Isn't the whole stance buff thing just built into the heals?
So for example, if WHM cures for 350 potency,
Then AST cures for 250 potency + 100 <X>
Where <X> is either: healing dot or absorb shield.
That is how I understood it.


Isn't the whole stance buff thing just built into the heals?
So for example, if WHM cures for 350 potency,
Then AST cures for 250 potency + 100 <X>
Where <X> is either: healing dot or absorb shield.
That is how I understood it.

I thought the nocturnal stance and other stance could be swapped in combat but it just had a long cooldown. Is it combat locked now?

Having to pick it before combat would be really stupid, what do they define combat as, being under attack? If you're in the wrong one and something attacks you, or you interact with something which does the "you sense a hostile presence nearby!" you wouldn't be able to change. Are there any other jobs that force you to pick something before the start of battle and not change it until the end? I've only played BRD, WHM and BLM and none of them have anything like that.


When the mob receives any enmity you are in combat.Having to pick it before combat would be really stupid, what do they define combat as, being under attack? If you're in the wrong one and something attacks you, or you interact with something which does the "you sense a hostile presence nearby!" you wouldn't be able to change. Are there any other jobs that force you to pick something before the start of battle and not change it until the end? I've only played BRD, WHM and BLM and none of them have anything like that.
Stoneskin 2 can only be used before combat so it'll probably work like that

But Stoneskin II isn't going to make or break the battle, you could always use regular Stoneskin, and it's really more the tank that needs it. From what it sounds like these 2 stances basically change completely the way the job plays and works.


From someone at E3:
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i wonder how exactly it'll like scale, seems pretty nice regardless



Right now 400 potency is about 25% a non-tank's HP, closer to 16% of a tank's HP (depending on build, less if high VIT specced). I could see the potency straight increasing by 1% per 1% HP lost, up to 800 potency at 1% or 50% of a non-tank's HP and about 33% of a tank's HP, that doesn't seem unreasonable to me if I had to guess.
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