FFXIV: Changes to Role Actions in Shadowbringers
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- Опубліковано 16 вер 2024
- Tank: @0:44
Healer: @2:38
Melee: @3:26
Ranged Physical: @5:03
Ranged Magical: @6:30
Enjoy!
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SE: *Takes away largesse and gives us repose which probably wont even be useful beyond level 50.
Me: "This has been the worst trade deal in the history of trade deals; maybe ever."
Repose could be useful in stuff like Deep Dungeons.
Repose is extremely useful in a lot of situations where you need to keep some enemies controlled. Or when soloing, sure you can heal but if you're healing from the damage of too many mobs you're just going to burn your mp.
Pray they don't alter the deal further
@@shadenox8164 Does Sleep work on more enemies as well, because if not... it wasn't worth it.
@@TDSFounder I hope so too..... repose was so useless anyway. I always forgot I even had it most days.
Can I be honest? I understood why they where removed, but i'm kinda upset at all the support abilities the DPS classes lost. Being a DPS who could also support was one of the reasons I loved RDM, and will love Dancer. Knowing that I was a DPS who could parse big and was paying attention enough to know when the Tank needed a goad or the Healer needed a mana shift just felt great.
We gotta see how it plays, but yeah I'm not a fan of making the game flat by cutting off our choices and possibilities
@@SuperIvysaur Watched the red mage video already, practically doesn't change. So they just took away more support options.
Im the opposite, im lazy so im glad those are gone.
Rip to largesse and convalescence, they were both really useful skills when shit hit the fan. As a healer popping largesse whenever I can is going to be missed.
I could hear you doing the air quotes lol
Sad to see Manashift is going, BLM is my main dps so I had great use of it in umbral ice stance, giving it Bard to keep foe up a few seconds longer, to PLD when the healer DC so they have an extra few Clemency's, to healers for obvious reasons, or to healer/ magic dps when they die and get raised with no MP. so many good uses for it :/
I can think of exactly one fight I used erase, and that's Rathalos.
Every time I see Alphinaud's Carbuncle it just makes me wanna have it has a egi-glammour
I'll miss Protect... it is a FF staple, afterall.
The condom has broken
Choice and unique gameplay for each class we’re ff staples too :(
*cries in healer*
The game is almost following ESO with its solo accessibility, so healers can be discarded.
2 charge True North, damn now i'm happy.
Good bye Missing Trick Attack !
I will actually miss Mana Shift on RDM. I enjoyed using it on the healer after Raising them.
I was one of the very few RDM, like youself, who manashifted healers. I had it macroed in a way that i had two buttons for manashift. /ac "Mana Shift" and /ac "Mana Shift" , so depending what button i pressed it would manashift the appropriate healer. It made it so i could manashift the healers without worrying about clicking off the boss/mobs and maintain my dps. And since it's an OGCD, it would harm my rotations pressing it.
rip convo, it will be missed ;-;
As Pld main, that ability helped me keep myself alive so many times with clemency...so sad to see it go ;-;
rip mana shift - id hand out my mp like candy on rdm since i got it back so fast on my own plus lucid dreaming. Hell even if had had almost no mp id hand over what i had to a healer if it meant they could keep people alive long enough while I waited for my lucid dreaming cd.
Considering Lucid is now on 60sec timer its meh
Phone blows up with 10 notifications love it
thats why manashift is gone..lucid cd getting cut in half is pretty insane. helps out Red Mage too.
Nah, it hurts red mages. Can't remana a dead healer now. Which means more wipes in 24 man content.
@@Adonteon21 Huh? lol
@@Adonteon21 You would be surprise how many caster DPS are stingy with their mana shift. I think a dead healer would be better off having the more easily accessible Lucid Dreaming for when they are rezzed and being a little more self sufficient than being at the mercy of a selfish dps player..
