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  1. #1
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Putting aside the 120s recast most of these buffs have been shoehorned into for the sake of making it "fair", I think there is also a distinction that needs to be made between "good" and "bad" raid buffs. The difference between good and bad isn't how strong they are, but rather how they affect the job that actually uses them.

    Good buffs that affect the user additionally:
    - Brotherhood: funnels bonus Chakra to MNK when party acts, more FC uses
    - Arcane Circle: grants bloodsown stacks to RPR for every party member attacking + enables Plentiful Harvest
    - Technical Finish: grants a lot of Esprit from party members acting, more Saber Dances
    - BRD songs (not Battle Voice): grants minor buffs to everyone, but is a mechanic for the job itself
    - Dragonsight: while not very unique, it requires making a choice of who gets the most value out of it.
    - Chain Stratagem: it is a debuff, meaning in 2-target boss fights there is decision making
    - AST cards: see Dragonsight
    - Mug: is also a +40 Ninki gain, but I suppose is one of the least interesting ones

    Bad buffs that just give +x% <something> and nothing else:
    - Battle Litany
    - Battle Voice
    - Embolden
    - whatever Summoner has
    - Divination

    So yeah... we got some issues with raid buffs. Forced 2min alignment and some of them are just "might as well not exist and be part of the user's DPS output".
    (7)

  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,371
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    - AST cards: see Dragonsight
    Would be cool, if AST cards had 3 pairs based on roles, rather than melee/ranged of today. 2 cards for dpsers, 2 for healers, 2 for tanks... It would open to more unique thinking while you use it and would not have bad cards for 4 man groups when you can potentially not match the dpsers of the team (2 melee or 2 ranged). Plus it would let tanks and healers themselves also have the strategic windows outside of the 2min bursts, since they do have resourced stuff to use there.
    (2)