I don't think I've ever used Shadowbind...


I don't think I've ever used Shadowbind...



Repose has lost all meaning, what with parties that pull everything and run as fast as possible (no time to sleep anything and everyone AoEs) and WHM got AoE Dot. And nothing seems to fall asleep anymore on those oh shit moments when solo and you got a bigger pull than you wanted. Totally agree with this being listed.
Stone ii is totally obsolete to Stone iii, it might be nice if stone ii adds heavy after you get stone iii then stone I will be useless instead, and that's nicer XD.
Now Divine Veil/Presence of Mind I use in those oh shit moments when all my instant casts are on cooldown and I need to heal the tank up like mad after a spell of DPSing. It's the last last ditch resort.
~Terra-chan~


Feint on DRG outside PvP (slow on other players in PvP is amazing and DRGs being able to spam slow at will is amazing) basically any worth foe is immune to slow, it has no place on the main rotation, absolutely nothing to do with it... Not even worth at low levels.
As a PLD? I generally use all of my skills. As a DRG? I often don't bother using piercing talon - or feint for that matter.
I don't use a mouse to play so shikuchi takes a backseat unless I know I really want to use it for something.
Freeze lel
/10char


Cure III. After it has been improved by increasing its range, it still sucks, garbage, unreliable, and too risky. When I try to use it and it doesn't work as I intended, it's so annoying. Healing is not something you can make a mistake so a hit-or-miss type of skill like this will be a piece of garbage most of the time.

Awareness is great for WARs, pop Raw Intuition + Awareness = don't need to worry above dmg from the sides/backFor GLA/PLD... mostly just Awareness, as it's recast is so high and mostly pointless - critical damage is usually quickly recovered from anyway so it's a moot point having a brief buff that guards against it.
Cover is also too fiddly for me, although I do have it macroed half the time I forget it's even there.


I suppose it's probably much easier to use on a controller. I just have it macro'd to the right stick. Click, aim, confirm.
Hide.
Oh sure, I'll occasionally pop it mid-pull to get a free Trick Attack off, but that isn't the skills intended purpose, nor should it even be a requirement. They could literally make it so Sneak/Trick Attack cannot be used when you have any amount of enmity and it would achieve the same thing... For actually sneaking past anything, Hide has been utterly worthless for a long time, it just out right doesn't work post-50. Kind of wish they'd just change Hide to a toggle that shows you enemies line of sight/range of hearing/etc to allow Rogue/Ninja to actively sneak past stuff that way... Perhaps reduce the range as well to make it easier...
Come to think of it, this is a problem with dungeons in this game... They're entirely linear with no illusion of choice when it comes to stuff... Imagine if you had a hallway full of enemies, half way down is a door you need to go through to progress, but it is locked and you need a key to open it, with the key being at the other end of the hallway. Right now you'd just pull to the key, kill everything, and go back to the door, right? Well, what if the time that took was balanced to be equal to having a Ninja sneak up to the key? Illusion of choice. You've not made the run any faster, the end result is still the same except you skipped a group of enemies, but you've got some variety in dungeons for a change. You'd be able to do dungeons slightly differently depending on the party.
Can even apply that to other "useless" skills. Sleep and Bind, for example. Heck, even Heavy... Remember Wanderer's Palace? Pretend for a minute those giant Tonberry weren't jokes anymore, and you were at serious risk of getting hit and killed by them again; White Mage could Repose them to buy you some extra time. Astrologian could hit them with Stella for the same thing, albeit in a different way.
Sigh, the level design in this game really is pathetic, from a gameplay perspective... There's never anything special a Job can bring to a run, you could have Ninja sneak past stuff, or Black Mage crowd control, instead we just go through killing everything... It's why dungeons are quickly becoming stale, they're always the same... It would be fairly easy to balance mechanics into dungeons that play to various Jobs strengths, but instead they're all just balanced to a five year old being able to clear them...
Last edited by Nalien; 01-31-2016 at 10:57 PM.
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