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  1. #22
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    1,455
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    Alex Kidd
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    Marauder Lv 90
    Sorry I have been to sleep but am awake now, but got to go to work soon ><

    For all the examples you guys have given for the stamina system there is only two issues:

    1: No longer being able to store stamina for a zerg on mashing 1,1,1,1,1, now you have to use a new tactic. This alone is going to make battles more challenging and need a better use of tactics. So for the Mongrel example use a BR to constrain it's TP generation and increase it's TP costs, spells like Absorb TP or WS's like Twisting Vice to remove it's TP. Spells like Slow to slow it's moves down, Absorb Attack to reduce damage it can do to further slowing TP generation. So you can see it is going to make things a lot more tactical and not just the 1,1,1,1,1 zerg you are probably using currently, now you will have to use a wide assortment of skill's and spells to come up with strategies to topple foes. This I thought would be a good thing and something that would be welcomed by the community.

    2: When you run away you won't be regaining stamina to launch a zerg to catch up on TP lost. Again this is more or less the same as the first issue. In the example of Puk's and Tail Chase again you should now be looking at ways to limit it's TP generation and also looking at ways to stun the mob. If you can't stop it then quickly run away return and make sure that next time you are ready to stop it.

    I think we have been spoilt by our mini zergs and proper use of skills and abilities has taken a back seat in FFXIV for to long, hopefully now that it has been removed we can start focusing on new and challenging tactics and strategies to defeat our enemies.
    (2)
    Last edited by AlexiaKidd; 06-19-2011 at 07:02 PM.