I'm under the impression that combat will seem slower now with such high cooldowns on weaponskills?
I'm under the impression that combat will seem slower now with such high cooldowns on weaponskills?
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
Yes, depending of it's healing potency. I like having cure equipped fulltime so i would have it equipped as tank for sure...if necrogenesis can heal the same as a cure, it's already good enough IMO.
So am i...specially with no basic attacks and TP gain reduction...i have the feeling it will be like FFXI, where to store 3000 (the cap. 300 there, but we used to get like 14 TP/hit with 2-handed weapons, which would be like 140 TP/hit here) TP you will take 2-3 minutes ><
Also, Keen Flurry kind of lost it's purpose...now it should create a 30 seconds or s window where all WSs would have 0 recast...because now it will matter very little if i use Keen Flurry, as example, to prevent the 60 sec recast of Godsbane i still will have to wait the 20 seconds of Brutal Swing and the 30 sec od Maim.
Same goes for Whrilwind...this one can use Keen flurry more effectively because the combo uses just 2 WSs (and whrilwind has 80 sec delay)...but still "Path of the Storm" (soooooooooooooo gay this name change) will have to wait 30 seconds.
IMO these delays are WAY too big...they might potentially be reflecting some extremely slow battle pace...like "I'll put these recasts because they won't have TP before this anyway".
Also, what concerns me is the enmity unstability peak it will cause...with everyone storing TP at same rate (assuming they keep the relationship of TP/delay constant) pretty much everybody will be getting 1500-3000 TP nearly at same time so it's possible that sometimes position bonuses end being messed because mob moved...and for PGL we still have the range...depending of the monster's movement you might actually lose the combo before getting in range (i use exp chain timer as reference...if i kill the mob with timer under 3 seconds it already counts as time up, even if i still had time remaining at my screen).
Will have to wait and see.
Last edited by Lienn; 12-14-2011 at 10:10 PM. Reason: typo
Have you compared the non-exclusive WSs to the Incap chart? Haven't checked yet but we may have situational uses for some WSs. I don't feel class customization is totally gone but I get your point for the most part. MRD is kinda lucky in it's role in that it can be a viable tank & DD, so it can still lean more heavily one way or another, though most classes won't have this luxury.
I think what he was implying is that you would need Necrogenesis + a damage spell. As far as losing two slots for this, I don't personally feel it would be worth it when we already come with Bloodbath.
One thing I did notice, I think I would choose to add Quelling Strike to the bar in place of Hawk's Eye. From my understanding Lancer will be taking the real hit to Accuracy, whereas Quelling Strike adds a bit of TP generation to the next Weaponskill, which sounds kinda nice with the hit to TP generation.
But the thing is that we actually know nothing about the new system...it all will depend of WSs potency too...if they remove affinity penalty due secondary attributes, it's all good. But, at start, i'd assume ppl might be focusing on WSs that can combo since the following WSs will be TP-free. Why would i spend 1500 TP with a Concussive Blow if with this very same TP i can do a Brutal Swing > Maim > Godsbane?Have you compared the non-exclusive WSs to the Incap chart? Haven't checked yet but we may have situational uses for some WSs. I don't feel class customization is totally gone but I get your point for the most part. MRD is kinda lucky in it's role in that it can be a viable tank & DD, so it can still lean more heavily one way or another, though most classes won't have this luxury.
I think what he was implying is that you would need Necrogenesis + a damage spell. As far as losing two slots for this, I don't personally feel it would be worth it when we already come with Bloodbath.
I think you "misunderstood" it...WS generates no TP. For non-ARC quelling strike only reduces enmity generated. It increases TP generated because ARC kept the "Shot" basic attack and barrage.One thing I did notice, I think I would choose to add Quelling Strike to the bar in place of Hawk's Eye. From my understanding Lancer will be taking the real hit to Accuracy, whereas Quelling Strike adds a bit of TP generation to the next Weaponskill, which sounds kinda nice with the hit to TP generation.
Unless, just like is at FFXI, WSs start generating TP too...if so, yep, quelling strike might be good to use before multihit WSs.
I can tell you simply that if incapping a body part increases a drop of some sort (ie: Buffalo > Horn), then it will probably be asked of us to incap the appendage before downing the mob, but again, this depends on how incaps work and I haven't checked to see if there's any correlation between incap WSs & available cross-class WSs. I agree Combos will be the main focal point of the class, but you have 10 slots to fill up with back-up abilities and the cross-class abilities we have available aren't all useful all the time.But the thing is that we actually know nothing about the new system...it all will depend of WSs potency too...if they remove affinity penalty due secondary attributes, it's all good. But, at start, i'd assume ppl might be focusing on WSs that can combo since the following WSs will be TP-free. Why would i spend 1500 TP with a Concussive Blow if with this very same TP i can do a Brutal Swing > Maim > Godsbane?
I get what you're saying, my bad for reading it quickly as it does state "Next Attack" and not Weaponskill, but I'm extremely hopeful as it would be a nice boost if it did add TP to a WS.I think you "misunderstood" it...WS generates no TP. For non-ARC quelling strike only reduces enmity generated. It increases TP generated because ARC kept the "Shot" basic attack and barrage.
Unless, just like is at FFXI, WSs start generating TP too...if so, yep, quelling strike might be good to use before multihit WSs.
Edit: There may yet be a use for Quelling Strike when combined with Berserk, since Berserk will fade once you receive damage, Quelling Strike may be useful to keep uptime, but that's kinda situational and speculation again. I'm curious as to if Berserk caps, or if you just keep increasing AP & lowering Def.
Last edited by Belial; 12-15-2011 at 03:26 AM.
Ha, trust me, it can be that slow. I didn't think Accuracy was an issue, and it may not be. But I unluckily missed 5 times in a row in Natalan. So yea, it -can- go slower. lol.
Also, Quelling Strike adds 300 TP gain to WSs. Got some more playing around to do though, may have to check out DEX rings to see if they can tip the Accuracy issue at all, or if it's even worth it. I think it was just luck though.
my AA misses allot more now, but i rarely miss a ws.Ha, trust me, it can be that slow. I didn't think Accuracy was an issue, and it may not be. But I unluckily missed 5 times in a row in Natalan. So yea, it -can- go slower. lol.
Also, Quelling Strike adds 300 TP gain to WSs. Got some more playing around to do though, may have to check out DEX rings to see if they can tip the Accuracy issue at all, or if it's even worth it. I think it was just luck though.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.