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  1. #61
    Player
    Tyro's Avatar
    Join Date
    Jul 2011
    Posts
    85
    Character
    Tyro Liadon
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Keftenk View Post
    I don't think they're that bad, but most of them seem to have some small issue with them.

    For instance:

    * Benedictions AE radius is dreadfully small, you almost need to literally be right next to the person or on top of them for it to hit them.
    * Mighty Strikes usually only lasts for an entire combo.
    * Hundred Fists is actually quite slow, maybe ~8-10 hits?
    * Burst is just strange for a "2hr", wouldn't have Convert or something else be a little more acceptable?
    * Dragonfire Dive can be resisted, which is lol. 460+ MACC required for DRG?!

    The only 2 that seem "ok" or "useful" are BRDs and PLDs. Thoughts?
    Duuuuuuuuuude relaaaaax....lvl 50 won't be the level cap for ever. New abilities will come, more powerfull than these ones. Just chill and wait :P. I agree Burst is underwhelming, and I rarely ever use Dragonfire Dive. Broadly speaking the dmg output of all is more likely the same. The critical damage done by WAR, might equal the damage done from the 8-10 additional hit of the MNK and from the spike damage from Dragonfire Dive. Burst takes little MP and deals the same damage as Thundaga, that means you can cast another Thunder, for the same amount of MP. In other words, the real damage of Burst is Burst + Thunder. Still underwhelming but hey, when you have no MP it helps a ton.
    (0)

  2. #62
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by Tyro View Post
    Duuuuuuuuuude relaaaaax....lvl 50 won't be the level cap for ever. New abilities will come, more powerfull than these ones. Just chill and wait :P. I agree Burst is underwhelming, and I rarely ever use Dragonfire Dive. Broadly speaking the dmg output of all is more likely the same. The critical damage done by WAR, might equal the damage done from the 8-10 additional hit of the MNK and from the spike damage from Dragonfire Dive. Burst takes little MP and deals the same damage as Thundaga, that means you can cast another Thunder, for the same amount of MP. In other words, the real damage of Burst is Burst + Thunder. Still underwhelming but hey, when you have no MP it helps a ton.
    The point here is not that 50 will be the lvl cap for years, we know that, but if u remember or if u played XI u had that 2hr abbility since lvl 1, but since the beginning the power of those skills were noticed, what i meant and the op. is saying is that this skills doesnt feel like a life saver abbilities, they could double the cooldown and would be still usable for all content and runs u do, if they want to add something it should be added in the best way possible, what i mean is yeah those skills could help you killing faster a hard mob or healing all instantly to full health but u wont be able to use it too often, would be a last resort skill, lots of times when u have ifrit at 5% and then suddenly the tank dies then follows a healer even if u are an awesome damage dealer u can easily wipe that fight in seconds, this skills are life savers damage dealers will deal tons of damage and healers will be using a powerful heal just to die after, u might still wipe but u have 80% to get the job done, this was the mechanic of this type of skill thats why the cooldown lasted 2hrs to reset.
    (0)

  3. #63
    The new "2 hours" or 15 min skills are terrible. Plain and simple. If you do not believe they should be fixed, then you must in all good logic be on the side that they be taken out completely.

    Burst- Weak compared to Thundaga, 15min recast. Not worth it. Even tried it after low mp comboing thunder>thundara> convert>burst. Still weak.

    Hundred Fists- This skill is pure garbage. Yeah i know mnk/pug dps is mostly auto attack. but i can pop this, have to use 2nd wind or something, and the whole skill lags and poof. my 15min god skill is gone. with like 3 hits. Garbage. raise the duration. It's basically spinning heel but with more luck and cd time.

    Dragonfire Dive- I walked outside uldah and used this on a lvl 1 coblyn and did 4400 damage. i walked up to another one and used jump and did 3600 damage. Ring of talons > Dragonfire dive. this is also garbage atm.

    And telling people to wait until the cap has been raised is not going to work. in ff11, eagle eye shot pwned from lvl 1 to cap. not to mention these skills are earned, and not just given to you. they need to be much, much stronger or useful. as of right now i dont really use any of them because theyll nerf my dps.
    (1)

  4. #64
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    I think the problem here is that people are comparing these quarter-hour abilities to 2-hours from FFXI. They're not the same.

    Quarter-hour abilities are not "Oh shit!" button, life savers. They are meant to be used in combat just like any other skill, in the proper situation/combination.

    Mighty Strikes alone is kind of okay, but paired with Rampage and Steel Cyclone it's pretty fucking amazing.

