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  1. #1
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    I think the rough around the edges parts on some healers kits is the MP management since they get tied to something that is intended to be used, but depending on what point in the patch cycle someone is on might not ever get used. They always do a good job at balancing things on the launch outside of end game, and then when they start fine tuning for end game and gear creep things break.
    (0)

  2. #2
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Colt47 View Post
    I think the rough around the edges parts on some healers kits is the MP management since they get tied to something that is intended to be used, but depending on what point in the patch cycle someone is on might not ever get used. They always do a good job at balancing things on the launch outside of end game, and then when they start fine tuning for end game and gear creep things break.
    We are still talking about healers here, right? "They always do a good job at balancing things on the launch outside of end game, and then when they start fine tuning for end game and gear creep things break."

    So if I applied that, to say, SGE, you're saying that SGE was balanced aside from end game but broke at end game in your view? If that's what you're saying, I would disagree in part as there are still changes that would apply at any level.
    (4)

  3. #3
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    I think for our case in FF14, the Dead Ends could be compared to our most recent Lunarian 4 man dungeon. The final boss for the Dead Ends has quite a bit AoE damage. I could end it with a good amount of MP if I cycle almost all of the cooldowns, but I would definitely run more dry on mana if I used maybe just half the healing cooldowns. As for our most recent dungeon, it usually follows our 70 - 90% graphs for Dosis / Glare / Malefic / Broil spam. Most of the damage are telegraphed AoEs we can dodge. The unavoidable damage is comparable to a slap on everyone's face that is easily countered with a WHM's Assize that actually gains mana instead of using mana. I use Liturgy during the stack marker on me, but more so just because. I probably could have chosen Asylum and it would still be the correct answer since the next mech is yet another avoidable attack. Oh and did I mention the next 2 after that are also avoidable? lol The boss was trying to sound scary while I am yawning with my mana only being used to Glare spam him. Only thing that would actually kill at this moment would be the dreaded lag spikes.

    As a conclusion, Bole appears to also be right that we had some over-corrections. The healing power from raising gear ilvl is so strong that I can't remember using Medica 2 ever once we got past the Dead Ends. Even when I did use it for the level 87 dungeon, the Thin Air cooldown negated the mana cost. All of our mana free cooldowns were usually sufficient to counter the unavoidable stuff. So in essence, it still factors in for our mana management that we barely ever have to touch our GCD mana heals.

    As for SGE mana regen, one of my Savage player friends also joked about how we could just throw a random Druochole to a full health target in a 4 man and not care because we got our 7% mana, lol. Of course, I am talking about the middle of the patch cycle to our current end cycle.
    (0)