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  1. #81
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Februs View Post
    Including Holmgang (which is part of War's stun lock utility, regardless of how you personally use it) you're looking at roughly 10 seconds of stun time if not purified. On a single target, War's actually have a slightly longer stun than Plds.
    Holmgang is a harpoon + bind not a stun. Sure it can interrupt casts by forcing movement (just like all forced movement), but it is not a stun.
    (1)

  2. #82
    Player
    Zaj_Quilos's Avatar
    Join Date
    Jul 2015
    Posts
    130
    Character
    Zaj Quilos
    World
    Odin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Aviars View Post
    I don't see how people think it is ok to interrupt a caster by just hitting them, it is truly obnoxious and in my opinion takes no skill on the part of the dps doing the interrupting, most interrupts should be done by using abilities designed to interrupt.
    Exactly!!
    (0)

  3. #83
    Player
    Jubez187's Avatar
    Join Date
    Oct 2013
    Posts
    309
    Character
    Arant Aleite
    World
    Sargatanas
    Main Class
    Gladiator Lv 60
    There's no incentive to go for healers anymore. All this game is going to be now is trying to outburst the cure II's on the dDPS. If you don't have the DMG, then just go home. You don't even need to play the full 8 minutes anymore.

    Pre-emptive changes in lieu of new healers. This balance team is on thin ice, surely.

    EDIT: For everyone saying "USE CC" okay, there's not enough CC in this game to warrant that response. Especially with the diminishing returns, overall reductions, and then immunity. Not to mention purify. If they gave us better interrupt tools, then it'd be okay. And not to mention you have to pull someone off of the target to walk over to the healer and use your CC on it. This drops your damage on your main target.

    Not to mention, all spells go off anyways after 75% of the bar is full, which was even more annoying for melee's. If you were having trouble casting, get better at kiting or call your tank over for peeling.
    (2)
    Last edited by Jubez187; 03-17-2016 at 07:19 PM.

  4. #84
    Player Vaeria's Avatar
    Join Date
    Mar 2014
    Location
    Bastok/ S. Gustaburg...now and always.
    Posts
    402
    Character
    Devil Panzerfaust
    World
    Excalibur
    Main Class
    Archer Lv 80
    I r actually happy for blms. Do I still think the job is less than trash? Absolutely. For the typical blm user (just like brd), adding a 15% edge will be just like saying to a serial rapist that it'll now be 15% harder to pull down those silk...nvm. Point is...just gonna make jumping ona blm that much more enjoyable. They get to struggle now. Now if they could heavy cast while moving..would have to let Obama know about it. Otherwise...naaa. (Now watch me get my butt blown off like never before..) Seriously though...blm used to be a respectable job, especially if one brought skill to the table. They shouldve never gimped flare/swiftcast to begin with so I hope blms get to take names again..makes it funner all around. As it stands...anyone who decides to ignore them deserves to get nuked to hell anyway so this may be divine justice at work.

    As for brd and mch...think the distance penalty easing really will work for mch well since they can move freely anyway during burst. With brd? Kinda like the bandaid ona bulletwound thing but w/e..grats I guess?

    Heals?? Good ones were already hard to kill and therefore ignorable in lieu of squishier targets. Don't think too much change there.
    (0)
    Last edited by Vaeria; 03-17-2016 at 07:39 PM.

  5. #85
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Blm high dmg spells still takes too long to cast and are absurdly easy to LOS so idk that even this change will allow most of the mediocre blm out there to carry their weight in feast. One can only hope though cause I dreaded seeing a blm in party prior to this.
    (0)

  6. #86
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Jubez187 View Post
    There's no incentive to go for healers anymore. All this game is going to be now is trying to outburst the cure II's on the dDPS. If you don't have the DMG, then just go home. You don't even need to play the full 8 minutes anymore.
    I believe this is what SE had intended all along anyway based on their posts lately. Their vision for Feast was never to see it be a "kill the healer first and pick off the rest after as they scramble to run away" even though many of us, including myself, did it anyway. There were too many mediocre healers out there to bother trying to out dps their healing output instead of just repeatedly killing said heals outright and cleaning up their teammates afterwards.
    (0)

  7. #87
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Dimitrii View Post
    Blm high dmg spells still takes too long to cast and are absurdly easy to LOS so idk that even this change will allow most of the mediocre blm out there to carry their weight in feast. One can only hope though cause I dreaded seeing a blm in party prior to this.
    Between sleep having a faster cast time, nightwing, and swift cast, blms have more than enough tools to set up something. The primary problem was that if you had a dps (usually a BRD/MCH) focusing on them the entire time, they were effecively out of the game in exchange for your BRD/MCH's counterplay. With the change, that's shifted a bit and now MCH/BRD has lost that niche and really can't do much outside of burst.


