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  1. #51
    Player
    Kohashi's Avatar
    Join Date
    Jun 2024
    Posts
    680
    Character
    Lucaon Soho
    World
    Odin
    Main Class
    Sage Lv 100
    Mana management is very present for some classes/roles. Aside from BLM, DRK, RDM, PLD, it's especially relevant during progs, MINE duties, which include the first few weeks of the newly launched current savage, ULTS, and when you die or multiple people die.

    I always have to carry mana pots with me. Different SPS builds will require you to have mana pots available to be able to maximize both DPS and shielding/healing even outside of prog. Even using mana pots sometimes is not enough to sustain upcoming mechanics if I die for whatever reason.
    (1)

  2. #52
    Player
    FuturePastNow's Avatar
    Join Date
    Nov 2023
    Posts
    318
    Character
    Kali Zeruel
    World
    Faerie
    Main Class
    Warrior Lv 100
    Ultimately the main purpose of MP seems to be to place a (relatively generous) limit on the rate at which healers and casters can raise in a fight. For everyone else, like Paladin or DRK, it's just using the MP bar in lieu of adding another resource bar to the job gauge.
    (3)

  3. #53
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,546
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valence View Post
    When you don't get heals, which comes from an outside source, sometimes you die, and it lessens the experience as well.
    And you can point the finger at the healer for doing a bad job as that is the primary role they have to do in the instance.

    A phys ranged primary role is not going to be to manage someone else's MP, it is to do damage, with MP management being secondary to that. There is also the fact that, as the caster, I have no idea when the MP recovery is coming, how long it is until it is off cooldown, are they even going to use it at all etc. There are just too many variables outside of your control for you to properly manage your MP, so it isn't going to be utilised properly either, as the default will be to play it safe.

    Quote Originally Posted by Valence View Post
    Just feels bad when someone messes something up and you have to deal with the consequences of it!
    A Phys Ranged not using MP recovery only messes up the caster, someone dying inconveniences the healer for a GCD or 2, but it also punishes the player that died as they are now...not playing the game. You are then encouraged to learn the mechanics and not die, which improves your experience, and helps your healer by not having to react to something out of the ordinary.

    Quote Originally Posted by Valence View Post
    But then again instead they shifted everything on having mechanics where someone messes up their DDR the party wipes anyway, turning every other player into a potential enemy
    Which has nothing to do with MP management at all.

    However, I do find it quite telling that you didn't try and explore the points I made in my post. I assume you have the opposite opinion of me, so why not talk about what I have said and why you think it would be good for the game. We do have to bear in mind we need to look at all ranges of skill, but that could just be a, the more casual audience really don't care about optimising that much, so I don't think it needs to have as big a consideration as a more organised group who can plan and properly manage between themselves. We would likely agree to disagree, but at least you are putting your thought process out there as it is rather than trying to hide behind a bad analogy.
    (2)

  4. #54
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,121
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by FuturePastNow View Post
    Ultimately the main purpose of MP seems to be to place a (relatively generous) limit on the rate at which healers and casters can raise in a fight. For everyone else, like Paladin or DRK, it's just using the MP bar in lieu of adding another resource bar to the job gauge.
    They're already adding a party-wide raise limit in the new Criterion, so they should just put that in everything and get rid of the fossil that is the pink bar. PLD can just get a 120s cooldown on Clemency and DRK can get shared TBN/Edge/Flood charges that are restored with Bloodspiller/Quietus/Delirium.

    [Not a serious suggestion]
    (0)

  5. #55
    Player
    Brandr's Avatar
    Join Date
    Sep 2020
    Posts
    157
    Character
    Bran' Bal
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    "I played this job for 1 day, here's my suggestions..." topic
    (1)

  6. #56
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,549
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mikey_R View Post
    And you can point the finger at the healer for doing a bad job as that is the primary role they have to do in the instance.

    A phys ranged primary role is not going to be to manage someone else's MP, it is to do damage, with MP management being secondary to that. There is also the fact that, as the caster, I have no idea when the MP recovery is coming, how long it is until it is off cooldown, are they even going to use it at all etc. There are just too many variables outside of your control for you to properly manage your MP, so it isn't going to be utilised properly either, as the default will be to play it safe.
    So let me ask the following question then: why do people get pissy at healers not doing enough damage or at all, since it is not their primary role, as healing is the defined primary role of healers? Because a role is secondary doesn't mean that role is by necessity optional or useless especially in challenging content.

    Quote Originally Posted by Mikey_R View Post
    A Phys Ranged not using MP recovery only messes up the caster, someone dying inconveniences the healer for a GCD or 2, but it also punishes the player that died as they are now...not playing the game. You are then encouraged to learn the mechanics and not die, which improves your experience, and helps your healer by not having to react to something out of the ordinary.
    That is absolutely disingenuous. You can perfectly die for reasons totally out of your control if a healer doesn't properly heal unavoidable damage. In fact, it can also be other roles too, especially in savage/ultimates, when some people do not press their mitigation buttons. Does this mitigation thing somehow qualify as a more "primary job" than using manasong? Saying yes would be illogical.


    Quote Originally Posted by Mikey_R View Post
    However, I do find it quite telling that you didn't try and explore the points I made in my post. I assume you have the opposite opinion of me, so why not talk about what I have said and why you think it would be good for the game. We do have to bear in mind we need to look at all ranges of skill, but that could just be a, the more casual audience really don't care about optimising that much, so I don't think it needs to have as big a consideration as a more organised group who can plan and properly manage between themselves. We would likely agree to disagree, but at least you are putting your thought process out there as it is rather than trying to hide behind a bad analogy.
    I actually already did somewhere earlier, in the part about systems that do not fall within the binary umbrella, which was especially the case in HW, notably dungeons - aka heaving manasong or tp song would alleviate strain on party resources, but was hardly mandatory for completion. But they could perfectly stay binary in challenging content, because that's what healing and mitigation are, and I don't see any difference as exposed above.
    (0)

  7. #57
    Player
    Shipp's Avatar
    Join Date
    Jul 2011
    Posts
    296
    Character
    Shipp Atori
    World
    Goblin
    Main Class
    Conjurer Lv 72
    For all the people talking about how the ranged DPS won't know when to give MP, there are these handy things called macros that anyone in high end raiding should be familiar with. It is not difficult as a healer to create a macro that says, " /p Hey, I need MP please!" At that point if the ranged DPS doesn't use the ability, that's on the DPS not paying attention.
    (2)

  8. #58
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,430
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Edge of Shadow and TBN
    (0)

  9. #59
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,868
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Jeeqbit View Post
    I feel like the only job where I seriously notice MP is Red Mage. After doing my rotation for long enough, I realize I need to press Lucid. I can't think of any other jobs where that's the case. Maybe occasionally healers, but they all have actions that restore MP naturally if you don't press Lucid.

    Anyway, the real reason they can't remove it is because Yoshi-P criticized 1.0 for the fact that no matter how much you cast heals, you never ran out of MP.

    We are so close to that being the case now as well. I can currently spam Physick and Cure without ever running out of MP. Same with Holy III. And most healing now is done with abilities that don't consume any MP anyway.
    Happens on summoner on fights with no down time. After 10 minutes of riding cooldown timers, I'll start to run out of MP and have to pop a Lucid as well. Only applies on fights that last longer than 10 minutes where I am playing perfectly, though.
    (0)

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