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  1. #1
    Player

    Join Date
    Aug 2011
    Posts
    7

    CON Buffs Need Serious Revision Please...

    Protect/Shell (Buff Spells) Revamp Needed Please!
    Again,

    ~Spell Duration~
    Protect, Shell, Shock Spikes, etc need to last longer. 5mins is too short. 10-15 mins would be great!

    ~AOE Range/Direction~
    Also, the range needs to be widened when buff spells are set to AOE because with this game being unlike the unmoving tactically placed camps of FFXI, it is hard to make sure that your buffs reach every party member when your party is constantly running around. And why do THM's have to be gimped with a frontal cone AOE when it comes to buffs?? This sucks.

    ~Casting Time~
    Why do these spells take so long to cast? If the range cannot be adjusted (and I dont see why it couldnt/shouldnt be) reducing the casting time for these spells would be lovely!

    ~Spell Canceling~
    Um why can't we do this?? Make it so please...

    Thanks,

    Sin
    (0)

  2. #2
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    Rather than spell canceling (you can interrupt your cast by pressing the same spell again in the action bar - for short cast times, you need to do this almost instantly after you start the cast), I believe you mean you want an ability to "click off" one of the status effects (buffs only of course) currently affecting your character, correct?

    I also think the absence of that feature is a little curious.
    (0)

  3. #3
    Player

    Join Date
    Aug 2011
    Posts
    7
    Hiruke,

    What I meant was we need the ability to stop casting a spell in mid-cast. For example, if I start casting raise on someone, which is a very long cast, and the person gets up because someone else has already cast it on them, I should be able to stop casting the spell and save MP. This was done in FFXI by simply moving. However, because this game is more like Wow than FFXI in the fact that there we have to "grind while moving" as opposed to "grinding with a camp and a puller", It doesnt make sense to have the spell canceling feature set up like it was in FFXI. In this game, you should still be able to move and cast spells. I think that we should be able to cancel a spell cast by putting away our main hand weapon by going into passive mode. Simple enough I would think because as soon as you start casting a spell, the game forces you to go into active mode anyway.
    (0)

  4. #4
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Seriously? you again with the same exact topic?? Why did you start another thread if it's the same thing you posted in

    http://forum.square-enix.com/ffxiv/t...Needed-Please!
    (0)

  5. #5
    Player

    Join Date
    Aug 2011
    Posts
    7
    I thought I deleted the other. I guess I didn't smart ass...
    (0)