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  1. #1
    Player
    Dubont's Avatar
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    Mar 2011
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    Ul'dah
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    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KumaAkuma View Post
    It won't ruin Ifrit fight. Mages don't run there unless they have to run away.
    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.
    (6)
    Healer strike is ridiculously foolish and accomplishes nothing

  2. #2
    Player
    Krausus's Avatar
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    Mar 2011
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    Ul'dah
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    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Dubont View Post
    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.

    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.
    (2)

  3. #3
    Player
    Dubont's Avatar
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    Mar 2011
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    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Krausus View Post
    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.
    (3)
    Healer strike is ridiculously foolish and accomplishes nothing

  4. #4
    Player
    Krausus's Avatar
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    Mar 2011
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    Ul'dah
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    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Dubont View Post
    I have to question whether or not you actually understand what I'm saying...unfortunately, I already know the answer.

    I understand what you are saying I guess i should have just said fail less.
    (2)

  5. #5
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Krausus View Post
    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'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..
    (4)


    http://crystalknights.guildwork.com/

  6. #6
    Player
    Mindx3's Avatar
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    Aug 2011
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    137
    Character
    Myst Aura
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    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)

  7. #7
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    Join Date
    Aug 2011
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    Grid
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    Quote Originally Posted by darkstarpoet1 View Post
    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..
    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.

    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.
    (4)

  8. #8
    Player
    Krausus's Avatar
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    Mar 2011
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    Ul'dah
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    2,126
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    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by darkstarpoet1 View Post
    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..
    your amount of kills means crap, if you constantly have to move in a fight then something is wrong.

    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
    (4)

  9. #9
    Player
    KumaAkuma's Avatar
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    Mar 2011
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    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    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.
    (1)
    (>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ

  10. #10
    Player
    Dubont's Avatar
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    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KumaAkuma View Post
    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.
    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*
    (5)
    Healer strike is ridiculously foolish and accomplishes nothing

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