Spinning Heel isn't useless (it generates a pretty good amount of TP and does nice DPS) but I do think it should last longer. Same with Hundred Fists.
Probably a fairly unpopular opinion but as far as I stand, the jobs are underwhelming in general. I know that the goal was to have the jobs specialize in particular areas, but the fact of the matter is, with the way they design some of the content you are just asking to be a sitting duck without some of the defensive abilities.
A perfect example would be an instance where I was helping some people with the final bard quest last night. It twice devolved into "welp flash is down and the mobs just reset hate again, time for all the monsters to go after a blackmage." Said blackmage would then get pummeled to death in about 4 seconds by mobs that were laughing in our faces due to the fact that said black mage had no way to effectively defend himself, and the fact that even with Dark seal up 3 other blackmages couldnt effectively land sleepga on any of the monsters. Even with 2 white mages cure spamming they couldnt keep the person that was getting attacked alive long enough for the tank to get hate back. It wasn't until 2 of the blackmages actually switched off to thm so they could rely on defensive abilities to stay alive for more than 2 seconds after the mobs did a hate reset that we basically steam rolled the instance.
This is all really just a first impression though, and its a very high possibility the party just sucked, and I was so tired that I had convinced myself the party was actually doing what it was supposed to to not suck. I dont have all the abilities unlocked for all the jobs yet, and I haven't really even played much since the patch, but as it stands, everytime I get on a job it feels like a step backwards without certain abilities because thus far, I can't really think of anything in the past that hasn't involved needing to be able to sustain damage without dying, for at the very least, a short period of time.
I guess I just need to get used to the system before I can see how great it is?
We found this fight fairly simple. BLM sleepga at the start and everyone zerg the main NM, whm sleep any mob that wakes. Take down the whm second then pick off the remains in any order you like. Even if a couple of them are awake at this point it isn't a problem.Probably a fairly unpopular opinion but as far as I stand, the jobs are underwhelming in general. I know that the goal was to have the jobs specialize in particular areas, but the fact of the matter is, with the way they design some of the content you are just asking to be a sitting duck without some of the defensive abilities.
A perfect example would be an instance where I was helping some people with the final bard quest last night. It twice devolved into "welp flash is down and the mobs just reset hate again, time for all the monsters to go after a blackmage." Said blackmage would then get pummeled to death in about 4 seconds by mobs that were laughing in our faces due to the fact that said black mage had no way to effectively defend himself, and the fact that even with Dark seal up 3 other blackmages couldnt effectively land sleepga on any of the monsters. Even with 2 white mages cure spamming they couldnt keep the person that was getting attacked alive long enough for the tank to get hate back. It wasn't until 2 of the blackmages actually switched off to thm so they could rely on defensive abilities to stay alive for more than 2 seconds after the mobs did a hate reset that we basically steam rolled the instance.
This is all really just a first impression though, and its a very high possibility the party just sucked, and I was so tired that I had convinced myself the party was actually doing what it was supposed to to not suck. I dont have all the abilities unlocked for all the jobs yet, and I haven't really even played much since the patch, but as it stands, everytime I get on a job it feels like a step backwards without certain abilities because thus far, I can't really think of anything in the past that hasn't involved needing to be able to sustain damage without dying, for at the very least, a short period of time.
I guess I just need to get used to the system before I can see how great it is?
Like I said, its a huge possibility my party just sucked, but after the first sleep they started resisting it like crazy.
As far as the 15 minutes go, I think a fair determination of their usefulness isnt going to be in the dungeons. Looking back in XI none of the 2 hours were really all that useful in the endgame content unless you count the ones that were used with mechanics that SE had not intended outside of bard. Looking back they were OP as crap because SE never intended for Dark knights to run in with kraken clubs, or red mages to go /drk and stunlock the enemies. They were always just meant to basically save your ass if shit hit the fan in normal fights. If you were fighting something difficult and crap went bad, the 2 hours were rarely ever going to save you, against normally enemies though its a completely different story. If you are leveling and get a bad link, the good ones would make the difference between your party wiping and surviving. These 15 minute abilities should be judged on that same scale. The ones that are decent are the ones that are going to save you if your party is in danger of wiping to normal enemies, such as a bad pull in an instance, or your tank dcs while you are fighting multiple enemies, etc. The bad ones are going to be the ones that arent going to do crap to save you.
Last edited by Req; 03-13-2012 at 11:16 PM.
However I think because they're on a much lower cooldown, they're not meant to be "Oh shit!" buttons. They can be used as mechanics to help you through difficult fights, as well as in conjunction with other abilities.Like I said, its a huge possibility my party just sucked, but after the first sleep they started resisting it like crazy.
As far as the 15 minutes go, I think a fair determination of their usefulness isnt going to be in the dungeons. Looking back in XI none of the 2 hours were really all that useful in the endgame content unless you count the ones that were used with mechanics that SE had not intended outside of bard. Looking back they were OP as crap because SE never intended for Dark knights to run in with kraken clubs, or red mages to go /drk and stunlock the enemies. They were always just meant to basically save your ass if shit hit the fan in normal fights. If you were fighting something difficult and crap went bad, the 2 hours were rarely ever going to save you, against normally enemies though its a completely different story. If you are leveling and get a bad link, the good ones would make the difference between your party wiping and surviving. These 15 minute abilities should be judged on that same scale. The ones that are decent are the ones that are going to save you if your party is in danger of wiping to normal enemies, such as a bad pull in an instance, or your tank dcs while you are fighting multiple enemies, etc. The bad ones are going to be the ones that arent going to do crap to save you.
Take a look at Might Strikes for example, makes all your attacks crits for a time. Seems kinda useful at a first glance but then you take a further look at the job as a whole. Rampage. Rampage increases your attack speed with damage taken and heals you if you crit, not only that but it now simply fades over time. Rampage + Mighty Strikes = awesome damage AND guaranteed heals. Not only that but say you were to use Steel Cyclone at the end, if you're tanking a group of enemies that's pretty amazing and Steel Cyclone resets (not cancels) the effect of Rampage.
Yeah, they're pretty crappy for the most part. They certainly need a face lift of some kind. In particular the BLMs - that thing is a joke.
I am more annoyed (or whatever fits there) that they look crap. Slow, cumbersome looking and zero snap to them. The kicks look like you could chop a tree down with them. Not trying to gently knock off a dixie cup off of the mobs head.
For everything I have heard (and read here), Burst needs to be fixed.. they should just make it a regular spell with more damage and swap with convert or another better spell. Hell even escape would be better from the sound of it.
How are the kicks useless its better than hundred fist lol....
Spining heel is fine where its at you do know it gives more tp than invig and when you use the two correctly mnk Always has tp for WS always.Spinning Heel isn't useless (it generates a pretty good amount of TP and does nice DPS) but I do think it should last longer. Same with Hundred Fists.
Last edited by Firon; 03-14-2012 at 12:05 AM.
|
![]() |
![]() |
![]() |
|
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.