@@Adonteon21 There's no need for manashift when we have a 60 second lucid. Even if healers die, they only have to wait at most 1/5th of lucid's cooldown before they can start getting mp back. On top of that, healers have way more "free" heals than ever before. while it is true that when they get up, they'll have a bit of an issue with mp, at least lucid will be that much quicker. Also the Piety changes will make it a little easier as well.
@@GCPlugs Instant mana to stop a complete wipe is always better than waiting for mana and watching it happen.
"Surecast has had it's cooldown reduced to 120 seconds which shouldn't be a surprise after Arm's Length." Surecast had a cooldown of 30 seconds before, so that's a huge increase (not decrease). And while it's not much, the duration increased from 5 to 6 seconds for both Surecast and Arm's Length (so it didn't stay the same as stated). (I know you're probably a bit sleep deprived trying to make all these videos and a few mistakes were bound to happen. Thank you for all that you do!)
It's also interesting to note that Lucid Dreaming still reduces enmity by half, while having it's cooldown cut in half. I assume the cooldown change is to allow for mana regen and not enmity reduction, but wow.
Now that i think about it, "Arm's Length" can work as a defensive CD for big mob pulls. IN that 6sec any monster that attacks u will be slowed by 20% for 15sec.
Whoa lucid is 60 seconds now?!
YUP!!
MP will be weaker in a SHB standard [with a ranged] comp than it is now in a STB standard comp and stronger than it is in a nonstandard comp.
If you have a standard comp of 2 tanks, 2 healers, 1 caster, 2 melee, 1 ranged, the ranged brought each mage 500 mp restore potency every 3 minutes. Lucid brought the mages 560 mp restore potency [80 × 7] every 2 minutes. Every 6 minutes that would total to 2,680.
That's 447 potency per minute of mp refresh for stormblood MP sustain. Break was also helpful to keep casting during mp critical periods.
New lucid is 350 potency [50 x 7] and that's it. No break to even help out during critical lows.
So yeah. They made tp infinite but made MP way tighter.
That's a lot of depth being removed across the board.
Manashift alone is absolutely huge, not only was it great for healers but it had synergy with BRD's Minuet.
Refresh was definitely broken, I expected a nerf, like making it into an MP Goad, but I didn't expect it to completely disappear.
It's just a lot of cross-job interaction that is completely gone, and with that a lot of player interaction through gameplay is gone.
I am surprised of the large cooldown that Surecast now has.
Erase I surprisingly used quite a lot, as well as Mana Shift especially. I didn't mind being an emergency MP battery, since my MP is technically infinite as BLM.
I suppose they decided now that they're moving away from healers being expected to do damage they don't need the support as much. Or maybe its because piety now increases MP regen.
FINALLY BARD GETS A KNOCK BACK BLOCKER! XD
120s surecast is so brutal :_:
yea not a fan of that at all either
4.0 version being 30s was wonderful, as a healer/magic dps we got away with so many things lol
I better hope tanks can keep aggro easier, because otherwise, a new tank grouped with an experienced and HIGH geared dps or healer is gonna have a bad time.
No Cleric Stance...no Eye for an Eye...honestly I’m okay losing Largesse...Repose as a Role action?this is gonna be weird
I'm ok losing cleric stance since I don't use it at all, eye for an eye maybe, but Protect....I'm done wanting to be healer when I heard that is going
@@OriHimegami thats a weird reason to stop being a healer. You dont even need to protect more than 5 times in a run and you are stopping because of it? lol
@@Colourisedspoon Assured mitigation is welcomed mitigation. Losing the tools you need to reduce damage by a 1/10 can mean the difference between getting a heal off in time to save someone or trying to Raise them before getting wiped.
@@TDSFounder Well yea sure but it still does not break healers.
@@Colourisedspoon It makes it more stressful, especially depending on the skill level of the healer.
So a bard, is now losing its palisade (poor mans protect) and its mana regen which is fun when I run with my healer friend....what fun
Pour one out for my boy, Anticipation. He was the goodest boy.
