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  1. #91
    Player
    Kyani's Avatar
    Join Date
    Sep 2014
    Posts
    169
    Character
    Kyani Jawantal
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Enlial View Post
    Between accs and attribute points, you can trade up to 190 int for up to 180 vit (vit cap on lvl 60 accs is 2 points lower than other stats - 29 vs 31). This would represent a HUGE hit to your potency. I promise its absolutely not worth losing that much dmg output simply to gain a percentage of a percentage needed to interrupt casting.
    180 INT and half the substats is a loss of about 30 WD (out of a total of i believe 200ish? total WD between weapons, stats and accessories? I'l check later) It's a significant drop, but you gain a ton of survivability to go with it.

    e: 85 WD, 521 Int from gear, 295 base INT, for a total of 166.83 WD. Left side has another 618 substats on it, worth another effective ~12.36 WD. Right side's substats would be another 240, but you can only get a max of 141 speccing for vit.

    Total WD with INT accessories: 183.99 WD
    Total WD with VIT accessories: ~166.95 WD, assuming you have crit/x on all your vit accessories.

    The actual loss is a bit larger, because SpS is the best by a good margin, but it's only going to represent between a 9-12% loss in potency.

    For 3k health and better interruption protection? That's a pretty great trade.
    (0)
    Last edited by Kyani; 03-18-2016 at 02:02 AM.

  2. #92
    Player
    Renault's Avatar
    Join Date
    Jan 2014
    Posts
    332
    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Enlial View Post
    Between accs and attribute points, you can trade up to 190 int for up to 180 vit (vit cap on lvl 60 accs is 2 points lower than other stats - 29 vs 31). This would represent a HUGE hit to your potency. I promise its absolutely not worth losing that much dmg output simply to gain a percentage of a percentage needed to interrupt casting.

    edit: As a disclaimer, I might be wrong.
    Wrong. Your role as BLM is not to do big damage, it's to control the enemy team through the use of superior CC, then assisting in burst.
    (1)

  3. #93
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Renault View Post
    Wrong. Your role as BLM is not to do big damage, it's to control the enemy team through the use of superior CC, then assisting in burst.

    (1)

  4. #94
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Iagainsti View Post
    Too be fair, this is a reason why the flow of the match can get out of the control if the enemy BLM is allowed to get their casts off. 12/6 seconds of bind/sleep is extremely detrimental and feels like an eternity with how fast the game moves, especially with the changes toward heavy medal.
    (0)
    ____________________

  5. #95
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Houston009 View Post
    I'm not including Spirits Within or Holmgang because they are not stuns. When refering to stun-locking, it is the act of actually "stunning" your target into submission. I cannot express this enough.
    That's fair enough. I'm guilty of using inaccurate wording. My mistake.

    Regardless, even thought the target is not actually "stunned," it is still being locked down. We're not just talking about stuns here. We're talking about interruptions to casts (the topic of the thread). Holmgang did, at one point, excel at this. The drag of the bind causes an interrupt, locks a target from moving (thereby destroying their positioning and possible lines of sight), and allows for the War (and anyone else nearby) to wail away on the caster. With two prepped Fell Cleaves, that's a solid 10 seconds in which the healer wasn't healing anything (including their actual 2 stuns), same as Pld. Before the Tank dmg nerf, a Healer was flat out unlikely to even survive a full War Holmgang Burst Combo. Now that tank dmg was reduced, they can survive, but they still weren't going anywhere or casting anything. That left your dps team plenty of time to do whatever the hell they wanted without worrying about the healer getting in the way.

    The question now is if the change to the interruption threshold is going to negatively effect the likelihood of Warrior interruptions. With Pld's, it's not even a question. A Pld is lucky to get a 3k strike with Royal Authority, even if it's a crit. Outside of Spirits Within and Shield Bash, they aren't interrupting anything. War's on the other hand, have more muscle. I saw one do a 3k non-crit Fell Cleave in a Feast match just the other night (which had our healer crying bullsh*t). That's plenty of healer harassment potential, right there. Throw a Ninja into the mix and the healer isn't going to be doing much of anything during the match except running for their lives.
    (0)
    Last edited by Februs; 03-18-2016 at 03:57 AM.

  6. #96
    Player
    Renault's Avatar
    Join Date
    Jan 2014
    Posts
    332
    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Iagainsti View Post
    I don't get it? What's your counter argument?
    (1)

  7. #97
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Februs View Post
    I saw one do a 3k non-crit Fell Cleave.
    This is what happens when you let your warrior take the offense buff folks.

    Warrior taking offense can be very effective.
    (0)

  8. #98
    Player
    Exira's Avatar
    Join Date
    May 2014
    Posts
    221
    Character
    Melania Trump
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Cynric View Post
    This is what happens when you let your warrior take the offense buff folks.

    Warrior taking offense can be very effective.
    We were playing games against the diamond 4s team on Aether and they gave offense to the warrior every time. While it was scary at times I'm not sold on it. Definitely get the full duration out of it though which is a plus
    (0)

  9. #99
    Player
    Aviars's Avatar
    Join Date
    Dec 2015
    Posts
    524
    Character
    Aviars Lightsworn
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Renault View Post
    Wrong. Your role as BLM is not to do big damage, it's to control the enemy team through the use of superior CC, then assisting in burst.
    Maybe before 3.22, but before 3.22 if the other team knew what was up, you can easily just LOS/interrupt sleeps and save purify for when you can't avoid it. Esuna is also a thing too. BLM was just underpowered in general even for the "good" ones. I'm not going to say that BLM won't be overpowered with 3.22, but there is really nothing I see that they can do to help them without completely overhauling the class.

    I'll also say this again, DPS being able to interrupt based on just hitting with ANY ability took no skill whatsoever, what square is doing is a step in the right direction. Keep in mind that they said they might even delay the season in 3.25 to continue balance.
    (0)

  10. #100
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Exira View Post
    snip
    See the thing about blue and red, defense and offense respectively, is that they're dependent on the situation you're in. At the very start of the match if your DPS are already strong, give offense to the tank. As a Monk I don't especially need the offense buff and me taking it winds up being overkill anyway.

    Early on you can have defense taken by the healer or the ranged because they will be focused, however there are situations where it can change and lead to interesting strategies. In the late game the player with the most medals should take defense in order to mitigate the focus fire. There's also the ability to give your melee defense to mitigate the penalty of blood for blood.

    The boxes aren't meant to be a set in stone sort of thing imo. It should be based on your personal strategy. Of course in solo it's hard to convince people to break out the norm. But when your tank is sitting with stacks of heavy medal, and the healer is worth far less medals than them and still takes the defense buff, well that wasn't proper strategy.
    (1)

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