Quote Originally Posted by DarkRain View Post
Accualy i like the idea behind the AM in XIV. its a Timed Nuke. So say the DD's got the mob down a lot and tha Nuke was the finishing touch or say 3 Conjs nukeing all die but the Mob still has the effects of the AM and all 3 AMS pop wile there all dead thay still get credit for the kill and the drops. Unless ofcorse the deaths wipe all effects on the mob.

I would like to see for example Flare. You cast it and a mid sized fire flash hits the Mob then when the timmer hits zero a HUGE explosion of fire energy is released in a masive fireball sorta like 11s but a hell of a lot better. What would be great also is some kind of effect to the players who stand close to the mob. If say Burst is used a HUGE electric flash of energy at the end of the spell and it makes your screen flash like exiting a dark cave how the visual is very bright then resets to normal. That would be awesome!

And add an effect that like any Mobs near the mob effected with a AM once the AM timmer hits zero and the blunt of the spell is released all mobs around the effected mob will get like burn , frost , ext. As an after effect of the spell. That would be usefull and impresive
If you die it doesnt go off, and the reason it works how it does is so you're not stuck casting, you can set it off then concentrate on other things such as staying alive and such, which reduces challenge and intensity, makes the game hold your hand. Also if the mob moves you wont hit it, if you move you wont hit it, and ofc since the mob is claimed prior to the 30second cooldown, if you have a DD it will most likely be dead.

Which makes it only workable on NM's but then the damage is so ultra shit its not worth it.

So in Summery:
- Spell looks awful
- Damage is awful
- Mechanics are awful