That IF applies for summoners as well, Skeith. IF all DoTs are still on during movement and have no need for reapplication. IF you have any Aetherflow stacks remaining and IF Aetherflow is getting offCD or not. Just like how Black Mages have IF-conditions, so do Summoners.IF I have a proc ready. IF is the huge word. IF I am holding a Proc, I'm ALREADY losing DPS unless RNG was kind and gave me a proc the instant a mechanic forcing us to move applies. Also, Ruin 2 isn't the only thing going for your mobility. Already mentioned the whole DoTs + Egi thing. I've never had an instance in which all of my dots fell off with in 2-3 seconds, ever, and I can't think of any mechanics that force me to move longer than that.
About the Mana issues, I do think they need an Energydrain buff, but I don't see the problem with using an Hi-Elixir with 2 Energy Drains. Each class must adjust accordingly and if they can't, they player must be focused first before the job.
Also, Hi-elixir for Energy Drains? You do know that HP/MP recovery items share a timer with Status boosting potions like X-potions of Intelligence, right? It's a bigger DPS loss to regain 530 MP - HQ X-ether has better mp/CD ratio - than to use an X-int potion.
Edit: I would also like to add that I mentioned both BEST and WORST conditions concerning movement for both classes in my previous post. Read entire posts, not parts that would be beneficial for you or your message you're trying to carry through.
Last edited by Lyrica_Ashtine; 12-02-2014 at 04:19 AM.
Using a hi-elixir / mana pot, would be okay only ( and only if) the said pots didn't share a timer with the stat X-potions... If only they splitted the timer i think i'd be first to eat mana potion all day xDIF I have a proc ready. IF is the huge word. IF I am holding a Proc, I'm ALREADY losing DPS unless RNG was kind and gave me a proc the instant a mechanic forcing us to move applies. Also, Ruin 2 isn't the only thing going for your mobility. Already mentioned the whole DoTs + Egi thing. I've never had an instance in which all of my dots fell off with in 2-3 seconds, ever, and I can't think of any mechanics that force me to move longer than that.
About the Mana issues, I do think they need an Energydrain buff, but I don't see the problem with using an Hi-Elixir with 2 Energy Drains. Each class must adjust accordingly and if they can't, they player must be focused first before the job.
The only adjustment for now I see for summoners is tri-disaster due to it's high MP cost and piss poor potency at the cost of a slightly longer bind against blizzard II. The same could be said for Miasma II....just a lil bit. If they were to buff tri-disaster I don't mind the reduced bind effect, but I really want that ability to be useful for something.
PLD - should be slightly more TP efficient, these guys run out way too fast with no means of recovery unless MTing and actively able to afford Shield Swipe.
WAR - mostly perfect, CD timers work well for most encounters and their one flaw, Storm's Eye not lasting long enough to get in IB/Fracture/any other move without it dropping, got buffed. I don't even want a Holmgang buff, HG is better in most ways but the CD timer on Holmgang lets you use it more often (useful when undergeared and considering mega-attack timers).
MNK - a little too OP right now, all things considering. Doesn't need nerfs IMO but if anyone had to be cut down it'd be MNK. A slightly shorter PB timer would be a nice QoL buff, for wipes (starting without PB is a huge hit) and for the occasional fight you drop GL3 constantly. Also a huge dungeon buff, where they need QoL help the most.
DRG - needs more DPS, positional leniency, and MDEF ... oh wait we're getting all those things.
NIN - I agree with a slight DPS nerf and TP nerf that the patch will be putting out. NIN when counting the raid buff can only be bested by a MNK buffing another MNK contribution wise, and they have no weaknesses outside of laggy Mudra.
BRD - perfect. Needs no DPS boost as some may think, their utility, burst, and quite acceptable, mobile sustained make up for the low-end training dummy numbers.
BLM - mostly perfect. UI MP ticks being on a personal timer rather than the main server timer, or a revert back to some leniency when switching from UI to AH, would be a nice buff but considering why they nerfed it I don't see it changing.
