

love the logic here... "you won't run unless you have to run away" EXACTLY. You have to constantly be moving, which will interrupt casts, which means some of your cures won't get off when they need to. This is a problem.
Healer strike is ridiculously foolish and accomplishes nothing


I have to question whether you have been in the Ifrit fight or not or maybe a successful Ifrit fight. The only time a mage needs to move in the fight is if he has to avoid eruption and a majority of the time trying to cancel a spell so you can get out of said eruption in time is very iffy.
If you are moving at any other time then your MP regen is going to be crap.


I have to question whether or not you actually understand what I'm saying...unfortunately, I already know the answer.I have to question whether you have been in the Ifrit fight or not or maybe a successful Ifrit fight. The only time a mage needs to move in the fight is if he has to avoid eruption and a majority of the time trying to cancel a spell so you can get out of said eruption in time is very iffy.
If you are moving at any other time then your MP regen is going to be crap.
Healer strike is ridiculously foolish and accomplishes nothing




i've beaten ifrit many many times as a mage. i can tell you that you are 100% incorrect.I have to question whether you have been in the Ifrit fight or not or maybe a successful Ifrit fight. The only time a mage needs to move in the fight is if he has to avoid eruption and a majority of the time trying to cancel a spell so you can get out of said eruption in time is very iffy.
If you are moving at any other time then your MP regen is going to be crap.
if you are having to cancel a spell during ifrit then you are horrible at timing the spells. i have well over 250 kills on him at this point and you are way off base.
1. vulcan burst: once it blows you back you have to start casting stoneskin while sliding backwards or you do not get the spell completed before his next move in stage 4 or 5. he has 5 secs between abilities and it's a 6 second cast. you have to cast and be running back to the spot while casting or you do not get it off.
2. running from eruptions: there are times that you will dodge all of the eruptions fine, but by the time you get back to the group you will only have a few seconds left to cast cure. you will start casting the cure while you are running back to the group so it finishes going off before the next ability.
3. hellfire: the entire group is moving when you hit your macro to curaga the group while getting back to your location you should be in before the next ability spam.
4: mp regen: you obviously have no clue what things such as siphon mp nor stygian spikes was used for. i move quite frequently in battle and very rarely do i ever need to use the mp regen ability besides those.
5: positioning mob: there's times in which the tank will be forced to move the mob in which it will put him out of range of the healer. when the tank moves the healer must move with him to keep him within range to be able to cast a heal.
there is such things in a battle called situational things in which you will be REQUIRED to either move or die. those things and being able to cast while doing so is the only reason groups stay alive. as a dd i understand you don't know what you are talking about, but there's the truth.
it's like telling a dd he cannot use a taunt or use a tp move unless he is sitting still or that if he moves all of his buffs go away and he can't use a tp move..
http://crystalknights.guildwork.com/
To darkstarpoet: looks like your going to have to switch up your strats and not depend on a shitty mechanic that obviously breaks the game and encounters
1.) I accept this point. You might be able to start casting stoneskin while you're sliding still. Granted you will have to stand still when you finish moving so the cast isn't interrupted.i've beaten ifrit many many times as a mage. i can tell you that you are 100% incorrect.
if you are having to cancel a spell during ifrit then you are horrible at timing the spells. i have well over 250 kills on him at this point and you are way off base.
1. vulcan burst: once it blows you back you have to start casting stoneskin while sliding backwards or you do not get the spell completed before his next move in stage 4 or 5. he has 5 secs between abilities and it's a 6 second cast. you have to cast and be running back to the spot while casting or you do not get it off.
2. running from eruptions: there are times that you will dodge all of the eruptions fine, but by the time you get back to the group you will only have a few seconds left to cast cure. you will start casting the cure while you are running back to the group so it finishes going off before the next ability.
3. hellfire: the entire group is moving when you hit your macro to curaga the group while getting back to your location you should be in before the next ability spam.
4: mp regen: you obviously have no clue what things such as siphon mp nor stygian spikes was used for. i move quite frequently in battle and very rarely do i ever need to use the mp regen ability besides those.
5: positioning mob: there's times in which the tank will be forced to move the mob in which it will put him out of range of the healer. when the tank moves the healer must move with him to keep him within range to be able to cast a heal.
there is such things in a battle called situational things in which you will be REQUIRED to either move or die. those things and being able to cast while doing so is the only reason groups stay alive. as a dd i understand you don't know what you are talking about, but there's the truth.
it's like telling a dd he cannot use a taunt or use a tp move unless he is sitting still or that if he moves all of his buffs go away and he can't use a tp move..
2.) Having 2 mages alleviates this, also running in a "J" pattern allows you to get back faster.
3.) Entire group is moving when you hit curaga? Hmm I think you need to revisit your strat on this. Just pop sentinel then click curaga... Hellfire explodes and your curaga goes off right after (he'll still be in the air as you heal)
4.) If you're moving frequently... again I think you need to revist your strategy. Mages don't have to move at all with the exception of Eruptions targeting them.
5.) If your tank has to move the mob, he's not tanking him correctly. The only time that he "may" have to move him is immediatly after Hellfire when he runs back to the tank. Sometimes he goes crooked. I've found that 9/10 times I can prevent this though.
So 1 out of 5 points are feasible, and the one I agree with you on is hardly that much of an inconvenience.
Looking forward to your post that tells me I'm wrong.


your amount of kills means crap, if you constantly have to move in a fight then something is wrong.i've beaten ifrit many many times as a mage. i can tell you that you are 100% incorrect.
if you are having to cancel a spell during ifrit then you are horrible at timing the spells. i have well over 250 kills on him at this point and you are way off base.
1. vulcan burst: once it blows you back you have to start casting stoneskin while sliding backwards or you do not get the spell completed before his next move in stage 4 or 5. he has 5 secs between abilities and it's a 6 second cast. you have to cast and be running back to the spot while casting or you do not get it off.
2. running from eruptions: there are times that you will dodge all of the eruptions fine, but by the time you get back to the group you will only have a few seconds left to cast cure. you will start casting the cure while you are running back to the group so it finishes going off before the next ability.
3. hellfire: the entire group is moving when you hit your macro to curaga the group while getting back to your location you should be in before the next ability spam.
4: mp regen: you obviously have no clue what things such as siphon mp nor stygian spikes was used for. i move quite frequently in battle and very rarely do i ever need to use the mp regen ability besides those.
5: positioning mob: there's times in which the tank will be forced to move the mob in which it will put him out of range of the healer. when the tank moves the healer must move with him to keep him within range to be able to cast a heal.
there is such things in a battle called situational things in which you will be REQUIRED to either move or die. those things and being able to cast while doing so is the only reason groups stay alive. as a dd i understand you don't know what you are talking about, but there's the truth.
it's like telling a dd he cannot use a taunt or use a tp move unless he is sitting still or that if he moves all of his buffs go away and he can't use a tp move..
also its not complete and free movement anyways you are stopped at the beginning and end of the cast the only movement you get is a couple of seconds in between which is probably not intentional. Also siphon MP is completely unneeded in the fight and lol at stygian spikes which is basically useless in the fight.
PS: I heal just fine in Ifrit on my 50 con
No.... mages are only healing from one spot and they are only running away and back to that spot when it's not safe. They should not be casting when they're not there.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ


I think you're missing what I'm saying...
*begins casting* -> Ifrit does his crap *has to move* *Gladiator doesn't get the cure* *Gladiator dies*
Healer strike is ridiculously foolish and accomplishes nothing
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