Bummer for rdm users. I used erase and mana shift all the time as support for healers. But maybe everything is a lot more balanced that it isn’t needed.
I feel the same when play BLM and give that one healer mp from my neverending mana pool.
@@kaegoe I main SMN and I always seem to be the only caster DPS that does that for the healer in my groups. But piety increases MP regen for healers now, so I guess they decided that was plenty.
Converlesance and awareness were soooooo good. Playing WAR and doing big pulls popping raw intuition and then awareness to mitigate the critical hits from awareness positional damage made me feel like a genius (I know it was pretty obvious use but let me have my moment)
Pretty sure they knew that was the most common use of Awareness, so after the Raw Intuition changes it wasn't really needed anymore, and Convalescence got mixed into WAR's Thrill of Battle.
I mean considering Raw intuition wont be dog shit anymore it equals itself out
They removed Protect?! Are they buffing defense stats?
Watched the interview vid, I guess their putting a greater focus on healing.
Protect is one of those skills that's cool in theory, has a lot of history in FF, but it's become this tedious thing you just have to cast before the start of a dungeon/raid pull, and doesn't add anything interesting to the fights. I can see why they removed it, though I am surprised they didn't change it to a 10 second shield or something like that for raid wide mitigation in specific circumstances.
They literally just have to reduce enemy dmg from every piece of content by 10% and it's like it never left
@@Nevare_ Yeah it could have been an "oh shit" button for role actions that shows the big protect shield pop up. Make it look grand, like a mini tank limit break or something would have been cool. Overall I'm fine with this change though. Don't have to chase down that one guy that can't be bothered to stay still at the start of a dungeon anymore =P
@@Nevare_ I expected a trait for being around healers as a passive
@@Nevare_ or as whm shield. I was low-key hoping whm would get more elemental with lilies, like protect gets to be like stone skin..higher potency and longer duration. Maybe get bubble for medica air buff for medica 2 and a few others but those being the main 3
There goes half my defensive cooldowns, thanks Square.
The Internet is Always Crying I’m pretty sure utility and defense on a tank isn’t a bad thing. Even anticipation provides a non ignorable amount of mitigation. It seems to me they just pulled the data for what players don’t use and killed those skills, not what wasn’t needed. It just happens there was a good amount of overlap.
You have no idea how much I cringe when I’m in a dungeon and see tanks ignore conva, awareness, and anticipation; sometimes even rampart .
With rampart, you get the 4 small cooldowns that you supplement with job abilities.
Even though they aren’t all %mitigation, when used properly they have the effect of increasing party damage output by lowering damage taken in some way, or decreasing the amount of resources needed for a healer to aid the tank.
Whyyyyy in the hell would they remove palissade and mana shift? And leaving useless junk like foot and leg graze...
going to miss mana shift
Mini Minfilia is a ROGUE?!!
I think the graze abilities might be more for leveling and solo content. As a squishy ranged person, when you don't have a tank you want to have a way to stop the bad guys from getting up in your grill and kicking your teeth in. I imagine Deep Dungeon solo players get a lot of use out of that stuff.
As a healer, the Awareness removal hurts. 80% of my real stress is tanks getting crit auto'd in savage/ultimates. lucid on a 60 sec cd means whms will have all the mana all the time
They take Largeese from WHM and give it to all casters in SB then remove it completely. I'm sad
WHM wings skill gives increased healing potency the same way that Largesse did and so does Neutral Sect on Ast. Not sure about Sch though.
Every healer has their own way to get that Healing power buff (which they already had in HW anyway..)
every healer gets a buff to heals now so its not like it matters. YOu'll just call it something else now...
I'm happy to see that Lucid was reduced.. but upset to see Cleric stance is gone Q_Q as well as Surecast now having a longer recast time..
I agree when I heal as white mage I dps. I find healing boring so having dps also makes it less boring. Hopefully not much as changed but can’t wait to see what’s new.