    Hundred Fists was kind of meh before I realized that each strike counted as two strikes, and each one seems to do more damage than a normal auto attack would.

    Dragonfire Dive is not meant to be the ultimate destruction AoE super attack of doom. It's another AoE attack for Dragoon that, when used in the right situation, can do quite a bit of damage.

    Sure some of them could be a bit better but again they're not the super obnoxious ridiculously awesome 2-hour abilities. They are FFXIV's quarter-hour abilities, any similarity to FFXI should be ignored as they are completely different in concept and use.
    (1)

  5. #65
    I forget that I even have these 15min skills. Why burst when you can thunder> parsimony>thundara. why hundred fists when you can spinning heel. why dragonfire dive when you can just spam ring of talons all you want. it makes no sense. the argument that they are for battle use is also kinda stupid. so every 15min i get a little bump on my dps from dragonfire dive? If i even remember to cast it? nah, not worth it. theyre designed to help party play. which they do not do. i know SE has been doing well and trying and what not but seriously....quit defending things that need to be changed. it just slows the process down even further.
    (0)

  6. #66
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Using cooldown vs power, shouldn't these abilities all be 1/8th as impactful as FFXI 2hrs? (Since the comparison is being made)

    As far as I'm concerned, they are well balanced for their recast timers.

    Battle Voice and Hallowed Ground are both solid.

    Hundred Fists and Mighty strikes are good, just don't interrupt them with other skills (seems logical enough).

    Dragonfire Dive is solid and Benediction just requires some simple party coordination to get the maximum usage out of it.

    The only one that might need some tweaking is Burst, but since I haven't spent much time with it, I can't say for certain.
    (0)

  7. #67
    The comparison isnt in how powerful they should be compared to ff11's 2hours, the comparison is in the cooldown timer. As far as im concerned, ff14 is 8 times faster than ff11. so that explains the 15min cooldown timer. the point im getting at is that all the 15min skills can be easily replaced with another skill we already have that isnt 15min cd. getting a group together for benediction would take more time than just casting presence of mind>curaga>curaga. they should be skills unique and unreplacable, with just enough niche to make them situational as well.
    (0)

  8. #68
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    i think that blm had a 2hr where no mp was used to help nuking, maybe they could add this later on that would be a good 15min abbility
    (0)

  9. #69
    Player
    Nullie's Avatar
    Join Date
    Oct 2011
    Posts
    244
    Character
    Ishiene Phye
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    I honestly like that I can use these skills every 15 minutes. I use them quite a bit of the time and to me its better than having one every 120 minutes. That aside, lets not put out the fact that we have traits. We didn't get enhanced protection the level we got protection. Perhaps we can see a trait that enhances these skills in the future as our level raises.

    Edit:
    To be more specific I'll use monk skills. Like Enhanced Spinning Heel: Receive no penalty to auto attack when using spinning heel. Enhanced Hundred Fists: Increased the duration of hundred fists.

    Rinse and repeat that with other skills. Maybe you all can figure out something you like.
    (1)
    Last edited by Nullie; 03-15-2012 at 08:32 AM.

  10. #70
    Player
    Tyro's Avatar
    Join Date
    Jul 2011
    Posts
    85
    Character
    Tyro Liadon
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by elreed View Post
    The point here is not that 50 will be the lvl cap for years, we know that, but if u remember or if u played XI u had that 2hr abbility since lvl 1, but since the beginning the power of those skills were noticed, what i meant and the op. is saying is that this skills doesnt feel like a life saver abbilities, they could double the cooldown and would be still usable for all content and runs u do, if they want to add something it should be added in the best way possible, what i mean is yeah those skills could help you killing faster a hard mob or healing all instantly to full health but u wont be able to use it too often, would be a last resort skill, lots of times when u have ifrit at 5% and then suddenly the tank dies then follows a healer even if u are an awesome damage dealer u can easily wipe that fight in seconds, this skills are life savers damage dealers will deal tons of damage and healers will be using a powerful heal just to die after, u might still wipe but u have 80% to get the job done, this was the mechanic of this type of skill thats why the cooldown lasted 2hrs to reset.
    I did play FFXI for like 5 years, and I guess you are right. However, some 2hrs were underwhelming aswell. For instance, the BLU 2hr was near useless... Perfect Dodge, didn't even dodge everything. Some others were amazing, such as Hundred Fists, Chainspell, Manafont, Benediction, Invincible. I agree we should have an ability so strong that can save the day. Maybe, I'll get it later instead of lvl 1.
    (0)

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