

Well, except for BLM. Doesn't take much to get back into Umbral and we're back in the game. I'll usually even wait a tick and throw a Mana Shift to pay back the raise cost.
I kinda even wish Mana Shift had a shorter cooldown, just so I could play mana battery as needed.
I really wish they didn't remove Mana Shift, I liked being a mana battery. I'm going to miss it.



Good point OP. I was just wondering the exact same thing this morning. Also, BRD/MCH Refresh has been removed as well.





If that's it then we might be able to change that even :3.
Red Mage raise:
After casting raise you have a 7 second window to cast raise again as an instant spell. Very long cooldown. May use dual cast to make the first raise instant, and then the second instant raise can also trigger another dual cast (so vercure -> instant raise -> instant raise -> instant verwhatever).
Summoner raise:
Has multiple charges that restore on a successful Bahamut & Phoenix rotation. (Same cast time as before). Or something else, could always bind it into a neat demi-summon (long cooldown support summon with one of it's actions being a raise).
Last edited by Shougun; 05-30-2019 at 06:44 AM.
Well for tanks it changes pretty much nothing.
Since they were TP lacking only on lower lvls when they had to spam one AOE TP hungry skill.
A lot of jobs have other things to track, like gauges to build and spend on abilities. MP isn't the only resource, just the only one everyone still shares. And really from my experience, TP's only real purpose has been to limit the aoe of DOW jobs.





And don't forget, healers will have increased mp regen from piety.


It's for balance and class gameplay.
Believe it or not, there are people who enjoy managing resources in order to get the most out of them. It's what I found fun in Dark Knight, prior to Stormblood.
It's not "unfair" or whatever, it's a gameplay mechanic some players enjoy having access to as it creates another dimension to their role, and it also gates classes from spamming their strongest abilities without proper management.
i mean, mana/mp is like the staple energy source for spellcaster. we are talking a resources that has been exist since D&D era here.
if you get rid of it, then where is the fun of that? all class can just spam their skill with cooldown being their downtime, no management, no worry, just spam wherever you like it, thats sound boring as hell.
aside from spamming aoe attack, i never seen someone lost their TP completely. i can spam 123 combo for hours and my TP probably still at half, and either us or the boss should be dead by that point, so yeah there is no point.
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