Check post #17.I'm where? I just re-read all your posts and didn't see you mention anything of the sort. Unless you're meaning it was in that other thread you were talking in, if the thing you posted in your first comment is what you're meaning it's too small for me to read off my phone so I have no idea what it says.
9 minutes before yours.
Whm is still useful and has skills the others don't have and others that I've talked to still prefer to have a whm in combination to an ast or a sch for end game content. Also I have a habit of surprising parties with what I can do with whm because they've under estimated the job, I've played whm for close to 15 years and even tho whm is missing spells and has had some spells combined into each other than what I'm used to I know that job inside and out.
Ast I haven't played too much to be an exact expert but I'm still good on it, it's missing some things I do miss that whm has with nothing that's even similar. As for sch I haven't really played it, only levelled it to lv 37 then switched to smn because I didn't like how it played and having to rely on the fairy for the bulk of your healing.
A lot of people still prefer Monk. That does not change the fact it is the worst DPS job due to its woefully lack of utility and party synergy. The absurd buffs to Astro made taking White Mage more of a hindrance to endgame content. Can you still clear? Absolutely. I'll take a competent White Mage over a Scholar who has no idea what they are doing. That being said, Astro/Scholar is undeniably a far superior healer comp in the same way Dragoon/Ninja or Dark Knight/Warrior trump their respective counterparts. Three jobs suffer immensely while doing progression. I dare say White Mage has actually replaced Paladin as the least beneficial job, though you could still make a case for Monk.
Last edited by Bourne_Endeavor; 02-03-2017 at 12:11 AM.
Sorry one thing more to add, between my heals and my dps with my whm there are a lot of tanks that have had some trouble maintaining hate on everything. Even ppl I know that are great tanks have on occasion started to loose a little but of hate on mobs, I know my job cause I've taken the time to learn it inside and out.
The main reason Protect exists as a spell instead of a permanent buff is because Protect is a Final Fantasy staple. Removing it it from XIV would be like removing Chocobos.
Great suggestion. That would be awesome! I hate those damn birds.
If we could also throw Lalafel and moogles on the hit list, you would have my full support.
That said, it rarely existed as a permanent buff in previous iterations; in others, it could be consumed by other actions, could stack, had limited duration, had variable effectiveness and/or success chance, etc. While the spell, by name, may have been a necessary hat-tip, it certainly didn't need to be one of the least interesting forms imaginable.
Last edited by Shurrikhan; 02-13-2017 at 06:04 AM.
Too bad they didnt make protect the bubble shield Y'shtola uses. AST could have gotten something else!!That said, it rarely existed as a permanent buff in previous iterations; in others, it could be consumed by other actions, could stack, had limited duration, had variable effectiveness and/or success chance, etc. While the spell, by name, may have been a necessary hat-tip, it certainly need to be one of the least interesting forms imaginable.
Unless stepping on the toes of a more integral spell like Adloquiem (in whatever similarly modified version that might be), just having it be a short, costly buff that significantly increases defense would have been fine.
Or you could have introduced it as a sort of "Guard" mechanic, wherein it adds temporary, damage-removable bonus defense that causes further mitigation as a percent of defense. It could be as high as double defense for the first hit, but the more damage it thereby intercepts, the more quickly that bonus percentage fades. (If you want it to intercept as much damage as possible, use it over a series of light attacks, but if you need it to survive a strong hit, then make sure it's a fresh buff that you're blowing all against that one attack.)
If mana alone is too small a limiter, then you could even insert a resource cooldown, wherein it can charge up to a certain seconds' count of use, and damage intercepted or duration done negates from that charge to result in a variable cooldown.
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