So I can't start casting as I run back to my spot? It's not like I'm regaining MP anyways, might as well make use of the time spent.
Also, with this change, you are aware that it's not going to be enough to just ran back to the spot and then cure? It will be more like...
* Run back to spot
* Wait 1 to 2 seconds
* Then cast.
Cause it's the server that decides if you interrupted the cast, not the client you play on.
I'm saying that it will not ruin Ifrit. And I don't know what kind of crap Gla you play with but my Mrd does not die from not recieving a cast for 10secs if not more.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
Movement cancelling spells AND animation lock? I don't think I like this at all. Get rid of one or the other please. >.>
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
No more chain spell whm only!!!Um? I'd love to hear the explanation on that....
Mages don't have to move at all unless they get an eruption under them. If they are casting and eruption is under them 8/10 times they are going to get hit by one of the explosions.
If you start casting and have to run, 9/10 you're not going to be able to get back to your target before the cast time completes.
The only "issue" I see regarding Ifrit is that I like to long-cast my raises during his jumps on my fallen comrades... start casting, then run to a safe spot, then weave back to the target for the end of the cast. Won't be able to do that anymore... but that's ok I just like to save chainspell for emergencies.
I think it will only reduce cast time too.
I'm kinda glad because Chainspell pretty much became "Rebirth with a 5 minute timer"
I wonder if you purposefully skipped what I wrote in response to you... hmm
I think it negates your whole argument.
Um? I'd love to hear the explanation on that....
Mages don't have to move at all unless they get an eruption under them. If they are casting and eruption is under them 8/10 times they are going to get hit by one of the explosions.
If you start casting and have to run, 9/10 you're not going to be able to get back to your target before the cast time completes.
The only "issue" I see regarding Ifrit is that I like to long-cast my raises during his jumps on my fallen comrades... start casting, then run to a safe spot, then weave back to the target for the end of the cast. Won't be able to do that anymore... but that's ok I just like to save chainspell for emergencies.
Yeah that's right Firon :-/ I didn't think about that part, but it doesn't really matter much to be honest. I think Ifrit will be a lot easier after the patch.. they are buffing the Ifrit weapons, stat allocation, self-combos, run at same speed in passive and active mode, protect and shell are combined... etc etc etcNo more chain spell whm only!!!
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