Finally dark nights have some form of knockback protection besides a perfectly timed plunge...
Goodbye Ultimatum, goodbye holding all the adds in the last fight of the Aery.
Goodbye massive Defiance+Convalescence+Minne+Mantra+Largesse+Fey buff Adloquiums.
Super Shield will be missed
Welp, can't spam arms length and surecast for duties that are all about knock backs and pull ins, like:
-Suzaku EX
-Leviathan
-Shinryu's one time tidal wave
etc.
Now all the BRDs and MCHs got their revenge on all those folks who told them "use knock back immunity". :^)
Sophia is gonna be a mess too. I'm glad I got all my mounts while Surecast had it's 30 second window
As a black mage main. this is disappointing, how am I gonna heal myself back once healers are dead? I'm used to spam drain in case I take heavy aoe damage. Manaward is not too reliable for its 120 seconds recast. However it is useful once every 120 second just not enough to be reliable... this is kinda messed up..
8:17 between you and the two other channels i watch my youtube feed had 81 videos on shadowbringers drop all in the same morning.
I cover 3 that just massively dropped a ton of vids also
I personally like the change that knockback prevention is on a 2min CD, but I do understand that casters and melees who were used to use that skill more often are pissed now. :c
I liked Drain and Erase on my Casters...
No More Succ
A moment of silence for Convalescence.
If they were going to take away Lagress, we should have at least kept Convalescence.
rip protect spam at start of dungeon :(
Rip Condom
Maaaaaan why did they get rid if all of our defences cds at like below lvl 30 role tank actions were the only abilities we had to use...
Because you gain a level 1 trait that reduces all damage you take by 20%. You don't need the tank stance for damage reduction anymore.
It was more giving us something to do rather than to survive lol now we have like 1 button to push
with every single video i keep watching im losing more and more the desire to keep playing WHM. i think im just going to swap to dancer .....
Did you end up swapping to Dancer? I thought 5.0's WHM was the coolest shit ever.
R.I.P to my awareness and convalescence you was some real ones
I know a lot of warriors are going to miss this with raw intuition
@@TlEySnLeYlN I mean raw intuition wont be shit anymore so works out for us
Shame, I really awareness and ultimatum. Awareness was good at generating extra gauge during those large pulls and ultimatum was a decent way to recapture mobs if you drop some enmity on them.
I'm sad Mana Shift went away. I actually used that one quite often during progression.
Why the hell did they remove protect
It was clutter like Stoneskin was. They just added the bonus it gave to our overall Defense values and removed it so it wasn't a chore you had to keep up every 30 minutes.
Because its stupid to have it, you literally press it once and forget. but not having it means no more waiting for a worthless cast and space being taken up on your bars and literally makes no difference to game play since it wont be added into damage anymore
Erase is gone....now I can only stare in silent panic as all the undispelled Doom timers run out....
I know, wonder if bard still has theirs, I'll saved some many people including myself from doom with it.
Did it even work on Doom? I thought erase only worked on conditions that did damage over time like windburn/burning/electrocution/poison
@@luchts4547 it works on some Dooms, but not all
@@ladwarcoffee Bard still has theirs
Lucht S Erase works on any cleanable debuff. Most forms of doom is uncleanable, but the ones you can cleanse Erase works on.
If they are putting a focus on controlling incoming damage as a healer main why would they do away with "eye for an eye" by far currently one of the most useful damage mitigation skills.. it overall just seems like they are trying to make it increasingly difficult to be a healer. Especially since they are doing away with a lot of the traits and skills that currently increase healing potency
Considering the removal of a lot of heal DPS spells, it seems the devs are pushing them to manage their own mp and heals rather than leaning on casters and range to support them. I'm sad we'll be losing largesse, but seeing all those 'increase healing by 20%' skills pop up within the healers individual toolkits, it makes sense.
