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  1. #41
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Norleas View Post
    Haymaker and featherfoot are useful, though haymaker I think should be similar to DRK's ability after parrying and be off GCD.
    The only problem with Haymaker is the Slow effect.
    Never liked the Slow effect since ARR day 1, I miss the Stun effect Haymaker had during 1.x

    Feather Feet + Taunt (1.x PGL skill, that make the enemy to attack the PGL 1 time before attacking his primal target again) + Haymaker was a nice combo I used during 1.x.
    (2)
    Last edited by Felis; 10-22-2016 at 12:47 AM.

  2. #42
    Player
    Iceboy's Avatar
    Join Date
    Nov 2015
    Location
    The Feasting Grounds
    Posts
    63
    Character
    Morgana Fujiwara
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Miles_Maelstrom View Post
    Tempered Will won't be missed. Every time you think, hey I can avoid this if I use Tempered Will, it doesn't work on that for whatever reason.
    Buts its useful for Sophia to cheese that thunder 2 after her tilt or her tank buster knockback..
    (0)

  3. #43
    Quote Originally Posted by Miles_Maelstrom View Post
    Tempered Will won't be missed. Every time you think, hey I can avoid this if I use Tempered Will, it doesn't work on that for whatever reason.
    that's only because you're slow. it's the same as Benediction and Hallowed Ground, they should fix the lag but they all work if you know how to anticipate the delay.
    (6)

  4. #44
    Player
    RyuSaarva's Avatar
    Join Date
    Dec 2014
    Posts
    1,094
    Character
    Ryu Saarva
    World
    Phoenix
    Main Class
    Bard Lv 90
    Quote Originally Posted by Miles_Maelstrom View Post
    Tempered Will won't be missed. Every time you think, hey I can avoid this if I use Tempered Will, it doesn't work on that for whatever reason.
    but it works on many things, I think you just use it too late.
    (2)

  5. #45
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by MagiusNecros View Post
    People they say spells like Sleep don't have any use whatsoever don't play BLM in all content where sleep in lower dungeons can save lives. Or completely shut down adds in boss fights. Removing stuff like that turns your job class to only perform one function and make it boring real quick and real fast.
    In all of those situations it's better for the BLM to use fire 2
    (6)

  6. #46
    Player
    ErdrickLoto's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dahn
    Posts
    173
    Character
    Lief Katano
    World
    Goblin
    Main Class
    Dark Knight Lv 55
    Quote Originally Posted by Pondera View Post
    Try taking away a Black Mage's fire 1 and see how much of a twist they get into. With no fire 1, no fire starter, and it's harder to keep Astral Fire 3 refreshed during Enochian for optimal DPS. And, if I recall correctly, White Mages casting cure 2 can see benefits in cure 3's cast time and speed.
    If an action is used even later, like Fire, it isn't an "unused and ineffective action" - as stated, it's useful for stuff like Firestarter. So there's no chance of it getting the boot.

    I'm...not entirely certain what you mean by "the benefit's in Cure 3's cast time and speed". Cure III is the slowest Cure spell, having a 2.5s cast time, compared to Cure I and II's 2.0s cast time. It's also flat out worse, with a lower potency and the only benefit being a 4y radius...which is only a bit larger than melee range. You might as well cast Medica, unless everyone in need of healing is packed together. Unless you meant regular Cure? But then the advantage would be a lower MP cost, not speed...
    (3)

  7. #47
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by ErdrickLoto View Post
    If an action is used even later, like Fire, it isn't an "unused and ineffective action" - as stated, it's useful for stuff like Firestarter. So there's no chance of it getting the boot.

    I'm...not entirely certain what you mean by "the benefit's in Cure 3's cast time and speed". Cure III is the slowest Cure spell, having a 2.5s cast time, compared to Cure I and II's 2.0s cast time. It's also flat out worse, with a lower potency and the only benefit being a 4y radius...which is only a bit larger than melee range. You might as well cast Medica, unless everyone in need of healing is packed together. Unless you meant regular Cure? But then the advantage would be a lower MP cost, not speed...
    Cure III is godly in very niche circumstances.

