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  1. #1
    Player
    Kyani's Avatar
    Join Date
    Sep 2014
    Posts
    169
    Character
    Kyani Jawantal
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Okay, Dimitrii - you are a summoner. You have exhausted Dreadwyrm Trance and Cometeor, but did not kill anyone, so your LB bar is under half full. What do you do to be useful for the rest of the fight? Your options are

    - Bio/Bio2 people and hope it helps (0 direct potency)
    - Try to bind targets (20 Potency)
    - Miasma priority targets (35 Potency + dot)
    - Spam Ruin II (strictly better than Ruin) - 80 potency
    - Cast a few Ruin IIIs (120 potency, then you're even more useless than before)

    Let's get this straight: the absolute best possible case for Summoner is being able to Scathe (with a cast time) a handful of times before losing access to the little utility you have. Every other option is worse than Black Mage's filler panic-mode nuke at applying kill pressure. Are unboosted weaponskills amazing? No. But they're a hell of a lot better than any of those at actually killing someone. A completely unbuffed (no HT) Full Thrust combo is twice as much potency as 3 Scathes / Ruin IIIs, with the last hit being a significant amount of pressure by itself.
    (3)
    Last edited by Kyani; 01-23-2016 at 06:39 AM.

  2. #2
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by TheWaywardWind View Post
    snip
    See, by your logic, "whichever [healer] has the best ability to fulfill their specific role (an excellent tank and healer combo) is the one that would widely be considered the best," we're back at square one because it's already been established in other threads and by Kyani here that AST's balance in that department is fairly skewed in favor of survivability (tank) over heals. I'm aware that healers often need to take on the role of tanks in PvP; but that's not the case all the time and if being focused on isn't part of the equation, they have to work harder to (and more often than the other 2 healers, are unable to) keep up with party-wide damage, especially if they have chosen the tank stance (Noct) over healing (Diurnal). If you're going to try to continue arguing that AST will keep up with the other 2 (as equally skilled) healers on keeping more than one person alive, I really don't know what kind of matches you're selectively remembering.

    ...and doesn't have to worry about micro-managing a fairy which runs all over the place.
    micro-managing the fairy gives SCHs their high skill floor for their(rewardingly) high skill ceiling. Just because that aspect is there doesn't make them any less a powerful healer when its done right.

    But anyway, I'm not going to go on about SCH vs AST here. The latest "FL tier list" (supposedly joke)thread already had some healer strength discussion in there.

    Edit: didn't even read the stuff on the 3rd page. Kyani has a good write-up on what SCH is capable of.
    (0)
    Last edited by Cidel; 01-23-2016 at 08:03 AM.

  3. #3
    Player TheWaywardWind's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    290
    Character
    Alexander Miller
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Cidel View Post


    micro-managing the fairy gives SCHs their high skill floor for their(rewardingly) high skill ceiling. Just because that aspect is there doesn't make them any less a powerful healer when its done right.

    Edit: didn't even read the stuff on the 3rd page. Kyani has a good write-up on what SCH is capable of.
    See above. If you're unable to play to the classes full potential, that's peachy, but that's a you problem. Scholar does not magically outperform Astro in PvP just because you have not seen any Astros not take advantage of its skill sets.

    And anyway, I'm not gonna argue with you about it all day. Most people agree AST is the meta of healing, so.
    (0)

  4. #4
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    The purpose Ruin II is that annoying blind effect anyway. It\\'s not as if summoner is short on insta cast high dmg abilities, making Ruin II comparable to melee weaponskills would be ridiculous.

    I agree with the ast comment 100% though. They are far better at keeping themselves or one person alive as a pocket healer than they are at keeping a party up. They are actually pretty pathetic at party heals compared to whm and sch. I much prefer the other two heals as a melee in 72 mans. To the point where I usually have to switch to whm if I see only a ast in our party cause I know he won\\'t keep everyone alive with all the dots and aoe everywhere. Ast are better in 24 man and wolves den.
    (0)

  5. #5
    Player
    lovelikewinter's Avatar
    Join Date
    Sep 2015
    Posts
    136
    Character
    Ice Phoenix
    World
    Sargatanas
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Dimitrii View Post
    The purpose Ruin II is that annoying blind effect anyway. It\\'s not as if summoner is short on insta cast high dmg abilities, making Ruin II comparable to melee weaponskills would be ridiculous.

