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  1. #11
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    462
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Llynethil View Post
    Yea I am gonna mention guard, if you guard when a drk runs in, you don't get pulled and you don't take a ton of drg followup damage, if war just jumped you, you can guard and prevent getting blota'd, which most likely is gonna come out soon after, guard IS a counter to those.

    And it's only 30s cd so it's up when next they try it again, it's as good a counter as purify is to a stun.
    Not sure if you missed where I said that this is mainly for large scale PVP modes, but this strat does not work well in large scale PVP modes. Sure, you can Guard the first DRK pull, but what about the 5 more that come after? How are you keeping track of every DRK/WAR/SMN in the enemy party? How dead are you when you are sitting there guarding as the enemy surrounds you and just kills you after your guard wears when if the buff had anti-knockback, you could more safely run away? What about when you do guard, guard falls, you get cc'd(cause there is a billion of them, you use Purify to escape, only to get hit by more DRK pulls, WAR pulls, SMN knockbacks? What use is there when you are full prepared with every tool at your disposal, just for one crowd control to not be countered by the anti-crowd control button?

    I don't think you are taking latency and animations into affect either. By the time you may see a DRK Plunging in and hit Guard, you might still be pulled in due to latency and animations(have had it happen before). Same with WAR. If you get stun'd by a WAR, you have to go through Purify AND Guard and there is a good chance that by the time those go out, it's too late.

    This would do very, very, little to affect anything in CC. Though it would have a huge impact in the large scale PVP modes that more people play by making it a more fair, and therefore more enjoyable, experience.
    (4)

  2. #12
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    I play a lot of frontlines, on NA servers from EU so I always have to deal with more latency then the rest of the party, I rarely ever die to drk/drg and if I do, guard tends to work just fine, this just sounds like a positioning and awareness problem to me.
    (1)

  3. #13
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,018
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Ixon View Post
    While I know you cannot purify knockback/draw-in, they can still add it to the buff, so you do not get pulled in/knocked back after cleansing. Would help immensely in FL/RW.
    I do agree. Whether it's included inside the Purify Resilience buff, or as a side buff called arm's length or whatever.
    (0)

  4. #14
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    639
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ixon View Post
    For the non-forum-trollers that read this:
    -The Purify buff only lasts 5sec
    -Primal Rend is still has massive value
    -So does Onslaught for quickly melting targets

    For the forum-trollers such as thyself:
    -Begone
    Lol, l would not even bother replying to that troll.
    I am wondering about that too. They can program guards to nullify suck in and knock back, why not resilient. You would think it is a programming oversight, But it has been so long, it starts to feel like an intentional design that's perplexing...
    (0)

  5. #15
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Ixon View Post
    So what counterplay is there to knockbacks and pull ins? What counterplay is there to 5 chain pull ins? Please don't say "just Guard it".

    Is there any other defense against this other than a single ability on a 2min cooldown that most people just walk inside of anyway?
    Get good with positioning so you don't end up in a bad state, dash away on a job with dashes, or play WAR.

    Literally though, Guard is the best answer and you're meant to play around with the assumption on how powerful Guard can be, but play more cautiously when Guard is on cooldown. Unlike other CC, displacement skills doesn't lock your character in place after it is done so they have just as strong advantages and disadvantages when used properly.

    At least, until SE starts nerfing fall damage further and reducing the impact it has compared to CC.
    (1)

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