A lot of stuff should apply their effects when cast and not when the animation is finished tbh...
Same with Spirit Within. You have to wait until the animation is done until the silence is up.
Why not silence first then make the animation. If you consider some server lag that you experience rather often in europe interrupting a simple cast can sometimes become a pain.
I'd think it'd be better from an aesthetic standpoint to calculate the success immediately, too. If the game knows the move is going to hit/miss, it can sync up the mob's reaction animation more smoothly. Hits shouldn't necessarily look the same as misses, and there's no way to differentiate if the calculation happens after the animation.
I actually kind of liked that fact that sometimes this meant that a level 30-some PLD might prefer to snap back to Savage Blade's enmity bonus as quickly as possible by skipping Rage of Halon, but yes, as a tank, both BB and RoH are quite annoying. If it's not going to split the damage and enmity across the multiple blows in the animation as it used to in 1.x, it would at least help to apply it immediately.
That said, in the meantime, Flash new mobs when you can't move and follow the new RoH-target mob immediately when you can?
The already have each individual hit of the Limit Breaks count, so I don't see why the can't do the same for normal skills. Would it really take that much more processing power?I actually kind of liked that fact that sometimes this meant that a level 30-some PLD might prefer to snap back to Savage Blade's enmity bonus as quickly as possible by skipping Rage of Halon, but yes, as a tank, both BB and RoH are quite annoying. If it's not going to split the damage and enmity across the multiple blows in the animation as it used to in 1.x, it would at least help to apply it immediately.
That said, in the meantime, Flash new mobs when you can't move and follow the new RoH-target mob immediately when you can?
Haha iz, you actually made the thread you said you would! and yeah i saw how upset you were in turn 2 when you were trying to switch with xanex. that animation though >< so cool.
<- Lowers enmity by having everyone hold hands and sing a song. Enmity reduced by 50%. Problem solved. :P
I've never really had much of an issue with holding hate despite the animation time. The only time I've ever had that problem is when I'm trying to pull a group back and the DPS decide they want to start putting DoTs and the like on the guy I just hit with shield lob or tomahawk. Then the mob starts running around, creating too much space between me and any other adds. Then it just gets messy.
I noticed this issue now that I've done a boss where it's necessary to interrupt a high damage attack. I found myself reluctant to RoH as a combo because if the boss attack starts there is no chance of interrupting it. Consequently my threat is reduced and the dps need to reduce their damage to avoid getting agro.
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