Page 1 of 16 1 2 3 11 ... LastLast
Results 1 to 10 of 154
  1. #1
    Player

    Join Date
    May 2011
    Posts
    62

    [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
    Player
    MattyWS's Avatar
    Join Date
    Mar 2011
    Posts
    269
    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
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    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
    Player

    Join Date
    Mar 2011
    Posts
    270
    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
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    I'm just worried with removal of physical level in 1.19 how it's going to affect all the fighters MP... depending on that I may have to hold off using Pummel and Light Strike to save MP for cure or mind spike, drain mp spell.
    (1)

  6. #6
    Player

    Join Date
    May 2011
    Posts
    62
    I am tempted just to list multishot with the archers. Pre 1.18 I wouldn't have (due to the large stamina cost), but now it has become an free, extra arrow every 15 seconds, which also gives additional TP like the skills above.
    (0)

  7. #7
    Player
    MattyWS's Avatar
    Join Date
    Mar 2011
    Posts
    269
    Character
    Silver Monk
    World
    Cerberus
    Main Class
    Fisher Lv 80
    After the removal of Physical level everyone is going to be so weak on their main class xD

    Thing is I use these abilities all the time for fast tp, meaning I run out fast and can't cure.. and if the mob I fight is still half health I cannot kill it fast, because I can't get fast tp, and I cannot hold off because I cannot cure. Only really happened a few time in long fights but still!
    (1)

  8. #8
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    I agree, I raised this concern earlier as well. Why does every class get to use their other normal attacks constantly while we require mp for it? Hardly seems fair. I don't even use them, simply because of this fact. I have better uses of my MP.

    Also, I don't remember MNK ever requiring MP in any FF game.
    (8)

  9. #9
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    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)

  10. #10
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Quote Originally Posted by MeowyWowie View Post
    I agree, I raised this concern earlier as well. Why does every class get to use their other normal attacks constantly while we require mp for it? Hardly seems fair. I don't even use them, simply because of this fact. I have better uses of my MP.

    Also, I don't remember MNK ever requiring MP in any FF game.
    FFIX Amarant, all his skills(not including throw) cost mp but he also has ways to recover it aka Chakra.
    (4)
    Last edited by Alaltus; 07-27-2011 at 08:36 AM.

Page 1 of 16 1 2 3 11 ... LastLast