesn't help at all and is rather pointless.
    (3)

  3. #3
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    Physic's Avatar
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    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    nothing? maybe they have a vision involving monk, but nothing justifies this when the other classes pay nothing and have the same cool downs
    (2)

  4. #4
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    I don't understand the reasoning behind those MP costs on those skills either. But if it makes any pugilists feel better, Close Shot and Light Shot share a reuse timer which pretty much gives archers only Light and Heavy Shot. The range requirement for using Close Shot makes it not even worth a space in an action bar now, even though it is free of cost to equip.
    (1)

  5. #5
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    Physic's Avatar
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    Character
    Bladed Arms
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    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Hotohori View Post
    I don't understand the reasoning behind those MP costs on those skills either. But if it makes any pugilists feel better, Close Shot and Light Shot share a reuse timer which pretty much gives archers only Light and Heavy Shot. The range requirement for using Close Shot makes it not even worth a space in an action bar now, even though it is free of cost to equip.
    haha isnt that cool down they share like the same as the delay on your bow? so what 3-4 seconds? i would much prefer all of these skills sharing a cool down timer equal to my weapon delay.
    so yeah it makes me feel worse, a lot worse my friend.

    archers live in a beautiful world man, where two skills taking 7 seconds to do both of them is bad. WE HAVE TO WAIT 30 -60 seconds!
    (2)

  6. #6
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    Quote Originally Posted by Physic View Post
    haha isnt that cool down they share like the same as the delay on your bow? so what 3-4 seconds? i would much prefer all of these skills sharing a cool down timer equal to my weapon delay.
    so yeah it makes me feel worse, a lot worse my friend.

    archers live in a beautiful world man, where two skills taking 7 seconds to do both of them is bad. WE HAVE TO WAIT 30 -60 seconds!
    You are just seeing it differently is all. You should consider Light/Close Shot as my archers auto attack function (that's ironically manual) while the only additional TP skill which archer has is Heavy Shot (30 seconds). Pugilists have auto attack and use three other TP gaining skills to use technically. If I wanted a quick boost to my TP gain as a pugilists, I can technically use all three of those skills back to back with auto attack if all the timers are ready. My point was Close Shot is not a true ranged attack due to its range requirement limitations and does not serve as an additional TP generating skill but rather an alternative one.
    (0)
    Last edited by Hotohori; 07-27-2011 at 08:49 AM. Reason: time fix

  7. #7
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    Quote Originally Posted by Hotohori View Post
    You are just seeing it differently is all. You should consider Light/Close Shot as my archers auto attack function (that's ironically manual) while the only additional TP skill which archer has is Heavy Shot (60 seconds).
    I think its 30 seconds for Heavy Shot, not trying to make a big deal out of it, just correcting.
    (1)

  8. #8
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    Quote Originally Posted by hotah View Post
    I think its 30 seconds for Heavy Shot, not trying to make a big deal out of it, just correcting.
    Yeah you're right sorry. Your op should probably include the TP generating skills for mages and multishot because those are legitimate skills that are useable for additional TP gains in battle. Close Shot is really just and alternate choice to use.
    (1)

  9. #9
    Player
    Physic's Avatar
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    Apr 2011
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    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Hotohori View Post
    You are just seeing it differently is all. You should consider Light/Close Shot as my archers auto attack function (that's ironically manual) while the only additional TP skill which archer has is Heavy Shot (60 seconds). Pugilists have auto attack and use three other TP gaining skills to use technically. If I wanted a quick boost to my TP gain as a pugilists, I can technically use all three of those skills back to back with auto attack if all the timers are ready. My point was Close Shot is not a true ranged attack due to its range requirement limitations and does not serve as an additional TP generating skill but rather an alternative one.
    i would give up tp boosters with 30 second and 60 second cool downs, for basic attacks that replace or interupt my AA for the applicable time, to be perfectly honest im not sure that they dont interupt/delay AA, pretty hard to tell when half the animations dont trigger.

    if pummel replaced/reset AA timer i could get faster tp, if flurry did, the same, if light strike did, i could sacrifice 1 attack every 9 seconds for more defense/evasion.

    these would actually be interesting mechanics and uses for said skills, whereas just a tp burst, once in a long while, is probably less tp overall for these skills, and a lot more utility and adaptability.

    close shot isnt supposed to be a tp skill, its supposed to be a utility skill, you use it when you want to have a chance of binding the mob, i can only wish that light strike or pummel made that much sense.

    trust me when i say playstyle wise archer makes the most sense right now. multi shot still useful, lower cooldown than every one elses skill, twice as much as some, 4 times as much as others, and its arguably better than a number of them. then you keep your utility close shot skill, while our utility skills on 30 or 60 second timers. only one skill is similar to other melee.
    (0)

  10. #10
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    Ul'dah
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    Quote Originally Posted by Hotohori View Post
    I don't understand the reasoning behind those MP costs on those skills either. But if it makes any pugilists feel better, Close Shot and Light Shot share a reuse timer which pretty much gives archers only Light and Heavy Shot. The range requirement for using Close Shot makes it not even worth a space in an action bar now, even though it is free of cost to equip.
    I'd like to point out that ARC autoattack is close-range, Close Shot is mid-range, and Light Shot is long-range. Now heres something good to know, if its viable to work in mid-range, then you can use Close Shot as your normal attack. BUT you can also stack arrows with Multishot while your doing Close Shot. Meaning you can still do your Multishot+Multishot+Buff+Light Shot, just with a few Close Shots inbetween the Multishots while you wait on its CD timer. ARC is still OP :P

    And yes, MP cost on PUG attacks is retarded. Although i haven't really played as PUG since patch, so i cant really make a good argument why/why not.
    (3)

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