Last edited by Alpheus; 09-28-2013 at 10:45 AM. Reason: Adding something substantive!
If that is the case on LB3 raises, healer didn't use it at a good time then.
I have not had any issues with being raised mid combat yet, though that is not too hard to do if pay attention and know the safe times to revive.
People often say that the solution for positioning lag for aoe avoidance is to learn the patterns and move in advance. Same solution applies to when to raise. The positioning lag needs fixing before they tweak raise. As most times if raise up in an aoe going to die again anyways unless the aoe goes off during the the start of the animation anyway if there was an invincibility window.
What really amuses me about the heal-lockout.. is when I raise someone, my Fairy goes spastic trying to cast cure on them.. but has the same problem I do - and ends up healing herself by accident. This is actually kind of bad though more than it is amusing, because she's just wasting time and taking healing priority on a target she can't do anything about, rather than heal someone alive nearby her that could potentially use it.
If OP thinks this is bad, every single spell/ability used to put you in animation lock in 1.0. Can you imagine doing the hardest fights when this happened? It was a nightmare. You needed to plan everything ahead of time, especially as a healer.
What I dislike most about the 'animation lock' of being raised is that if I target someone after they have been raised and cure them, it won't go on them right away. It will instead cure me. There are a good few seconds where the newly-raised person is vulnerable to taking damage but unable to take heals. This is silly to me.
Yes -- there should be a penalty to dying... and there is (weakness). In some fights, dying makes it nearly impossible to raise again anyway... but please, please, please make us capable of curing someone the second they can take damage.
Well I know there were/are a lot of big AoE moves in FFXI but in most encounters they aren't/weren't a one hit kill. I meant more like FFXI as a whole wasn't designed around these big ol' AoE moves all over the place.
This, nothing is more annoying as whm then to raise someone and you try to quickly heal them only to just heal your self and they die again...enemeis have no issues smacking you in the face and killing you as soon as you even in the raise animation, but healing? GOTTA WAIT BRO!
What makes this even more bad is the fact once a person dies again they took a much bigger hit with weakness losing 30% of their stats and HP, so they are likely to just die again..
Last edited by Volcano; 09-28-2013 at 11:29 AM.
This is also proof that the way it's functioning is NOT by design at all. If they didn't code pet script to recognize a player currently in the raise animation CANNOT be healed/cured/etc, it's because this is unintended, one way or another.What really amuses me about the heal-lockout.. is when I raise someone, my Fairy goes spastic trying to cast cure on them.. but has the same problem I do - and ends up healing herself by accident. This is actually kind of bad though more than it is amusing, because she's just wasting time and taking healing priority on a target she can't do anything about, rather than heal someone alive nearby her that could potentially use it.
Oh come off it, the pet AI is sketchy at best. They run into mobs, forget to heal stuff, autocast things are terrible times.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.