    I agree with the ast comment 100% though. They are far better at keeping themselves or one person alive as a pocket healer than they are at keeping a party up. They are actually pretty pathetic at party heals compared to whm and sch. I much prefer the other two heals as a melee in 72 mans. To the point where I usually have to switch to whm if I see only a ast in our party cause I know he won\\'t keep everyone alive with all the dots and aoe everywhere. Ast are better in 24 man and wolves den.
    I like how you've completely disregarded a large majority of my comment- and disregarded Kyani's post entirely.

    Blind is seriously your biggest concern? Lol.
    (2)

  6. #6
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Dimitrii View Post
    They are far better at keeping themselves or one person alive as a pocket healer than they are at keeping a party up. They are actually pretty pathetic at party heals compared to whm and sch.
    Sorry Knives but saying ASTs are pathetic at AOE healing is stretching it immensely.

    - Your group got hit by a Bane? Pop Retrogradation and Focalization
    - Your group's HP is dangerously low? Pop Light speed and spam Helios/Aspected Helios
    - Light speed on cooldown? Equanimity is still very useful to ASTs so you can just stand in place and AOE spam
    - Collective Unconscious gives a 15s HoT to party members that stand in it for at least 2 seconds so use it when there's no rush
    - Synastry
    - Healer LB

    Yes WHMs have a better kit for AOE healing (Assize, Asylum, Sacred Prism), but AST's AOE healing is still strong. You just don't see many great astros because most are mediocre players that just use Asp Benefic and Dignity.

    That said, all healers can single or AOE heal just fine, but Noct AST is better suited for SR because of its far superior healing-mobility, a huge advantage.

    P.S.: Imagine adding a 1 second cast time to aspected benefic. No one would even consider playing AST lol.
    (1)
    Last edited by Petite; 01-24-2016 at 06:34 PM.

  7. #7
    Player
    lovelikewinter's Avatar
    Join Date
    Sep 2015
    Posts
    136
    Character
    Ice Phoenix
    World
    Sargatanas
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Petite View Post
    - Your group got hit by a Bane? Pop Retrogradation and Focalization
    That's not how DoTs work...
    (2)

  8. #8
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by lovelikewinter View Post
    I like how you've completely disregarded a large majority of my comment
    Have you ever used or played summoner? Because you are comparing it's damage to dragoon weaponskills for what purpose? Summoners use Ruin II on melee for the blind effect or to try and steal a kill on people that are pretty much dead already. Your whole Ruin II comment is pointless because it isn't a significant source of their dmg and is used more for utility purposes anyway. Every job has a cooldown period between bursts. This isn't exclusive to summoner. Besides you guys are completely ignoring the fact that the reason people hate on summoner is not because of their dmg (like kyani said most of their dmg is inflated garbage numbers) it's the THE RANGE AND MOBILITY of their burst. BURST plays a huge role in PVP. The way you word it makes it sound as if it's hard to heal through GCD weaponskills combos lol.
    (2)

  9. #9
    Player

    Join Date
    Oct 2014
    Location
    Windhurst
    Posts
    591
    This crap again about summoner, once again its just a noob killer. Any decent healer can negate a summoner and make them useless, not to mention melee have 2 X self heals.

    In a 24man match, I'd rather have 1 blm 3 melee a tank and 2 heals over 4 smns...

    I play smn and its so extremely easy to Rekt ppl and stack kills up against noobs, face a real team or have crappy dps in your team your life will be hell.
    (2)

  10. #10
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Things wrong with PvP that I'm pretty sure we can all agree on:

    General PvP Problems
    • 1. Que times need to be addressed:

      This can be done in several ways. For Front Lines, the most common requested solution, by far, is removing The GC restrictions. Lore can be adjusted to a "training exercise" now that the land dispute has been all but forgotten (ignored/ written out of the game / etc), and the current system can be replaced by a "first come first served" Q line. Problem solved.

      For Wolves Den, the DF needs to be simplified. This is a radical solution, but all WD game modes should be abolished and replaced. Let's face it: No one Q's for PvP sub level 50. It just doesn't happen. Those game modes are obsolete and should be removed. The only 2 game modes that should exist are matched Q and solo Q WD, and both options should be increased to lvl 60 to encourage more player Q's. Besides this, there's not much that can be done until Feast is released. After that, more improvements can be made.

    • 2. Dead game modes need a lifeline:

      This is tied to the first point. Slaughter and Secure are dead, and Wolves Den is nearly dead (save for Friday Night Match-ups). They need to be revived. Improving Q times as listed above would greatly help. More importantly, though, all of these game modes should be raised to lvl 60. They should have been raised to 60 when Seize first came out and a roulette was included for FL. Not increasing the level cap was an oversight that needs to be corrected.

