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  1. #1
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,104
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by mosaicex View Post
    I think Third Eye's 3 seconds duration is fine for how short the cooldown is.
    Seigan definitely could use potency/kenki adjustment though, something like 330 or 340 potency for 25 Kenki same as Shinten, making it feels more rewarding.
    Problem as it currently is comes downto needing impeccable timing in order to get it right. You not only have to get the buff on, you have to also get the server to register the buff before the damage hits you, giving you very little margin of error to get it to trigger. In O2s, half the time I end up with either having the buff fall off before I take the raid-wide damage, or the buff doesn't register in time, and in either case, I don't get the Open Eyes proc. Extending the buff to 5-7 seconds gives a little more leeway to use it during stack mechanics and the like.

    Quote Originally Posted by Kahnom View Post
    5 sec third eye would be awesome and that's all I need for the current SAM.
    About aggro though,it should be fine as long as you use Diversion everytime its up.
    But if the MT plans to stay in attack stance the whole run in PUG not with their static then its on them.
    More aggro dump skills will never be a bad thing but I don't think any SAM in PUG gonna use it anyway.
    This may be true, but I'm thinking of situations like in O3s, my group has needed me to save Diversion for adds like popping it before attacking White Flame, Iron Giant, and Apanda, so I don't get to get that benefit on Halicarnassus. And as we have no ninja, it means tanks have to spend more time in tank stance and spend more agro combos. Also the argument can be made that the skills are backwards. Ranged jobs are more burst heavy, and so could make more use of diversion, which Bard and Machinist don't get, while melee jobs are more sustained, meaning they ought to have the agro dump that they're currently lacking.

    Quote Originally Posted by SpeckledBurd View Post
    Frankly, they should just make Invigorate have an aggro 1/2 effect like basically every other resource regenerating skill has. Refresh, Tactician, and Lucid Dreaming all have that as an effect, it's kind of odd that invigorate doesn't.

    Seigen also does have higher potency per Kenki than Shinten, not by much, but if you're willing to go through the effort of proccing it its DPS gain (if a very minor one).
    Attaching an agro dump to Invigorate is a pretty good idea! My only worry would be that I tend to save Invigorate in case of death, at which point all your agro is gone anyway... however it's possible that now it's not such a big deal to need the TP after raising. I'll have to check that.
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  2. #2
    Player
    mosaicex's Avatar
    Join Date
    Oct 2014
    Posts
    455
    Character
    Noyoyo Noyo
    World
    Typhon
    Main Class
    Paladin Lv 80
    Quote Originally Posted by wereotter View Post
    Problem as it currently is comes downto needing impeccable timing in order to get it right. You not only have to get the buff on, you have to also get the server to register the buff before the damage hits you, giving you very little margin of error to get it to trigger. In O2s, half the time I end up with either having the buff fall off before I take the raid-wide damage, or the buff doesn't register in time, and in either case, I don't get the Open Eyes proc. Extending the buff to 5-7 seconds gives a little more leeway to use it during stack mechanics and the like.
    I never have any particular problem with the timing but I understand what you mean. I'm already used to anticipating raid wide aoe damage in general (to deal with using Reprisal, TBN, etc. which has longer duration but much more punishing if you missed), even thing like Gravity Manipulation or Unstable Gravity stack in 2s. Just my opinion but I think 3 seconds is pretty generous considering most raid wide aoes with cast bar usually come in 2.5 or 5 seconds increment.
    That said, wouldn't hurt if they increase it to 4 or 5 seconds though, but I think they want to keep that high risk feeling like when you parry/counter from other type of games.
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    Last edited by mosaicex; 10-24-2017 at 03:06 PM.