BUT WHY REPOSE!? B( Stoneskin would have been more interesting than sleep, c'mon.
Seems as if they're trying to push people out of that mindset that dps>everything else.
Which tanks has highest DPS? That one is meta.
Which healer had highest DPS? That one is meta.
I'm glad that they're forcing the roles to actually play the part they're meant to, rather than being an off DPS.
im happy for provoke, it add enmity now so i can use it better. As a tank i hate having to explain provoke doesn't give enmity, and to not keep attacking whats chasing you giving me time to pop provoke, use a ranged skill then my aoe.
Protect is gone Haps... it's just GONE
Nutter up butter cup, you ain't got no protecting to cover that candy ass with, and the fairy queen is coming for ya.
@@demonzero677 tf are you talking about scrub. We've been waiting for this! I'm just surprised that Happy didn't mention it. Yo thirsty ass lmfao
@@theespecificocean IM glad its gone, its literally a button to press for the sake of pressing a button, that also needs space on my bars.
True North on a shorter CD with up to 2 charges? Yes! I might finally not hate life as a melee job when i have to be in front of a Raidboss for half their mechanics... Not the biggest fan of the increased Arm's Length CD though, let's hope they don't go overboard with knockback/draw effects in this expansion.
Mmm.. even if they do, tanks and melees have 2 charges on gap closers at least (for the most part) so you can delay a usage to gap close if Arm's Length is on CD
@@AbyssArray Having two charges on gap closers is amazing!
I really wish you had included visuals to demonstrate interrupt-able abilities. You say it "glows red and is bolded"...but couldn't you include footage?
Miss when you could tag job actions to use in other jobs
RIP Surecast, this might take some time to get over mourning. Seriously though what the fuck, it was 2x the cooldown timer for melee, but for fucks sakes it's a 4x increase for magic! KILL. ME.
RIP surecast spam. Now casters and healers have to actually pay attention to knock backs :/
And im happy with that tbh. Less sloppy people who miss activating surecast due to server latency.
I always play as a healer and literally never use surecast... I honestly thought it was a waist of time..
Kochipo Draws I played black mage and 30 second surecast was a godsend in fights like Suzaku ex. That draw in/knock back mechanic there might as well not have existed because I never had to do it.
I never really used surecast. If I get knocked back, I got knocked back
As a BLM surecast was a godsend. I don't wanna move and have my dps interrupted. Depending on the situation and the timing it could ruin my whole rotation and significantly impact my damage potential, so BAM surecast and forget. I will miss having that on demand. At least I can still get 1 freebie with it every 2 min, but it's not the same.
Can anyone please explain the difference between a stun and an interrupt now? Before when it was stun and silence, stun stopped some things, and silence stopped others. Now, what does having both do for us?
I sincerely hope the cooldown on Arm's Length/ Surecast is a typo or will be changed at or shortly after 5.0. What good is nullifying one knockback if the other 6 or 7 are going to hit you anyway?
Sneaky Trip Because you shouldn’t be relying on an ability to do the fight mechanics for you.
@@mute8375 - Sorry, that's kind of a dumb thing to say. It takes more awareness to see a mechanic and react to it with an ability than it does to just let a mechanic that's a knockback just happen. Why even include the ability in the first place if it's just there to be a crutch?
And a lot of times, you can't just ignore a mechanic because you negated knockback, but a lot of times, it DOES help your DPS because instead of getting hit by the knockback and interrupting your cast and/or combo and forcing you to use a gap closer, it just lets you stay close or casting.
Sneaky Trip it’s not just let a knock back happen, it’s called move to said position to not die, you realize you just said knowing when a knock back is coming and using a single ability is more skill then knowing the knockback and moving accordingly.. that was the dumb thing to say. Your idea is half-witted and requires you to learn nothing, thus the reason it has been reduced significantly.