    Quote Originally Posted by Dimitrii View Post
    I believe this is what SE had intended all along anyway based on their posts lately. Their vision for Feast was never to see it be a "kill the healer first and pick off the rest after as they scramble to run away" even though many of us, including myself, did it anyway. There were too many mediocre healers out there to bother trying to out dps their healing output instead of just repeatedly killing said heals outright and cleaning up their teammates afterwards.
    Except you won't be killing anything if the healer is left alone to spam heals on their target. Infact, most of my games involved going after the dps first while the healer was harassed. It works wonders on WHM, not so much on astro without stun locking. And this isn't even touching on the CCs that BLMs and WHMs have access to (which are left untouched even though they reduced the duration of tri-bind). Hope you don't have a WHM+BLM on the enemy team cause if you leave one or the other alone, someone is going to fall asleep when there aren't much means for interrupt.

    Quote Originally Posted by Zoanir View Post
    3.22 changes has ruined solo PvP. It seems like people only raged about SMN but MCH and DRG has similars burst in addition with a pretty good self-sustain and sustained damage.
    In addition we SMN get nerfed Tri-bind. How about BLM double Sleep or Freeze ?
    SMN burst is nigh instanteous and for the most part, reliable. A DRG (or any melee really) is essentially sticking their hands in a blender if they're going for the healer or ranged that's taking a passive-agressive burst. It's actually hilarious to see a monk or ninja get blown up immediately because they included B4B in their cooldowns. MCH requires proper spacing (which can already be utter hell due to LoS) and a bind, sleep or stun to execute their burst. Though I do agree that they shouldn't have left sleep alone if they were changing tri bind.
    (0)
    Last edited by RiceisNice; 03-17-2016 at 11:55 PM.

  8. #88
    Player
    Zoanir's Avatar
    Join Date
    Aug 2013
    Location
    Spain
    Posts
    6
    Character
    Zoanir Dan
    World
    Ragnarok
    Main Class
    Arcanist Lv 60
    3.22 changes has ruined solo PvP. It seems like people only raged about SMN but MCH and DRG has similars burst in addition with a pretty good self-sustain and sustained damage.
    In addition we SMN get nerfed Tri-bind. How about BLM double Sleep or Freeze ?
    (2)
    To all of my children in whom life flows abundant

  9. #89
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    Quote Originally Posted by Koltik View Post
    [...]

    People cry BLM is horrible in PvP, but I am here to say that a BLM who played properly even as things are now was able to keep up with a melee DPS in damage, as well as get CC's off.

    Source: Was on a BLM for an entire 4 minute match, BLM still did 72k dmg to Monk's 75k. His own melee DPS was even lower iirc.
    The BLM compared to the previous SMN was anyway lacky, that lack coulded be make less evident if you played in a party premade with a good coordination, but really in solo que after that people keep waking up the DRK that I slept and chain marked I left the job.

    Actually I'm curious to see how can a BLM hit hard with full vit, and the "DPS loss" for not wearing INT jewels.
    Anyway I agree with you when you say BLMs will be a pain now, but to me, still only in party premade.

    For solo que I'll just fear MCH now, high burst free moves after 1st strike and no more damage penalty if under 15 yalms.
    (0)

  10. #90
    Player
    Enlial's Avatar
    Join Date
    Feb 2014
    Posts
    254
    Character
    Aleister Noir
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Geologo View Post
    Actually I'm curious to see how can a BLM hit hard with full vit, and the "DPS loss" for not wearing INT jewels.
    Between accs and attribute points, you can trade up to 190 int for up to 180 vit (vit cap on lvl 60 accs is 2 points lower than other stats - 29 vs 31). This would represent a HUGE hit to your potency. I promise its absolutely not worth losing that much dmg output simply to gain a percentage of a percentage needed to interrupt casting.

    edit: As a disclaimer, I might be wrong. The amount of misinformation prevalent in the pvp community with regards to mechanics is absolutely mind boggling. I'd encourage anyone curious about this sort of thing to experiment and find out for themselves. Just because 25 people on the pvp forums chant something in unison doesnt make it true. Here's an excellent example. Skip to page 6 for the spoiler (Im pretty sure the vast majority of players still arent aware of this, which is kinda on SE at this point for not making it clear ingame)
    (3)
    Last edited by Enlial; 03-18-2016 at 01:38 AM.

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