Mages still have to move, often during cures or buffs. This is a problem.I wonder if you purposefully skipped what I wrote in response to you... hmm
I think it negates your whole argument.
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 etc
Healer strike is ridiculously foolish and accomplishes nothing
Sounds like you're not tanking him right or the mages are in the right positions.
Mages literally can stand in one spot not moving for 90% of the fight. Only have to move if an eruption set is targeting them.
Its a lost cause he is going to be right in his eyes no matter what.
If you're casting before you have to move, then eruption pops under you, and your spell ends up going off, 90% of the time you will end up dead anyways.
As it is now I'm only moving while casting as I'm running back to my spot with Resonance active.
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/
They are removing almost all enemies ability to perform ranged attacks XP. It would be quite broken if mages could continue to cast spells on the move. Skill & timing for mages {Yes Please}
I'm personally happy to see kiting coming back ^^ I enjoyed this strategy on certain fights. Hopefully they watch how powerful they make any mage in this regard because for example I always thought my ability & others to solo farm/complete limbus for chips on blm to be quite broken pre 75+ level cap.
It's going to lead to a lot more "server lag" threads.
Especially since the game is focused on players moving around a battlefield. Now healers will have to wait an extra beat after moving to make sure they can cast with the "You move and interrupt your spell message."
It will be something good for 2.0 when they have better server structure. But not now.
I'm not happy with this at all. This is something that would be better implemented later when the new servers are activated. Remember in FFXI when it took the game a second to register that you actually had stopped moving? Well in this game that lag is at least double if not more. So you are going to run into a lot of interruption issues because the lag is so severe between client and server. I don't think it needs changed. Personally I'm like a lot of people posting in this thread, that saw this as a improvement over FFXI. No more worrying about people running out of range, cause you can run with them. Granted server lag can effect that strat as well, but it still cuts down on people being out of range. I wont be ok with this change even if they were to wait for the new servers to be online. But id be less upset if they'd wait until the game is rdy to receive such a limitation.
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
oh i'll adapt just like i did with the ifrit loot. that doesn't mean that this change is better for the good of the game.
change for the sake of change =/= good change
edit: too bad some people, like yourself, couldn't adjust and use the systems in place. they were much better with the original. i'm just sad that we had mages that were so bad at their job that they actually believed that it was the game mechanics broken when others could perform their jobs just fine. a hint: is that it wasn't it was just horrible mages that couldn't do their job.
Last edited by darkstarpoet1; 12-13-2011 at 06:07 AM.
http://crystalknights.guildwork.com/
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