@@mute8375 - Except a lot of the time the knockback is unavoidable and knowing it's coming and reacting with an ability and reacting with a change to positioning is equally viable. It's the same reason shield healing exists - It's like arguing "Just because you didn't take damage, you aren't learning what it's like to take damage". The skill as it is in 4.0 is fine. The change in 5.0 seems like a half-implement. Either make the skill constantly accessible, or remove it outright. Why leave it in the game to be useless outside of every few knockbacks?
RIP Mana Shift :(
Now I won't have to stop the group in a dungeon and waiting for healer to pay attention and cast protect.
I once had both healers forget to cast protect for 20 minutes
We were in Omega 3.0 Savage
Happy you killed it!!! great job with the videos and thank you so much for being so detailed!
Some changes are good some skills definitely needed to go because I forgot some existed. I see refresh coming back in a future 5.x patch. Need to see how it all plays out. Think they pulled the trigger on refresh a bit soon.
Im glad tgey got rid of silence and put interrupt instead. Because silence worked half the time , since not all abilities are spells , and sometime ita hard to tell some abilities were spells or not . Now with interrupt , you can stop everything, not as strong as a stun , but still very strong. Im really happy with that.
You did fail to mention that shirk no longer halves the caster’s aggro, which can save you a lot in o12s
What are you talking about? It's always *transfered* 25% of your aggro to your target. Sure, in a tankswap situation you'd be at around 60% of your co-tank's aggro after using shirk (you at 75% of your orignal aggro, co-tank at 125%), but it never just cut your aggro in half.
Suprice it has always given 25% *and* halved the aggro. I don’t check UA-cam notifications very often
Sorry we lost convalescence. I love the provoke buff. There are still only a few uses for Low Blow.
Different game.
Would prefer drain back at least, weak but better then nothin sometimes
Orange Parsley Im gonna miss drain on my BLU.
@@PvtVallen I know, right? White Wind doesn't help when you drop below have, but Drain gets boosted by Bristle and does damage. Maybe they'll label it Vampire and bring it back as a Blue Mage spell?
The more I hear about this expansion the less excited I’m getting. Sounds like everything is being simplified and dumbed down and that sounds boring as hell.
I feel like the sleep skill was mostly kept for BA in Eureka since some of the mobs there need a sleep?
Who knows though we might need it a lot more now.
Damn took my convalescense huh
4.0 surecast was the best having 30s CD. 5.0 two min CD sucks....now i have to learn knockback mechanics Q.Q
No more cheesing mechs, not a negative in my book
So is Black mage completely unable to heal themselves, now?
Hah Bah Bah!
*Nukes the enemy in 1 shot*
It just means our bonus utility is gone. No more watching the healers mp, no more party assistance. Now we only live to *destroy*
I am kind of upset about it honestly, I liked knowing I could help the others stay on their feet *and* destroy in the same breath
@@huntermccaskill3938 Hah Bah Bah Gah Dah Bah! *Nukes mobs*
Shirayuki Nobu Don't get me wrong, I love me some mob toast
I'm just saying is all
@@huntermccaskill3938 Nuke Town Gah Bah Bah
WHAT?! Refresh is gone?
Lucid Dreaming's cooldown dropped from 120s -> 60s, so not the worst thing ever.
No wonder i cant refesh this video
Hah Bah Bah Dah Bah Bah!
*Casts EXPLOSION*
I used rampart all the f'n time.
Did glad/pal lose flash as well as ultimatum, or just ultimatum? Happy never mentioned anything about flash in either list of kept or lost actions.
Flash is gone, it's now replaced by Total Eclipse which you get way earlier, and with the new Tank stance, it serves the same purpose as Flash
I have to wonder how important those Interrupts are gonna end up becoming. We can currently interrupt actions using Stuns and Silences but its very inconsistent. Like the Chimera for example, there are a lot of actions you can interrupt on it but sometimes its made to be IMMUNE to Stuns or Silences. Same with the Push and Draw in effects that ignore stuff like Arm's Length and similar abilities.
