Ruin 2 costs much more MP than ruin 1, and applies blind.Ruin II should replace Ruin I, but Broil should stay the same.
Ruin II is an instant spell from Arcanist, and Broil is a casting spell from Scholar.
It's not the same thing at all (even with the animation).
Regarding the situation, if you have already put Bio and Miasma and if you have nothing else to instant cast, then Ruin II is the only thing left.
These two should remain separate, since you should not be spamming ruin 2 if you don't have to, because you'll be causing diminishing returns on blind.




Thunder III cost more MP than Thunder II which cost more than Thunder I.
Strangely, SE want to keep Thunder III.
Why can't we have the same thing with Ruin ? (with Blind implement on Ruin II)


Mana is basically meaningless to BLMs during Umbral Ice when they'd be casting Thunder anything and Thunder II and III are only casted with the use of Thundercloud anyway, which makes them cost nothing. Ruin II's mana cost is obviously to discourage unnecessary use of it, as well as it having a different effect. Cries to start pruning anything that's "close enough," when in fact it's quite different will just end up like WoW, where you have like 10 abilities that have any purpose in life and a lot of useful abilities end up on the chopping block because everyone insists the entire game is a hassle they can't be bothered to deal with. Merging things like Stone II and III or Malefic I and II by turning the latter into a trait that enhances the former is a fine and sensible way to reduce redundant binds and abilities, but we should not get overzealous and start trying to merge every ability just because they're kind of similar or have similar names, even if they're actually quite different.




Sorry, but mana for Arcanist, Scholar (I speak for this job, really) and Summoner is very easy to manage. So this excuse is not admissible for me.Mana is basically meaningless to BLMs during Umbral Ice when they'd be casting Thunder anything and Thunder II and III are only casted with the use of Thundercloud anyway, which makes them cost nothing. Ruin II's mana cost is obviously to discourage unnecessary use of it, as well as it having a different effect[...]Merging things like Stone II and III or Malefic I and II by turning the latter into a trait that enhances the former is a fine and sensible way to reduce redundant binds and abilities, but we should not get overzealous and start trying to merge every ability just because they're kind of similar or have similar names, even if they're actually quite different.
I don't see the problem at all. In fact, it's been a long time I have removed Ruin from my hotbar.


Being easy to manage is really beside the point. BLM mana management is extremely easy, but that doesn't invalidate the function of mana costs for them.


This isn't a excuse...
Ruin II is different from Ruin. Blind, MP Cost and Instant Cast - can be used while moving.
3 reasons that in won't be a trait for Ruin. Besides, Ruin is indeed useless for Scholar at lvl60, but not for Summoner who use it when he can't spam Ruin III anymore, mana management thing.
If you don't know what you're talking about, please say nothing :3



The point of Ruin II is to weave in oGCDs such as Fester. I still don't think its worth keeping, the last thing that I want from a caster is that button mash melee gameplay.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote


