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  1. #30
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Hyrist View Post
    A dead healer has no MP. So yes, if you are sacrificing vitality that would enable you to survive in order to stack Piety, yes, technically you can have too much MP. Same policy for Damage Dealers. Again, my benchmark for Mages having enough Vit is whether or not they can survive two cometeors or one Raw Destruction from full HP.
    It sounds like people are taking bits and pieces of the Vitality accessory argument and going off on tangents. So here it goes again:

    Healers need vitality accessories to avoid dying to the Melee LB Raw Destruction. It hits for 3.8k+. A typical PvE geared healer will enter the instance with ~3.5k health. So even with buffs and stoneskin an average melee player can essentially one shot you. You want at least 4k health to avoid better melee’s that will stun and do two hit combos to kill you. Having a tank in party for the extra vitality is also extremely helpful.

    I think I speak for most healers when I say Cometeors are not a concern. They are a slow cast. They are telegraphed on the ground. And, they are almost always cast on one of 2 spots (middle of your side’s octagon or the platform at the top of the ramp). It is all about surviving the melee LB Raw Destruction. Dying to cometeors is usually a team spacing issue when your team is weak, broken and would probably die anyway.


    Lots of damage gets spread around in Slaughter Frontlines, and while it's fine to want more MP to heal with ,you do have plenty of MP recovery tools. The point is living long enough to which MP becomes an issue. If you don't, you're going to need MP recovery anyways if you get raised. So it's not so much having a lot of MP but having a lot of MP recovery. Stack up on those pots!
    WHM’s get one extra MP recovery tool in PvP for a grand total of two. Even Mana Surge is pretty bad until you enhance it with PvP experience. Mega-Ether pots give 270 MP and 350 MP (HQ) with about a 4m cooldown. So you get one extra Cure II or Medica every 4 minutes… yeay. Not to mention at 1k gil a piece on my server those Mega Ethers can add up.

    I can’t speak for SCH, but playing WHM is all about MP management. In a PvE scripted encounter you learn when to time heals and shroud. You know when you need burst heals (and you know who the weak links are in your static ). In PvP, I don’t have that luxury. I can’t keep going for some optimal MP management. If I have to spam Medica three times to get my team back up after a multi-stack of cometeor, then I’m hurting for a while. This isn’t a Dev created encounter to space the needed burst healing every few minutes. The other teams aren’t going to give me a chance to recoup. I am completely reliant on my team to not to stand in stupid, over-extend, and retreat when focused. You could argue my MP management is probably the best indicator of how strong the alliance is as a whole.

    I haven’t had more than one death in a FL in a while (outside of one horrible showing in a 24 man two nights ago, ugh). Honestly, I usually don’t die at all since I am somewhat capable, fear melee like the plague, and I don’t stack dead center of my side. So I “live long enough” for MP to become a factor in every single match. The only times I don’t feel MP starvation in a match are when I have a really good SCH in my party.

    Stacking Piety increases my MP pool thus increasing the tick of MP recovery. So I’ll take every point of it I can and cry for more.

    It doesn’t sound like you completely disagree with me, but you’re basically saying my two biggest concerns (surviving the melee kill caster button & MP) are not a big deal. I am really sacrificing my MP to survive one stinking ability that every melee player gets and is the definition of OP. So in that sense you are wrong. They are a very big deal to me.
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    Last edited by Red_Wolf; 02-14-2015 at 03:49 AM.