The more I think about this the more it feels like the solution would just be to unchain Energy Drain from Aetherflow and make Enkindle not suck for its horrendous cooldown.
The more I think about this the more it feels like the solution would just be to unchain Energy Drain from Aetherflow and make Enkindle not suck for its horrendous cooldown.
video games are bad
The only problem with unchaining Energy Drain is that then it affects SCH. I dunno if that would offset how they are compared to WHM unless Energy Drain had about the same cooldown as Shroud (or half that depending on how much Shroud gives back compared to Energy Drain).
In my opinion, it would be better to remove the Aetherflow requirement from Fester rather than Energy Drain. Just put Fester on a 25s cooldown; DPS goes up a little, MP will last considerably longer, and SCH is left unchanged.
Unchaining fester or energy would make no sense because we could use energy drain every time once aetherflow is up (if no bane needed) and fester everytime it is out from the cd. Other words that would make us infinite mana without losing dps in any way. There would not be any kind of purpose having mana bar anymore if you never run out from the mana.
I have to disagree. 266MP per energy drain is not going to be giving us infinite MP, especially not if its tied to a decent timer like people are asking. But maybe they just need to add better medicines with not so long timers ._.?Unchaining fester or energy would make no sense because we could use energy drain every time once aetherflow is up (if no bane needed) and fester everytime it is out from the cd. Other words that would make us infinite mana without losing dps in any way. There would not be any kind of purpose having mana bar anymore if you never run out from the mana.
I think if 1/3 aetherflows had to be used on energy drain for long fights that'd be fine, although you have to balance damage output around that. Which doesn't sound like it is, but if it were it'd be fine to have that resource management element there.
This is pretty much that right now. If you need use more than 10 energy drains in 10min fight, you are doing something wrong. Turn 12 and 13 also take longer, but those turns have phases with little downtime that generate your mana.
And that is the thing what I have been requesting all of the time, but ppl wanna remove mechanic that already work very well.
Last edited by Sunako; 12-30-2014 at 05:20 PM.
I know this is uncreative, but it could be neat to change SMN to be similar to BLM, though it'd be a pretty big revamp to SMN... And you'd probably have to give them a new Swiftcast-like ability that only works on summoning Egis... but what if SMNs had to cycle through different Egis to get different effects, like one of them gives MP, one of them is for dots and the other is for nuking or something? Like I said it would be a big revamp that would require changes to MP cost and cast times of summoning, but I think having to use multiple Egis in a fight makes it feel more like a Summoner while addressing some of the issues SMNs are having. (The above ideas were off the top of my head and not thought out at all, I leave that part to you all :P )
It already is? If you don't need a bard for the melee than you aren't going to be running out of mana as a summoner, either. So this thread doesn't apply to those fights.
I'd ideally like to see actual support classes. That is a completely separate issue, though.
That's what I'm saying. >_>
Optimal right now is PLD/WAR/WHM/SCH/MNK/NIN/BRD/BLM, at least on fights requiring two tanks. Someone pushing progression please correct me if I'm wrong on that.
Now, PLD/WAR could be WAR/WAR or PLD/PLD without affecting too much. WHM/WHM is viable, SCH/SCH is less so but still probably works (Galvanize not stacking is still an issue). But you won't see any progression groups running without a BRD. In 2.0 and 2.1 BRD was the safety net of the group, only needed if something went wrong. In T8 and onward, though, it started becoming a required class in order to beat enrage timers. I'm asking for a return to how it was in 2.0. Whether that means shorter fights or more self-sufficiency for the other classes is up to the devs, but I don't see any reason that a BRD should be required in every single raid instance.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.