      I realize that SE probably has not done this yet for the sake of the players who do not have the expansion, but if we're being brutally honest, the lvl 50 game modes are dead. I feel for non-expansion players, but that's no reason to drag the rest of the community down. They can keep the lvl 50 Q options up for the sake of appearances if they like, but lvl 60 options need to be included. Further all of the Front Lines game modes (Secure / Slaughter / Seize) need to be included in that PvP roulette.

    • 3. PvP Roulette needs to be adjusted and improved:

      The current Front Lines Roulette needs to be debugged. There's no reason that a roulette Q should be slower to slot someone than directly Q'ing for Seize. Right now, the FL roulette is completely dysfunctional. This needs to be addressed ASAP.

      After all Front Lines game modes are increased to lvl 60, all of them (Secure / Slaughter / Seize) should be included into the Front Line Roulette.

      When Feast is released, Wolves Den should be included into a "PvP Roulette" which includes Feast and WD.

    Character Adjustments

    *I've already mentioned these in another thread. SE said they are "looking into" adjustments. We'll have to see if they live up to it, but in the meantime...
    • 1. Action points should be stored individually.

      SE has pretty much already said that this is not going to happen.

      Quote Originally Posted by Zhexos View Post
      While we understand players would like to store the PvP actions separately on each class/job, this would require a lot of resources and time to do. Therefore, to address this for now we're looking into making it possible to redistribute points more smoothly.
      In not so many words, it's just too much work for them to do it. Personally, I don't find this response to be all that acceptable, so I'm reiterating the point. Action points should be stored separately. Redistributing action points should never have been an issue in the first place, as these kinds of things should have been thoroughly thought out before PvP was even released. That said, at least the Dev's are "looking into it."

    • 2. PvP load outs should be separate from PvE load outs:

      For the sake of creating custom PvP hotbars, PvP load outs should not be shared with PvE load outs. SE never mentioned this, specifically. So, there is hope that it might still be possible ... but it's not likely. Given that the Devs think that separately storing action points would take too much time and resources, it's probably a safe bet to assume that having separately stored hotbars will get a similar response. We can hope though.

    • 3. PvP skills menu should be adjusted for ease of use.

      This would include having skills listed by job or simply having all skills listed. Players should not have to change jobs to re-allocate their skills. Given that SE will not allow us to have our action points stored separately, adjusting the skill menu could be the likely option that they are "looking into."

    The Unlikely Wish List
    • 1. Variety of Maps:

      Playing the same game mode over and over is repetitive enough. Doing it on the same map over and over makes it worse. It would be nice if we could see a change of scenery every once in a while. This does not mean that SE has to add new maps for each game mode. It only means that players should be able to play the same game mode on multiple maps. Ie: Q for Seize, but play it on the Secure map.

      With the current maps this may not be possible (though, I really don't see why not); however, going forward SE should be designing all future PvP maps with the mentality that they should be playable on past game modes. Map variety should NOT be a Q option though. It should be a random selection. No need to bog down the DF any more than it already is.

    • 2. Morale restrictions should be removes outright:

      This is a controversial one, but the restriction on Morale should be removed. The fact is that the rank 50 players earned that gear. They should get to use it. Further, any advantage that Morale provides to the player is not nearly as steep as the casual community seems to think it is. Pre-mades already have an advantage in coordination and skill, and morale only boosts the item level of 180 gear to 210. PvE gear has already exceeded these bonuses and is far easier to obtain (just run Void Arc once a week and you out-gear a rank 50 PvP'er on your main). The level sync'd version of PvP gear was exceeded in stat bonuses by most ilvl 190 PvE sets, so it has been outdone for a while now. I understand that they sync'd the gear for the sake of "fair play," but it really doesn't do much to make anything fair.

      If Morale restrictions are here to stay, however, then they should be adjusted in some way to compensate. Either change the effect of morale (again), or outright remove it and raise the PvP gear level to 190 (thereby making it useful in PvE as well).

    • 3. Wolf Marks should be adjusted:

      Wolf mark vendors should be expanded to include mounts, minions, and housing items. Items should be rank locked (in level brackets, maybe 10 items per 10 ranks or something) to provide incentive to rank up.

    • 4. Healers should be given achievements:

      I don't think I should have to explain this one. It should have happened a long time ago, and there's no excuse for why it hasn't. We need healers in PvP. Lets give them a reason to join.

    • 5. There should be more variety of PvP Gear:

      Again, doesn't really need an explanation. There should be more PvP gear, even if just for vanity.

    ...I think that covers just about everything, but if I missed anything feel free to add to the list.
    (5)
    Last edited by Februs; 01-23-2016 at 06:51 AM.

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