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  1. #4
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    464
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Garten View Post
    The fact that you had to add this is proof that something is wrong.. it is just stupid that fetter ward does not suffice..
    You ever play that game at the beach, where you chase the water on the shoreline then run away when it gets close, just to chase it again as it recedes? That's Frontlines in a nutshell. You move and play with the flow of your team and the enemy teams. When the enemy falls back, you can push up, when the enemy pushes up, you move back. Most of the people I see die are very, VERY, often out of position with no defensives or pots to save them. Holmgang isn't some super duper magical ability, it's 3s bind with a slight draw-in. It's not blocked by Fetter Ward or resistances because it also acts as WAR's invuln, and that would ruin that part of it if it could be blocked so easily. The game is full of CC that can destroy you if caught out of position. Painflare is a Ranged AoE stun, Nightwing is a Ranged AoE sleep, Every Phys range can take the same 3s Bind Holmgang has on a 30sec cool down and from a much longer range, every tank has a gap closer and a stun with the option to take Weapon throw as a pull in.

    On the other side, every job has Medical Kits(Pots), that when used at LOW health can cure up to 6,000 HP. So when Johnny-to-close gets Holmgang'd and I see them pop every pot at once, yeah, they are going to die. Every ranged job has the ability to play, at ranged, which in itself is a defensive. This works the same with DRG and NIN, who have strong ranged abilities, on top of DRG having the ability to leap out of bind, and NIN's getting a shield on their Shukuchi, and the ability to AoE silence people around them which can be used defensively as well. The other melees have built in defensive abilities, MNK's Riddle of Earth, SAM's Hissatsu: Chiten, and RPR's Arcane Crest. On top of this, every Melee can take Bloodbath or Arm's Length or Fetter Ward or to aid in their survival, hell, you could even take Backstep if it helps.

    All you have to do with all these defensives and cooldowns and pots is play around them, which isn't that hard to do. Do you have all your defensive stuff? Pop a few, jump on in, spin to win, jump out when they are done, wait till they come off cooldown, rinse and repeat. If you don't have any, hang back a bit, maybe wait till YOUR tank Holmgangs someone out of position and wail on them for free points, then jump back in when you are good to go. Melee in Frontlines is the definition of high risk, high reward. It's easy to get caught out in the open, but if you can stay alive till you hit Battle High, you can just start solo cleaving teams. Hence why the damage and defensive bonuses for melee are so much higher than ranged in the first place. Not to mention you can party up, find others that want to play, have someone go tank to soak CC and damage, have someone go healer with rescue, profit.
    (2)
    Last edited by Ixon; 03-26-2022 at 07:24 AM.