Staying too close together against AST in PvP is now asking for troubleCan deal huge damage every 30 seconds or so o.o
Staying too close together against AST in PvP is now asking for troubleCan deal huge damage every 30 seconds or so o.o
Good to see they fixed that Kardia bug. Now maybe Red Mage could have it's black magic not to revert to white magic everytime one dies.
yoooooo rdm no longer taking out 2/3rds of someone's health with a single slice thank goooooood.
Oh yeah I misread that... But I do agree this isn't enoughThey reduced the time to fill the gauge for rpr, it's a buff. Theoretically it's now the fastest filling LB. LB's only charge at 60, 90, and 120 seconds. Rpr was at 90 so unless they gave them a unique timer, it'll be 60 now. Which fills even faster with plentiful harvest. AoE CC is always strong and getting it that often is good.
BUT I don't think it's enough. Soul slice needs to do 10k and gibbet/gallows should be 12k.![]()
seem pretty good pvp wise, but summoner hasn't been touched/nerfed, which was one of the main issues and it will stay overtuned and one shooting people because yes.
SMN has never felt overbearing to me in the way the usual "meta" suspect DPS were.
It can't burst particularly hard without both of its Fester charges available and I feel like its strength lies more in being able to control space with Slipstream and Mountain Buster, and while its LB can be dangerous, there's such a huge delay between the summon and its following AoE going off that it can't really you catch you off-guard like the other LBs can.
Last edited by KageTokage; 04-26-2022 at 05:47 PM.
Glad the bugs are fixed. WHM wasn't hit nearly hard enough (Poly should frankly not exist), but it seems they're taking it slow as per usual. The WAR survivability was insane before so this will at least help. RDM will still do about the same damage and MNK's bug where the additional 12k doesn't work isn't fixed.
It's a step in the right direction at least for what was changed.
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