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  1. #1
    Player
    Rextab's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Kitana Rass
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Citizen_Thom View Post
    What lvl to I need to get Marauder to for Mercy Stroke?

    I use:
    Stoneskin
    Foresight
    Bloodbath

    I have Raise, Protect, but they're just extras because I didn't know of any other cross skills to replace them with.
    marauder gets mercy stroke at 26.
    it's a good ability but not a necessity. the cooldown of 90s, in my opinion, is really too long to make it super useful. marauders can get it down to 40 seconds i believe. it does do a lot of damage though. it makes me feel i did something in the burndown of a boss lol.

    here is the ability description.
    Cast: Recast: Range: Radius:
    Instant 90s 3y 0y
    Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.


    raise and protect are also good in their own right. i have come across white mages lately that don't like to refesh protect so i have to do it. also it is useful while adventuring alone.
    (0)
    Last edited by Rextab; 04-30-2014 at 09:29 PM.

  2. #2
    Player
    Citizen_Thom's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Talking Crow
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Rextab View Post
    marauder gets mercy stroke at 26.
    it's a good ability but not a necessity. the cooldown of 90s, in my opinion, is really too long to make it super useful. marauders can get it down to 40 seconds i believe. it does do a lot of damage though. it makes me feel i did something in the burndown of a boss lol.

    here is the ability description.
    Cast: Recast: Range: Radius:
    Instant 90s 3y 0y
    Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.


    raise and protect are also good in their own right. i have come across white mages lately that don't like to refesh protect so i have to do it. also it is useful while adventuring alone.


    I leveled MRD from 16 to 26 over the last three nights, only to find out that, yeah, that cooldown is a little long for Mercy Stroke. If it guaranteed a 20% heal, I could see that long a cool down, but being that it's conditional on the enemy's health, and that there's only a slim chance of a heal, it should probably be a 30s cooldown instead of a 90s one.
    (0)

  3. #3
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Citizen_Thom View Post
    I leveled MRD from 16 to 26 over the last three nights, only to find out that, yeah, that cooldown is a little long for Mercy Stroke. If it guaranteed a 20% heal, I could see that long a cool down, but being that it's conditional on the enemy's health, and that there's only a slim chance of a heal, it should probably be a 30s cooldown instead of a 90s one.
    It would be too large of a DPS increase at that point; if it were a guaranteed heal, it would also be too large of a heal. It's a 200 potency attack that WARs get every 40 seconds (16 GCDs), which is a 12.5 potency/GCD increase for the final burn. It might not seem like much, but it's a ~4.2% increase to your DPS for that period (WARs manage ~300 pot/GCD without factoring in damage multipliers like Maim and SE). Reducing it to 30 seconds as an additional would bring it up to 16.67 pot/GCD ~5.5% increase as an additional ability while also necessitating some significant buff for it to WARs, which means that it would provide a similar offensive benefit as the pure genertic DPS additionals (IR provides a ~1.2% increase in damage for everyone but PLD; it's slightly more for PLD) while simultaneously providing greater burst when you need it (since it's loaded on the final kill portion when you most often need the big deeps to deal with final phase mechanics) on top of healing utility.

    The problem with Mercy Stroke isn't that it isn't up often enough, doesn't heal for enough, or doesn't do enough damage. The problem is that it requires such precision timing on its use to get the heal from it that the heal might as well not exist. The "fix" for this would be having it throw a debuff on the target that lasts for a tiny period (~2-3 seconds) that heals you if the target dies while it's affected. That way you'd still have to be precise in its use to get the heal but you'd actually stand a real chance of getting the heal. If the devs wanted to reward precision especially, they could reduce the debuff heal to 10% such that you get more with the kill but at least get *something* if you use it right before it dies.
    (1)