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  1. #1
    Player
    rappa's Avatar
    Join Date
    Sep 2013
    Location
    Costa De Sol
    Posts
    515
    Character
    Pande Monium
    World
    Odin
    Main Class
    Alchemist Lv 60
    Quote Originally Posted by Kyomih View Post
    btw, can you use status remove potions in pvp? Or other items to break sleep and stun on others if your healer is out?
    If so, that stuff just finally got a point to be in game.
    i bought smelling Salts (remove sleep) and i can't use it yet
    My first option was "purify", sleep is op atm without resistance
    (0)

  2. #2
    Player
    MilkyJoe's Avatar
    Join Date
    Aug 2013
    Posts
    59
    Character
    Milky Joe
    World
    Moogle
    Main Class
    Conjurer Lv 50
    9) Casters are at a total disadvantage, any damage = interrupt
    (0)

  3. #3
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Quote Originally Posted by MilkyJoe View Post
    9) Casters are at a total disadvantage, any damage = interrupt
    If that wasn't in place
    WHM/SCH = Endless Heals
    BLM/SMN = Endless Nukes

    Casters are put at a disadvantage because their damage / cc / debuff / healing is incredible!
    (1)

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Gooner_iBluAirJGR View Post
    If that wasn't in place
    WHM/SCH = Endless Heals
    BLM/SMN = Endless Nukes

    Casters are put at a disadvantage because their damage / cc / debuff / healing is incredible!
    Others MMOs use this thing called Spell Pushback, which prevents the cast bar from finishing when you receive direct damage. I was calling for it all through beta and was entirely ignored. And I knew this was going to be a problem for casters.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)