Also, stuns become less effective each time when using them repeatedly on the same enemy.
Probably is the same as stun/silence, just not written as a CC
Magic dps, because you guys dont need role actions right? :D
as BLM, I used manashift, lucid dreaming and diversion for enmity control, swiftcast and surecast, I forgot we had others tbh.
BLM and RDM are my two main classes and the only role actions I ever use with them are surecast, lucid dreaming, the occasional mana shift when I bother to even remember it exists, and swiftcast only with BLM and even then only to throw out a quick spell because I ran my astral fire/umbral ice timer down too low to cast off another spell to keep it up. The others don't even make it to my cast bars.
Matthew Dorman Mine are the same, except I never bother with sure cast because I don't see enough interrupt that isn't trying to dodge the hurty-bits
So the effects of eye for an eye were rolled into arms legnth. Hence the increased cooldown.
No, Arm's Length has always had the 20% Slow on it, only difference is in 5.0 it'll also be used by tanks, so we'll actually see the Slow. Also, Eye for an Eye is 10% Damage Reduction, not Slow.
Hey happy for some reason UA-cam is messing around with your videos but I had to jump through hoops to get to all your videos today
I had no problem 2 days ago, just went on his page and they were all there
Yea i expect role actions to go in the new expansion after Shadowbringers. Many of them are just flat useless and people forget about them while the others can be integrated into other skills.
The movement towards tanks balancing dps output with threat management being a non-point is terrible. The trend to continue to dumb the game down is not appealing at all. Look what that design philosophy did to wow.
Yeah I am getting flash backs
@@MayhemPenguin The only way this can turnout good is if the tanks have actual interesting dps rotations and need to keep up/juggle self buffs and use timers at opportune times. IDK we'll just have to wait and see, but I'm guessing I'm not going to find the changes as engaging.
The only reason I even liked have a range dps as a healer was for refresh... :c
Rip convalescence is gone
NOOOOO ULTIMATIUM! NOOOOOOOOOO! MY BABYYYY!!!!
oh no a move that isnt needed since aggro wont be a challenge to hold onto anymore... oh no...
Well, Palisade is still in the game, it's just a not!role action built into the classes themselves, and tactician got used as one of said actions. Refresh, though, was something I was not expecting to see go.
R.I.P. Protect...
meh
So essentially for some content where we're used to negate knockback mechanincs like Shinryu, Suzaku, etc., they're basically forcing us to do mechanics... guess they want us to run around more hence all the new OGCDs and/or insta cast stuff.
oh wow, took a while but taunt is finally a taunt.
I honestly think, because of all the combat, class & role changes, this expansion is going to be the best in terms of combat. The classes all seem to be cleaned up of the unnecessary abilities and strengthened the ones that are good. Seems like it's "simplified" but I think all the classes are going to reward the more active players with the new rotations. So the baddies that smash their keyboards are going to have to learn or stay on the bottom.
From what we have been told, it seems like things will hit harder and more often than before causing all the new changes to come into play. It's gonna be weird being in tank stance and knowing I can still die since currently tank stance make you an almost unkillable god for anything less than savage and even then its hard to die when in tank stance
Nani?!?
I'm honestly REALLY butthurt about Palisade going away. It was like, my favorite action in the game. It's like I was holding one of the tanks cooldowns for them!
I really really really really really really wish magic DPS kept Mana Shift... I feel like that was more or less the only good role action unique to them. :(
Ranged physical DPS kept their dumb Bind and Heavy effects too, so what the fuck? Mana Shift was actually useful. Erase too and Apocatastasis too. It's like they removed only my FAVORITE role actions...
The Arm's Length slow, the tool tip says Slow+20% not 20% chance to slow. That sounds more like a 20% movement reduction to enemies hitting the shield.
Any clarification on this?
the attacker is 20% slower than it usually is