    For example, in A4 when you had to spread out far from the other heal and away from the group, and the tank would be constantly hit with splash damage on the melee. Cure III is meant for that. It's also very useful in T11. It's also a much higher potency than Medica, making it better for topping up the team after a huge aoe (assuming you have a coordinated team that stacks up for said attacks).
    (1)

  8. #48
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by ZhaneX View Post
    Have you ever tried Solo-Play as a BLM? Sleep is kind of essential. Really great for MSQ or FATEs.
    Repose for WHM/CNJ too. I have used it to great effect in MSQ solo instances on an alt, and also when leveling CNJ/WHM solo. It's just another of those strategic skills that a lot of people overlook. Actually while playing WHM I ran Cutter's Cry with a group that were not really very strong, I was routinely reposing mobs to keep things under control. That group thanked me in the end because they had been having a hard time getting through. I can only imagine that no previous healer bothered to repose anything and they would wipe.

    Quote Originally Posted by ErdrickLoto View Post
    If an action is used even later, like Fire, it isn't an "unused and ineffective action" - as stated, it's useful for stuff like Firestarter. So there's no chance of it getting the boot.

    I'm...not entirely certain what you mean by "the benefit's in Cure 3's cast time and speed". Cure III is the slowest Cure spell, having a 2.5s cast time, compared to Cure I and II's 2.0s cast time. It's also flat out worse, with a lower potency and the only benefit being a 4y radius...which is only a bit larger than melee range. You might as well cast Medica, unless everyone in need of healing is packed together. Unless you meant regular Cure? But then the advantage would be a lower MP cost, not speed...
    Nailed it.
    (4)
    Last edited by Kosmos992k; 10-22-2016 at 02:37 AM.

  9. #49
    Player
    AlexanderThorolund's Avatar
    Join Date
    Apr 2015
    Location
    Garlean Empire
    Posts
    513
    Character
    Eros Crux
    World
    Louisoix
    Main Class
    Machinist Lv 70
    Looking forward to how they rework Stella
    (3)

  10. #50
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Alistaire View Post
    It could also mean combining certain things, like if they put the damage buff of monk's Twin Snakes onto True Strike there'd be no reason to have both.

    When you have moves like Fracture which even for their main job are a dps loss unless you have several buffs active and not enough time remaining on the buffs for another fell cleave there's somethin wrong there.
    Alternatively, you would then break the 3 skills per stance basis of Monk and nerf its skill cap and potency-per-execute dynamics.

    Fracture could actually be made newly useful for DRG and useful in all but a few situations for WAR by: (1) fixing Skill Speed (reduce TP refresh and bonus ticks by 20% but have them go off per the player GCD, or at a rate equal to the base / pre-accelerated GCD), and (2) adding just 5 more periodic potency, and possibly 10 more TP cost to compensate.

    At OP:
    Any post-WM/GB Ranged would be hard-pressed not to find a regular use for Feint, and you absolutely use Thunder I and II even after gaining Thunder III. I would hope such functionality is not likely to be trimmed, especially without a replacement.

    I'm hoping that rather than trimming abilities as a first pass, it will be the finishing touch instead on a systemic rehaul to allow more control and decision with each keystroke. Thunder (I through III) could easily be a tiered charge instead, as the spells are otherwise unvaried, therefore keeping all three, but within a single button. At present, Perfect Balance is the only thing keeping Monks from merely using 3 keys to hold all 9 primary (stanced) weaponskills; either the stance concept itself should be revisited, Perfect Balance's cooldown revised to make it seem a more frequent part of play (rather than just an opener or emergency burst), or the way Perfect Balance works, maybe paired with Form Shift, should be adjusted to allow the use of 3 keys for the 9 abilities. The same can be said for every combo; if there's no viable reason to leave a combo early, then that whole combo is essentially one ability, its finisher, and would normally make sense to condense into a single key. This is of course more the case for Dragoon than, say, Ninja.

    Reassessment of how certain mechanics work is another potential path, such as by making no enemy completely immune to any given debuff, but that debuff acting in other, less potent ways, adding elemental mechanics, revising how RNG mitigation and their abilities work (Dodge; Featherfoot) as to be more smarter and more reliable without necessarily being more powerful overall.
    (2)

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