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  1. #1
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    There is a few situational uses for this spell in it's current form. However, due to the high mp cost, and long casting time (36 seconds all together) Any arguement for the practical use of this spell just falls flat. In order to rectify this, the devs need to either:

    A: Dramatically reduce the mp cost.
    B: Dramatically increase the damage output.

    While testing this spell I've noticed a few mechanics about the spell that, if tweaked, could make the spell worthwhile.

    First: The AoE target radius does not move once cast on a target. For example, if I cast my AM on the mob, and the mob moves away from where I first cast it, the spell will miss. It's like I planted a mine on the ground where the mob was standing.

    Second: After 30 seconds, the game will perform 5 checks to see if conditions are right to cast the spell. These conditions include "Casters distance from the target radius" and "Mobs position relative to the target radius". If both of these conditions are favorable, the spell will fire.

    Third: It is impossible to use this spell in a battle regimen, because the spell doesn't actually fire until much later, after the battle regimen is initiated.

    Changes I would make to these mechanics are as follows:

    1: Make the target radius stick to your target. For example, if I target a mob, and the mob moves, the radius will move with the target. This opens the way for a lot of advanced tactics by way of this spell. Such as targeting a player, and then having them agro a group of mobs by running into the group and letting the spell go off. It also prevents the mob from moving away from the target radius if you cast it on a mob. Also if you are going to keep the target radius stationary, then it would be nice to have a visual indicator of where the spell is going to fire. It's very annoying when the spell fails simply because you can't find where the mob was standing 30 seconds ago.

    2. Since the game performs 5 checks, why not let the spell fire 5 times if conditions remain favorable ? This alone would be enough of a damage increase to warrant use of the spell in my opinion.

    3: If the spell were able to be placed at the end of a battle regimen, the damage output could be reasonable. However, due to the time delay this is impossible. So either the mechanics of battle regimen need to be changed, or the time delay needs to be removed.


    By making either one of these changes the spell could become worthwhile. MP cost can be reduced manually by use of spiritbind. So the more immediate concern is that of damage output and time delay.

    Also as many have voiced since beta, the animations for these spells are quite pitiful considering they are meant to be the most powerful spells for a CON.
    (2)
    Last edited by Zetsumei_Tsunarashi; 05-15-2011 at 10:07 PM.

  2. #2
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    There was also a rumor about the spell increasing the damage of same element nukes cast during that "buff" while you're waiting for the spell to go off. I've tried a number of times and frankly noticed no perceptible difference. Just thought I'd toss it out there though.
    (2)

  3. #3
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
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    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    I've tested that idea myself, and I've had varying results. Currently I'm at the point where I'd need the aid of multiple conjurers in order to get a definitive answer, and I've been unable to get the help needed so far.

    The idea is that the number of nukes that a single conjurer can input into boosting AM is limited and therefore it's hard to say whether or not any increase in damage is resultant from the nukes or not. 30 seconds isn't really enough time when you have to wait for cooldowns and stamina.
    (0)
    Last edited by Zetsumei_Tsunarashi; 05-19-2011 at 08:10 AM.

  4. #4
    Player
    Join Date
    Mar 2011
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    1,651
    They don't affect the potency or accuracy of any other spells.
    That's what chokes and drowns are for.
    (0)

  5. #5
    Player
    ZethLyons's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    12
    Character
    Zeth Lyons
    World
    Balmung
    Main Class
    Summoner Lv 60
    That's a real shame...I'm still new to the game, didn;t know the Ancient Magics were so useless. I hope they fix that.
    (0)
    Philippians 4:13

  6. #6
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    That scene reminds me of the "Magic Sword" technique you could do with Steiner in FFIX. Basically any time there was a mage in the party (Vivi), you could have them cast a spell on your sword and do extra elemental damage. The good part of it too, was that it took away Steiner's (the melee) mana instead of the mage. So the mage gets to cast a spell at no mp cost, and the melee gets extra damage applied to their next attack. I can see it working really well in FFXIV, I hope they decide to add something like that. Maybe BLM, when it's unlocked will be able to do it.
    (3)

  7. #7
    Player

    Join Date
    Jun 2011
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    33
    Bring back skill chains, and make a huge bonus for magic bursting on skill chains with ancient magic.
    (0)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    9
    what can be said about the new change? casting time for AM is now 15 secs
    (0)

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