If any changes, make the ice spells a part of their AoE, including B2 and Freeze. No respected BLM uses anything but F2 and Flare in AoE and I'm not sure that's in their original design.
SMN - needs way more MP, and a little bit of a DPS boost (small, roughly 5%, preferably attached to pet or Fester so it avoids making multi-DoT situations too ridiculously strong). Needs an across the board MP cost reduction to DoTs, or failing that, make Ruin free. Yes I said it, make Ruin free. With the current resource management system (where MP song is a tragedy that should be avoided outside of progression) they should never go OoM unless they're playing wrong (R2 spam when R1 is appropriate, in a long fight) or DoTing an excessive amount of enemies, in which case the DPS boost would justify the OoM part.
Also yes, make Tri-Disaster a thing. Absolutely worthless.
WHM - mostly fine. While Shroud doesn't scale with their MP, as some have complained about, it's enough for the hardest content in the game with good management without Ballad. A small QoL buff I'd like is for their ACC cap to be loosened (inb4 WHM can't DPS in FCoB - they can, and their hit rate is gonna be terrible) since there's almost no incentive to run ACC gear like a SCH would.
SCH - I won't deny, I think SCH is OP. Does it need nerfs? No. Do you still bring WHM + SCH to virtually every fight? Yes. Those things said ... do I think SCH has too many options and too much versatility/MP/ability to DPS compared to WHM? Yes. It's a touchy subject, SCH vs WHM.
Last edited by Sleigh; 12-02-2014 at 09:20 AM.
Last time I checked, Foresight wasn't really good either for Warriors. Let's hope they reconsider its effect, sometime, somehow.
BLM need firestarter proc to stack twice. So you can store them for when you know you'll move soon aswell as fixing wasting firestarter procs
SMN - To be honest, there are a huge number of adjustments I'd like to see, but mostly I'd just have to say a higher effective mana uptime (via reduced mp costs, greater Energy Drain returns, or whatever) and use of Spell Speed.
BLM - None especially needed. If jobs are actually internally diversified come Heavensward there are some changes I'd like to see, but until then they seem just fine.
Ninja - faster Shukuchi movement. Drop poison bonus damage from 20% to 18%. Reduced Raiton damage with range in PvP (100% at 5 yalms, roughly 60% at max). Touch nothing else. MNK speed w/o MNK Tp costs will just make Bards hate Nin.
Monk - good; can possibly reduce some flat damage by a minute amount and reduce PB CD in its place in a way by which ideal rotational (as opposed to recovery) usage makes back that loss, or change the way PB or GL works slightly to improve uptime and reduce MNK's niching (similar to BLM issues).
DRG - buffs coming, hopefully more interesting than BLM's, but unlikely
WHM/SCH - Fine; WHM may ideally outpace SCH at upper gear limits, but is unlikely to ever 'outworth' it, especially given SCH utility and greater ease of dps.
War/PLD - Fine; similar to above. Both could afford to be more versatile and unique in their own ways, but that's for later pipe-dreams, most likely.
Last edited by Shurrikhan; 12-02-2014 at 02:56 PM. Reason: *Spell speed* v.v
Goad targeting self? NIN already has access to Invigorate. If you're playing smart (and even if you're only playing kinda smart), there is no scenario short of spamming Death Blossom, in which Invigorate + Goad would not equal an unlimited never ending supply of tp. Invigorate alone should be able to keep your tp up through just about any fight in the game if you're using it correctly. Add Goad in there and, well, you've just inherited the melee equivalent of blm's MP pool. As far as the mudra weaving thing, I don't see it being necessary at all. It would be convenient, yeah, but what you gain for giving up that single gcd every 20 seconds (70 seconds of haste, absurdly high potency of raiton, and, well, Suiton/TA) is more than worth it.
This is also true of every physical job except a skill speed Monk. I don't see why that should keep the Ninja alone from being unable to receive its Goad. ...Except that it would be the only melee not to require a Bard, but then, what group doesn't bring a Bard, let alone goad it?
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