It'd be nice to get an update on this by Patch 2.1.
It'd be nice to get an update on this by Patch 2.1.
I think Raise is fine. It adds an extra dimension to encounters; knowing when you can and can't accept a Raise.
Changing this would also make it trivial to recover from a lot of mistakes and make many encounters too easy.
For example, a group with SMN/WHM/SCH can already instantly resurrect at basically all times.
Rezzing is fine.
You could always, you know, not die.
As a WHM, I totally agree with OP.
Raise is really scary now. To just raise a person to see them die due to animation lock is horrible and most of the time stupid.
I totally agree the when in animation lock, the person be invulnerable.
I don't agree with making the raised character immune to damage. Just get rid of the animation lock and let them move and dodge like everyone else.
I think it's fine right now. Most deaths are the fault of the player to begin with.
1) Don't raise them in a place they could take damage(rezzing before a landslide on Titan is just fine, a smart person can still rez on that fight just fine)
2) Raising someone should stress the raid a little, and if your healers let tanks die to swiftcast+rez someone....stop tunneling, a quick call out I got him is fine. There is no fight where 1 healer can't solo heal a tank just fine, or a tank can invuln while a rez goes off. There could be many ways to get one off, bottom line is, you should be able to overcome someone dying and work with it.
3) It's a mistake on the raid, and adding the mana cost + time to rez is dangerous, so it's a risk to rez them; and I like that. Just my opinion though, good day.
Ono Lock <Avid>
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This here though is flawed logic. Druid Brez costs nothing comparied to Raise/Resurrection and Soul Stone Brez costs nothing but the quick cast, DK's brez also is nothing cost wise compaired to here. Also they pop instantly and are healable with a 1sec invulnerability from enemy attack. As to "one dps" how about when your in dungeons as a 4-man party? 1 dps is very bad. 1 tank is worse in either situation. What if the other healer just dropped? if this was wow, we wouldnt need to ask this about the raise mechanic.Offtopic really, but at least thers an in combat raise, they could have been like many other games and forced one to be "out of combat" in order too use it, i know in wow for example theres druids battle res, and proactive raising like warlocks soul stones/ But they implemented long cd to avoid abuse. Makes the importance of all classes and roles playing correctly important. Atm im seeing so what dps dies raise and u still finish, but tank or heals does and its a certain wipe. If lacking one dps means fail too them dps would be more forced to play with care
as to the above post, you realize they meant us to use battle rez as BOTH healers get it right? Arcanist gets it as default. the problem is, the mechanic is flawed despite the desire to have it in the player toolset. As a new game, they have to learn what works and what doesnt. Healers taking THM for Swiftcast or not, Raise/Resurrection is mechanically flawed as a brez
Last edited by Asheilin; 10-01-2013 at 11:39 PM.
"Welcome to the ranks of the blue mages. However, at this moment you are but an empty vessel--a base creature, weaker than the most ordinary mortal. A blue mage must wrest her strength and vitality from her enemies. Show me your hunger for unrivaled power! This is the only guidance I shall give you."
~ Final Fantasy XI Treasures of Aht Urhgan
I think this is the most valid argument in the OP: A person being Raised can be hit by any incoming Attacks from Enemies, but *can't* be affected by your own helpful Party Members? (e.g., Healer trying to cast a Stoneskin or Heal you mid-Raise)?! How is this fair?
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