Results 1 to 7 of 7
  1. #1
    Player
    Zaris's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    13
    Character
    Miru Mizunouchi
    World
    Excalibur
    Main Class
    Conjurer Lv 70

    Increasing Protect/Shell Duration

    I found this subject being discussed within the Japanese conjurer forum and I thought that a panel here in English would be appropriate as well. As the title of this thread suggests, the subject is on the duration of the spells Protect and Shell.

    I, too, believe that 5:00 minutes is an insufficient amount of time for these spells to last. The ability Roaming Soul allows the effects to extend to 7:30, but it is still too short.

    While these spells are manageable during solo play, a frequently mobile party roaming the battlefield completing levequests or fighting notorious monsters would require many breaks in order for a conjurer to keep the effect on the team and him or herself. With a 1:00 minute recast time, it is important that Protect and Shell is distributed to the entire team all at once, lest either the close-range or long-range players miss out on some crucial protection.

    I can foresee adjustments in the following manner:
    - Increasing the effect duration of Protect and Shell
    - Lowering the recast time of Protect and Shell
    - Progressively raising the effect duration of higher tier Protect and Shell spells as they are included
    - Increasing the amount of time extended to spells cast with the ability Roaming Soul in effect

    Please share your thoughts with moderation.
    (0)

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    I'm on the fence whether the timers on protect and shell reward mindful gameplay from meleers and mages alike, or if it should be considered monotony for tradition sake to always gave to plan your party buffs and have them wear off.

    This game doesn't reward a lot of mindful playstyles right now with the easy mp regen and mob agro blobs. I hate to admit on this board that I think 30 minute tranquility timers are more appropriate.

    I also hate to admit that I take a little pride in managing my protect and shells so that they never go down, and also in herding cats together to make sure all the pugs have their protects on before we head in.

    Archers though, I'm done lol. They need to bring their own I can never find them.
    (0)

  3. #3
    Player
    Calamity's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    20
    Character
    Calamity Jnr
    World
    Sargatanas
    Main Class
    Armorer Lv 50
    Agree that we need longer duration for Protect/Shell and larger AoE when casting these spells.
    (0)

  4. #4
    Player
    Edyn's Avatar
    Join Date
    Mar 2011
    Posts
    50
    Character
    Eve Aeterna
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    I'm not a fan of short party buff durations either. Self buffs I don't care since it's much easier to take care of yourself than a group of people. You spend most of your time eyeballing the buff timers on yourself and your party members so they don't wear off, then trying to manoeuvre around so that you can then rebuff everyone. It's a rather tedious dance to do every 5 minutes.
    (0)

  5. #5
    Player
    Keith_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,977
    Character
    Keith Dragoon
    World
    Zalera
    Main Class
    Conjurer Lv 90
    I say bring back the 30 min duration from XI and call it a day. I died 4 times today due to it wearing mid fight. I know I fail at buff management
    (0)


    Keith Dragoon - Ambassador of Artz and Adorable

  6. #6
    Player
    TempestReve's Avatar
    Join Date
    Mar 2011
    Location
    Hampton, Virginia
    Posts
    54
    Character
    Tempest Reve
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    I'm on the fence about this, On the one hand, yeah changing the timers would mean i can spend less time trying to time when to buff in between fights (when party members seem to have some kinda issue with staying still to RECEIVE buffs) or casting buffs on the tail end of a fight to overlap the last so i have them all together in one place. So that i'd have more time to i dunno, help debuff, actually get to cast more then one spell before everyone kills everything?

    But on the other hand.... Im with Peregrine - its feels kinda nice when you can always get your party members buffed and squared away so rarely anyone is missing anything.

    And yes... the archers... are maddening XD - on Thau i don't miss them as i stand right behind them when i cast, but on conj, always miss them .
    (0)

  7. #7
    Player
    Ranka's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    130
    Character
    Pascal Graces
    World
    Faerie
    Main Class
    Dark Knight Lv 90
    I for one am for longer durations. Now I do not mean like 30 minute buffs, but something simple like 10 minutes total could make a huge difference. Or rather if CON could just get THM range of AoE that would be easy enough buffing everyone, even archers at once. I am sure it happens to all of you, but people never wait for buffs once ya start going, they all just do their own thing. The only exception is NM fights really where people are placed with BR to incap them.
    (0)


    It is not the quantity of friends you have that determines your worth, its the quality of friends that does.

Tags for this Thread