cast interruption is only for PvP,we have many ways to avoid it,and there are some pvp exclusive spells to use,so pvp must be tried a lot before judge
cast interruption is only for PvP,we have many ways to avoid it,and there are some pvp exclusive spells to use,so pvp must be tried a lot before judge
Probably just to further try to discourage class stacking. Actually not that bad a deal since hardly anyone plays arcanists it seems. Sucks if you're a dragoon or bard though.also this: When multiple characters are playing the same class/job in a party, the gauge for level 2 and level 3 limit breaks will now fill more slowly than before.
why...?
well as summoner you have bio and ruin 2 and miasma2 (usefull for heavy) that are istant,we have swiftcast and surecast,so u have some way to apply ur dots while hitted,resistance are differents than pve so can happen u avoid attacks often than in coil
Xardus my point is this:
Cloth armor vs medium armor.
1/4 dps (if that) vs 100% dps (though to be fair, likely they will not be hitting many backstabs if you're good at spinning), so 1/2 dps for monks.
No self healing, vs OKAY healing (maybe, though miasma II debuff will likely cripple that).
No movement, vs 30 sec shoulder charge.
No purges, vs one ilm punch
Massive mana drain (ruin II and miasma II are very terrible) vs normal tp drain
Not to mention if they have any experience with arena design, there will be pillars to LoS from.
well now im too tired to understand well ur examples hehe,anyway im agree that can be problems,but we have to see how they changed resistance for pvp before speculate,i was only talking about ways to avoid interruption
Panda : we get a 20s surecast + surecast in pvp. We reduce their range by 30% (that's a lot) and... we're not alone. I'm sure we'll be fine.
So, basically they nerfed SMN sustained damage output for PvP by removing Thunder and removed Virus to eliminate groups from using rotations, which require a degree of teamwork and raid awareness to do in the first place... They didn't fix anything and took things away. They crippled the ability we were going to get by 50% and increased the duration of heavy by 50% as well... Hmm, smells like a majority of this is to balance PvP and tiny portion to nerf PvE and piss people off.
Well, monks and dragoons are getting "weapon throw" to remove that while chasing -- but summoners still have heavy from miasma/miasma 2, and monks still have to put up with positional requirements for their damage, so...?
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