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  1. #141
    Player
    Kabzy's Avatar
    Join Date
    Sep 2014
    Location
    Central Shroud
    Posts
    661
    Character
    Kabz Il
    World
    Spriggan
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by EllieShadeflare View Post
    Divine Benison would be better if it was called Stoneskin and had its animation. But that's just my nitpick.
    I think they needed something to represent the water aspect of conjuring, cause lol Fluid Aura. It looks cooler than your basic StoneSkin cast imo.
    (0)

  2. #142
    Player
    QT_Melon's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    1,150
    Character
    Qt Melon
    World
    Cactuar
    Main Class
    Bard Lv 100
    Quote Originally Posted by technole View Post
    Big deal, wipe and learn. Even raiders do the same thing. Every role has something that is encounter specific.
    Yes, but a lot of old dungeons were designed for healers to use Esuna. This "swapping" every time you go to a different encounter between regular and savage content gets to be a bit cumbersome if you now have to swap for each dungeon as well. The whole point of cross roles was to downsize button bloat, but they now cause the juggling problem.

    The problem with the juggling isn't so much juggling one skill for specific encounters, but staple mitigation skills that EVERY HEALER HAD was put into the pool.

    What would have been a better idea was something like Fluid Aura being a cross role. As much as I liked Fluid Aura, it was still situational and not a "must have" in button bloat. Repose is another one that could have gone in the cross roles.
    (3)
    Last edited by QT_Melon; 09-24-2017 at 02:34 AM.

  3. #143
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    The role skills has a whole need some reworking. Yes the original idea behind it was good, but for most players they'll pretty much have a fixed 5 or 6 that they'll always choose from for their required job. Some skills are a must while others rarely ever see the light of day, making the list lacking any real choice in a sense.

    Allow the number of equipable skills to be increased to 6 instead of 5 perhaps might be a temporary solution? The base jobs e.g. Conjurer can equip all 10 of them, I know it lacks the WHM benefits but still.
    (0)

  4. #144
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I like how role actions consolidated some stuff that was basically identical. The problem is that they kept the 5 actions limit from the old cross class system. With the cap increased or removed, they could merge even more stuff and put it there, so instead of 3 different resurrection spells there's just one called Life (can keep unique animations for each job that uses it or just give them all the cute AST animation with wings).

    OR keep the current system but allow you to save different setups so you can quickly jump from one preset to another, so you don't have to manually reassign each spell selection when switching between raids and dungeons for example. 3.x pvp had this, allowing you to assign points to skills and then save it as a preset.
    (0)

  5. 09-24-2017 09:33 PM

  6. #145
    Player
    Tubben's Avatar
    Join Date
    Aug 2013
    Posts
    92
    Character
    Tubben Hasenfuss
    World
    Shiva
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Rufalus View Post
    OR keep the current system but allow you to save different setups so you can quickly jump from one preset to another, so you don't have to manually reassign each spell selection when switching between raids and dungeons for example. 3.x pvp had this, allowing you to assign points to skills and then save it as a preset.
    you can do this with an macro.

    /micon "Maker's Mark"
    /aaction clear
    /aaction "Maker's Mark" on
    /aaction "Flawless Synthesis" on
    /aaction "Steady Hand II" on
    /aaction clear - Clears all x-Actions.
    /aaction "skillname" on sets the Action.

    Now you can have different role action sets.
    (1)

  7. #146
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Tubben View Post
    you can do this with an macro.



    /aaction clear - Clears all x-Actions.
    /aaction "skillname" on sets the Action.

    Now you can have different role action sets.
    Is there a version that sets a specific skill to a specific bar slot?
    (0)

  8. #147
    Player
    Metsonm's Avatar
    Join Date
    Nov 2016
    Posts
    289
    Character
    Met Rhukon
    World
    Shiva
    Main Class
    White Mage Lv 80
    This is more or less the one I use when I run SMN and SCH. Not exactly, but can't log on to get the precise wording, unfortunately:

    /macroicon "Summon" (II, III, as necessary)
    /macroerror off
    /ac Swiftcast
    /ac "Summon" (II, III, as necessary)
    /wait
    /ac "Summon" (II, III, as necessary)
    /hotbar Pet "Skill 1" HotBarNumber LocationNumber
    /hotbar Pet "Skill 2" HotBarNumber LocationNumber
    /hotbar Pet "Skill 3" HotBarNumber LocationNumber

    It swaps all of Eos' skills to Selene's skills so they all still fit on my bar the way I want.

    I'm sure you can extend it to the whole thing.
    (0)

  9. #148
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Thank you. That helps a great amount.
    (0)

  10. #149
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    I only pull esuna out for doom (or those odd raids that will have healing simplified by removing poison). The rest of the time I just hot and let people deal with their own failures at handling mechanics.
    As mentioned before, the mechanic brought up by the OP can and should be avoided entirely by the tank. The dps and healer can also pitch in if anything goes wrong. It's usually only a hard fight if people don't know the tether mechanic.
    (1)

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