




If they had all been cones, then it's one thing. This was cone into circle. Annoying as hell bouncing in and out. Not engaging.
And not circle like BRD either, it was centered on you.
No complaints with options, more options are always better. As a controller player, I would still use the targeting regardless, more accurate.On M&KB, I'd generally prefer targeted over un-targeted, as I'm free to look and move about however I may wish despite having my cone pre-aimed, but I see no harm in allowing people the option to follow character facing without said facing being snapped towards a particular target (auto-faced) upon skill actuation.
Except you didn't have to move in and out, ever, when you tanked. You stand still and, shock horror, still hit everything. Having the mobs infront of you is how you should be tanking and it is how I tank on every single tank. It isn't hard to do, yo udon't have to keep repositioning as some might have you believe, it just requires proper thought into your initial placement.
You did not need to do this to reach all mobs. You could stay still and still hit everything.
The circle can reach all mobs from the edge of the pack. The cone can reach all mobs --yes, including those to your flanks-- from the edge of the pack.
The only exceptions to this is if you specifically maneuver the pull to include all the largest mobs shoulder to shoulder in the center of the enemy pack --where they increase the distance between the edge of the outermost mob ring on one side and the outermost on the other, instead of reducing that range, as per when you place large mobs at the ends-- in an extremely large pull. But you'd have to go out of your way to force those circumstances.





I'm talking from a SAM perspective.You did not need to do this to reach all mobs. You could stay still and still hit everything.
The circle can reach all mobs from the edge of the pack. The cone can reach all mobs --yes, including those to your flanks-- from the edge of the pack.
The only exceptions to this is if you specifically maneuver the pull to include all the largest mobs shoulder to shoulder in the center of the enemy pack --where they increase the distance between the edge of the outermost mob ring on one side and the outermost on the other, instead of reducing that range, as per when you place large mobs at the ends-- in an extremely large pull. But you'd have to go out of your way to force those circumstances.
Not WAR.
And I could see stuff missing emenies in some pulls. It was annoying.


People are saying Warriors cone > circle combo was annoying but lol i've never seen any Warriors go in and out of the group to hit them xD If you positioned the mobs well you never needed to do that...
Honestly, avoiding mob AoE's generally solved any positioning requirements for Overpower's Cone AoE. Step out of marker. All mobs are now in cone area.


The circle aoe was a huge nerf to the overpower since overpower had greater range. War was my main tank for all of Shadowbringers and never once was a cone a problem, so having them change it to a circle arbitrarily was out of left field. It doesn't matter what people say: if A is equivalent to B in terms of hitting targets, than there is no reason to change A to B.





I think I wouldn't mind Quick Nock being a cone so much if the range was bigger.
you do not want cone
my mnk does not like cone
this is what cone does to you
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Cone enjoyer here, simple question - we had three solid tanks with circle AOEs as their combo, with PLD having target-circle AOEs on Confiteor + Blade of Valor combo, DRK having line AOEs (functionally similar to cones) on Flood + Shadowbringer and Gunbreaker being a true circle AOE job on all AOE skills.
If you didn't like the cone and it bothered you this much, why didn't you play another job? Should we make DRK's Flood of Shadow + Shadowbringer into circle AOEs as well? We need to move back and forth between GCDs, so more than WAR with cones?
I thought homogenisation between the jobs is something we were originally against, were we not?
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