The enmity bonus probably won't matter. Just as it doesn't matter with barrage, and storms path, and everything else that you do mid-fight after the tank has already built up more enmity than he will ever need.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
We make our DD heal themselves.Ideally that's how things will go down, but what about when a DD forgets to pop sentinel and needs a heal? It's not uncommon for that to happen.
On paper it looks like we'll still fare ok because of all the hate grabbing abilities that GLA has now, but what if they look better on paper than in reality?
Assuming you're right it's business as usual. I'm just going to assume though that things have changed drastically as far as abilities are concerned unless it's proven to me otherwise when the patch drops.
I guess the ol "Wait and see" adage applies.![]()
There's nothing that indicated that hate mechanics have changed at all. Previous changes to hate mechanics have been mentioned in the notes before.
But anyway, we'll see.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Assuming Decoy works as it currently does, it will not be able to block Hellfire.
Decoy is a very fickle ability right now, it works in certain scenario's and not in others.
For example, if Shock is cast on player A, but you are hit by its collateral AoE Decoy will not absorb the magic effect.
However, if you are solo and shock is cast on you, decoy will absorb it... most likely because the game tells the Gnat to cast the single target version instead of the AoE version.
This means currently Decoy only blocks single targeted magic attacks. Hellfire is a self-centered attack (has no target) therefor it is impossible for Decoy to block this even if you were solo.
Furthermore Decoy does not currently block -all- ranged attacks because some ranged attacks are actually flagged in game as meele attacks.
Efts ranged attack is the first one that comes to mind. You can featherfoot, diversion, and foresight its ranged attack but you cannot Decoy it.
The other one that comes to mind is Gnat's warp -> laser beam ranged attack that is flagged as meele... decoy does also not stop this but you can FF/Foresight/Div it.
It also does not block ranged AoE Weaponskills. Example that comes to mind is the air bomb toss Goblin NM uses, which is considered magic I believe as Decoy and Diversion both do not effect it. It should fall into something similar to AoE Magic category, as you can Diversion WS"s as seen on Ogre fight all WS's -should- fall into Magic, Ranged, or Meele categories.
There is no reason to assume otherwise that Decoy's base mechanics have changed so I have a strong feeling it will remain this way and will not be able to block Hellfire, or the Moogles Astral Flow shown in the preview.
Also its not known if +20% Sentinel boost is Multiplicative or Additive right now, and the exact performance loss of cross classing isn't known either its a little early to speculate that Sentinel will be good or bad yet.
Even if Sentinel (main) remains at 60%, and subbed is 50% off so 30% and lasts 7 seconds. It will still be required by every single LS to do Ifrit. (Multiplicative means GLA could get it to 72%, which isn't too unreasonable)
Also if it only lasts 50% time, or 7 seconds, the enmity gain from actions during it will be small at best.
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