As funny as this is, seeing how cool Tri is to use is all it has going for it. If you have all your DoTs up on a group of three or more, already ran in to Miasma 2, and you have your choice of AoE between Tri and Blizzard 2, there is no reason to use Tri. It's more expensive and does less damage, the minor issue of you getting hit by AoEs is irrelevant in most cases when most should be conals, if you do need to move out to get away from something, go ahead and do Tri. But it's still a loss if you are using it overall over Blizzard 2.
According to Edward Moore, apokatastasis was first properly conceptualized in early Stoic thought , particularly by Chrysippus whose thinking was influenced by the theory of recurrence and cosmic cycles in Babylonian astronomical thought.
it is recover form elements of universe. i think that it is Mage's concept. White or Black in addition Arcanist ye SCH. but not SMN.
On paper that is all well and good. However, this may be my own stupid showing but I still fail to see how a 20% magic mitigation on anyone other than me for 12 seconds fits the lore/playstyle/concept of the blm in its current form. Whm maybe sch yes smn no comment I don't play it
You've never seen your healers being chased by melee and thought, "Tri-disaster would be great here"?
Its rare strategy to have running healers... At least on my server cluster. Plus, isn't bind broken with damage? I imagine it would just be... so rare that a situation like you described would come up. Further hurt by the fact Tri-Disaster has the highest casting time of all our spells, right up with Shadowflar. So in order for your situation to be valid, you....
A) Have to be in retreat or using some weird kiting healer strategy
B) Be in range to cast and be able to cast it on them with 2.86 second casting time and not being attacked yourself. Or use your Swiftcast timer.
C) The DDs you're binding must not be under attack, or bind will break.
I mean its not wholly impractical but lets be real, the ability is 10 levels of useless in every regard. Long casting time, high MP cost, weak damage, semi-useless additional effect(Though I will admit a 20 second bind timer/12 second in PVP is the best binding ability across all classes)... I don't think we should remove it, but it really shouldn't be so terrible that the only situation it can be useful in is a one-in-a-million Frontlines scenario.
Maybe its useful in Wolves den, who knows, but its still ridiculously situatonal. Upping it to 50 base damage would at least put it on par with Blizzard II with the added safety of being casted at range. Which while not replacing it in every situation due to higher MP/Casting times... it would at least give it some situational uses in PvE
Last edited by BlaiseArath; 01-06-2015 at 01:40 PM.
I already said that it used to be Thunder, Fire and Ice resistance. It made perfect sense before they buffed it lol/On paper that is all well and good. However, this may be my own stupid showing but I still fail to see how a 20% magic mitigation on anyone other than me for 12 seconds fits the lore/playstyle/concept of the blm in its current form. Whm maybe sch yes smn no comment I don't play it
I'll be honest I saw that post and couldn't quite figure out what you meant.
Just one more case of how a lack of an elemental wheel puts something's out of place
Healers never run on Aether? After Attunement and Sacred Prism run out, the worst thing a healer can do is stand still and take all the punishment. At least run around a bit to throw off targeting if the player isn't locked on to you.Its rare strategy to have running healers... At least on my server cluster. Plus, isn't bind broken with damage? I imagine it would just be... so rare that a situation like you described would come up. Further hurt by the fact Tri-Disaster has the highest casting time of all our spells, right up with Shadowflar. So in order for your situation to be valid, you....
A) Have to be in retreat or using some weird kiting healer strategy
B) Be in range to cast and be able to cast it on them with 2.86 second casting time and not being attacked yourself. Or use your Swiftcast timer.
C) The DDs you're binding must not be under attack, or bind will break.
I mean its not wholly impractical but lets be real, the ability is 10 levels of useless in every regard. Long casting time, high MP cost, weak damage, semi-useless additional effect(Though I will admit a 20 second bind timer/12 second in PVP is the best binding ability across all classes)... I don't think we should remove it, but it really shouldn't be so terrible that the only situation it can be useful in is a one-in-a-million Frontlines scenario.
Maybe its useful in Wolves den, who knows, but its still ridiculously situatonal. Upping it to 50 base damage would at least put it on par with Blizzard II with the added safety of being casted at range. Which while not replacing it in every situation due to higher MP/Casting times... it would at least give it some situational uses in PvE
I don't always have my eyes on the healers in Frontlines but if I see one being chased by melee I will swiftcast tri-disaster, just to give them some breathing room. It's a thankless gesture - they never notice the bind, but at least I've helped save a life. Even with tri-disasters high spell casting time, I can still get off a cast as long as I spam facetarget and they're not too far ahead of me. It really is a great spell. I know it doesn't see much usage in PvE unless you're solo leveling in the open world, but a long range bind is nice to have, and it may get usage in dungeon/raid content, like miasma in T7. Who knows. I'd hate to see it done away with. And as Leon said, it has great casting animation
Sorry if I come off as hostile to tri-disaster changes. It's just that every time someone proposes changes for the job, it's always tri-disaster that needs the adjustment.
People usually suggest this ability needs changing because its just all around our most terrible spell. I mean, I know most classes have that "wtf...? when will i use this?" ability that doesn't quite fit with the playstyle of the class (If i had to pick on for NIN, Hyoton, I've never casted that except on a test dummy to see the animation). But these abilities should be ... made less useless.
But besides that, I think the idea of an ability whos only use is a rare PVP moment is a flawed concept to begin with, so while its not completely worthless, its a shame that our only ability with a cool casting animation is the least used thing we'll ever do. It really should be a more powerful ability considering its name... nothing about it, the ability, is "tri-disaster"... unless you consider its failures, High MP, high Casting time, stupid low Damage... 3 Failures, a triple disaster of an ability, maybe thats what Tri-Disaster stand for?
I want to keep the ability, sure... but I want it to be useful too, and not just in some random not-really-useful-but-maybe-useful PVP moment. If anything, upping its damage to 60 will make it worse than Ruin for single target, but might make it viable over Blizzard II in large pulls, seeing as at least its ranged.
Last edited by BlaiseArath; 01-06-2015 at 04:22 PM.
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