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Thread: Rage of Halone

  1. #11
    Player
    Reinhardt_Azureheim's Avatar
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    Oct 2017
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    2,697
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Deedlit View Post
    Jack missed Rage of Halone.
    Now that's a classic I haven't heard in a while.
    (0)

  2. #12
    Player
    Mercury_Grey's Avatar
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    Nov 2018
    Location
    Ul'dah
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    344
    Character
    Jaune Khione
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Jeeqbit View Post
    Rage of Halone still exists at level 50. It just upgrades to Royal Authority, which itself looks fine and was always fun to use. Both used to co-exist when we had enmity combos, but that became pointless once enmity combos were removed in Shadowbringers.

    Now, Paladin did honestly feel better when the Rage of Halone, Royal Authority and Goring Blade combos existed. Because they were designed to look good from the ground up.

    What went wrong with it is that Rage of Halone and Royal Authority originally combo'd off Savage Blade, and they now combo off Riot Blade, which wasn't the original design, so it looks weird doing the Riot Blade animation before them. It especially looks out of place that Riot Blade (a completely different colored action) does a strange blade poke before Rage of Halone at level 50.

    However, the improvements to Atonement so that it is a full combo and not just repeating the same attack, does feel better, because they designed that to sequence properly.

    So my conclusion here is that it would make sense from an animation standpoint for Riot Blade to be replaced with Savage Blade. However, Riot Blade was always the MP regeneration regeneration action which is rather important at higher levels, so maybe it could be an upgrade from Savage Blade at level 60.
    I might be wrong but rage of halone was the enmity and ROyal athority was the damage combo back in StB? Its been years so i don't remember which was which wihtout checking the stormblood job patch notes
    (0)

    A happy family between a viera, a goddess and a child

  3. #13
    Player
    Jeeqbit's Avatar
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    Mar 2016
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    7,997
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Mercury_Grey View Post
    I might be wrong but rage of halone was the enmity and ROyal athority was the damage combo back in StB? Its been years so i don't remember which was which wihtout checking the stormblood job patch notes
    Yes, Rage of Halone was the enmity combo, while Royal Authority was the damage combo.

    Once you got Royal Authority, your goal was to use Rage of Halone as little as possible while still having enough enmity. Of course, enmity was rarely a problem if you kept tank stance up, so you could have just used Royal Authority the entire time in stance.

    But it was better to use it out of stance, so to get all enmity generation established for the entire fight, you would be more inclined to just do an enmity combo 1-3 times in stance then switch to damage stance and use Royal Authority/Goring Blade for the rest of the fight. I say 3 times because in Stormblood it seemed to need more unless people used enmity reductions actions or had low DPS.

    The issue is that a significant amount of tanks - non-raider types, casual types, RPer types, which was at least 50% of tanks, would "believe" in using tank stance "because they are tanks" and they would use it 100% of the time. Some tanks took it to extremes and spammed Rage of Halone in stance despite having access to Royal Authority.

    So this is why we are here. Why tanks had to be simplified to a point where these 50% of tanks weren't confused on how to play it. SE created a linear path which entailed making Rage of Halone redundant.
    (0)

  4. #14
    Player
    Mercury_Grey's Avatar
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    Nov 2018
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    Ul'dah
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    Character
    Jaune Khione
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Jeeqbit View Post
    Yes, Rage of Halone was the enmity combo, while Royal Authority was the damage combo.

    Once you got Royal Authority, your goal was to use Rage of Halone as little as possible while still having enough enmity. Of course, enmity was rarely a problem if you kept tank stance up, so you could have just used Royal Authority the entire time in stance.

    But it was better to use it out of stance, so to get all enmity generation established for the entire fight, you would be more inclined to just do an enmity combo 1-3 times in stance then switch to damage stance and use Royal Authority/Goring Blade for the rest of the fight. I say 3 times because in Stormblood it seemed to need more unless people used enmity reductions actions or had low DPS.

    The issue is that a significant amount of tanks - non-raider types, casual types, RPer types, which was at least 50% of tanks, would "believe" in using tank stance "because they are tanks" and they would use it 100% of the time. Some tanks took it to extremes and spammed Rage of Halone in stance despite having access to Royal Authority.

    So this is why we are here. Why tanks had to be simplified to a point where these 50% of tanks weren't confused on how to play it. SE created a linear path which entailed making Rage of Halone redundant.
    Honeslty once ShB came out i was annoyed i had to fix my entire hotbar. I miss sword stance. Wish PLD gauge had an option for visual que on our side. Use iron will but our gauge can b e the sword or shield
    (0)

    A happy family between a viera, a goddess and a child

  5. #15
    Player
    Post's Avatar
    Join Date
    Oct 2015
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    486
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Glamouring actions would introduce a slight inconsistency that really shouldn't be much of a hurdle or hindrance, but that is that an actions damage/effect is tied to its animation in FFXIV. The effect is calculated at the action's execution (button press, or when cast finishes for actions that have cast times), but the effect doesn't go through until the animation finishes. The game has always worked this way; probably the most notable actions failing to succeed despite being used are Hallowed Ground, Benediction and Limit Breaks (if a boss becomes untargetable or a player dies before the damage / healing is actually dealt).

    Glamouring actions has the potential to negatively or positively impact certain jobs due to the long delay some actions have, such as the difference between when say a PLD's Rage of Halone (slow) and Royal Authority (fast) deal damage in the course of their animation. A boss could become untargetable in this time difference, and this used to contribute to tanks losing aggro briefly during the long wind up on, for example, MRD's Butcher's Block or DRK's Power Slash.

    I don't really have a lot of other relevant cases I can point to in PvE, but maybe it's part of their consideration (obviously this is a huge deal in PvP and really shook things up when they decided to rework when damage is calculated in PvP actions from players alone in 7.2, not even including actions performed by the occasional NPCs in those arenas).

    Actually, you know what, fuck it. If they can rework the timing for healer shield applications like Succor to count after an enemy's spell finishes casting (but not DRK's TBN) before the damage is applied in PvE, then they can just fix their damn game to have every action deal its damage up front, or at least secretly if they feel like that causes actions to lose their impact. Not like they care about their animations anyways, it's all been super flashy spell effects and "flying through the air" and not intricate mocap ever since 5.0
    (1)

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