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  1. #1
    Player
    ChloeGrace's Avatar
    Join Date
    Oct 2013
    Posts
    428
    Character
    Chloe Grace
    World
    Cactuar
    Main Class
    Bard Lv 80

    Make Alchemy Great Again

    One of the most important items that was mandatory for all big events in XI (e.g. Dynamis) was the Reraise neck or head piece.

    I think this would work well in XIV, since you can't re-equip the gear during combat, so re-applying the buff is extremely difficult until combat is over. The utility of it is invaluable.

    The other thing I'd like to see is a fairly expensive craftable one shot, unique battle raise consumable similar to Phoenix Down. IDK call it Phoenix Fleece?

    Meds that actually work for end game content would be nice, too. I'm looking at you, antidotes, spine drops and eye drops. Perhaps something that clears all status effects from your character (including buffs), with a long-ish cooldown (thinking 5m).
    (0)

  2. #2
    Player
    Liii's Avatar
    Join Date
    Jun 2016
    Posts
    24
    Character
    Zypharia Liii
    World
    Cactuar
    Main Class
    Summoner Lv 70
    SE has a weird thing about potions and recast timers, the cure all status ailment thing might mess with supramax potion timers:/

    as for the res thing, in expert dungeons sure why not have a battle res on your bard. However, Where battle raise counts in end game content savage progression, you are seriously punching smn in the face. Probably won't happen:/. There was a sugggestion way back about a self reraise effect for Phoenix down that I thought was pretty balanced (open world only). Maybe make that a craftable instead? (Raising pomander anyone?)
    (2)

  3. #3
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Liii View Post
    However, Where battle raise counts in end game content savage progression, you are seriously punching smn in the face. Probably won't happen:/.
    The only time I can think of where SMN Raise is "required" is A4S - and in that case only because the "standard" method of dealing with the orbs is to sac them, a blatant exploit that SE never intended but never bothered to fix. Savage progression groups don't take on a SMN because of their ability to raise - that's just a happy side benefit, much like having a PLD along to toss out Protect, Stoneskin, and Clemancy on newly-raised players when healers are too busy to tend to them themselves.

    I seriously doubt they'd give players an in-battle raise item, though. That's essentially giving EVERYONE raise, which is a bit much... Making it expensive is not really a good solution, either. Due to the way progression works in this game, pretty much any kind of material becomes cheap and commonplace eventually.
    (1)

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