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Thread: The Arcanist Thread.     submit to reddit submit to twitter

  1. #381
    RIDE ARMOR
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    Quote Originally Posted by Podginator View Post
    I really feel like 'Place' should have the pet move back to that position after a knock-back attack.
    I was saying the exact same thing this morning

  2. #382
    Ridill
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    It's been mentioned before, and yea it really should.

    Using the place function with a controller is awkward enough, it's really annoying and potentially dangerous (in some fights) to spend time re-placing the pet constantly.

  3. #383
    Ridill
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    You mean it doesn't? I've placed my pet somewhere and no matter what happens it would return there afterwards rather than to me, like if I ordered it to attack and the target died it would return.

    Haven't done it so much on SCH, so I'm not sure if the fairy would move to heal someone then return to the designated spot (since it moves anyway).

  4. #384
    Old Odin
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    Quote Originally Posted by Majidah View Post
    Question:

    What is the correlation between physick's potency and mind? ie: how much mnd = how much more hp?

    I am tempted to make a crit build in order to get the most out of the magicked barrier; but I'm not sure how much mind I'm able to sacrifice without seeing a drop in my performance.
    If I'm able to push my crit ratio to 20-30% I'll be happy.
    (Did some tests here) Roughly speaking 1 MND = 2 HP+ (less for the smaller heals like Succor)

  5. #385
    Ridill
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    Quote Originally Posted by Podginator View Post
    I really feel like 'Place' should have the pet move back to that position after a knock-back attack. I've been doing a lot of Amdapor Keep, and the pet will follow me and get hit with every single black patch in the Demon wall fight. He doesn't take a lot of damage from it, so instead of him getting hit with slow I thought I'd keep him in the middle so that he'd only be hit with Heavy, but he got knocked back into the poison area and died because place meant he wasn't moving forward with everyone.

    It's also been an bit of an issue in ifrit hard, where if I have him by my side he'll be too far out of reach to cast on people, and if I place him I'll have to keep moving him forward every now and then.
    Place them near the edge, if they go in the pit they won't fall and be out of range for any attacks.

  6. #386
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    Quote Originally Posted by Elcura View Post
    You mean it doesn't? I've placed my pet somewhere and no matter what happens it would return there afterwards rather than to me, like if I ordered it to attack and the target died it would return.

    Haven't done it so much on SCH, so I'm not sure if the fairy would move to heal someone then return to the designated spot (since it moves anyway).
    We're referring to things like knockback.

    Best example is Ifrit, if you place your fairy dead center of the field (since as a healer you want to stay at near max casting range to avoid knockback+damage) when she gets hit with knockback she won't return to the spot you placed her at and needs to be placed again.

  7. #387

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    Only anecdotal and I have no idea why, but in my experience post hellfire on Ifrit Eos would not get knocked back anymore. Really odd behavior.

  8. #388
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    Quote Originally Posted by Niiro View Post
    We're referring to things like knockback.

    Best example is Ifrit, if you place your fairy dead center of the field (since as a healer you want to stay at near max casting range to avoid knockback+damage) when she gets hit with knockback she won't return to the spot you placed her at and needs to be placed again.
    That sounds buggy to me, but then again pet AI so no surprise there. Can't say I remember any instance of knock back on my pet when I used place (I mostly don't), but does it only happen on Ifrit?

    Also, placing your pet with controller really is awkward. That tiny circle doesn't help any.

  9. #389
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    I haven't run into any other situation where I use place that has something with knockback, so I couldn't say.

  10. #390
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    Quote Originally Posted by Elcura View Post
    That sounds buggy to me, but then again pet AI so no surprise there. Can't say I remember any instance of knock back on my pet when I used place (I mostly don't), but does it only happen on Ifrit?

    Also, placing your pet with controller really is awkward. That tiny circle doesn't help any.
    It's buggy, I've seen it happen a few times when I was spamming Ifrit for weapons.

  11. #391
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    Well, buggy implies that it's not supposed to happen.

    I know of no situation where a displaced pet will return to the spot it was ordered to stay at.

    As far as I can tell it's just poorly designed.

  12. #392
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    It is extremely buggy with Place Pet, but with Heel the pet will move to player not in Line of Sight and then move back to you, so the coding is surely in the game it just needs to be done with Place as well?

    Is the general consensus for Scholar sub abilities, Swiftcast > Protect > Stoneskin > Cleric Stance > Aero? I am really not sure what to replace Stoneskin and Protect with when I have a White Mage in my group for 8 mans as everything else seems kind of lack luster.

  13. #393
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    Quote Originally Posted by MrSamuels View Post
    It is extremely buggy with Place Pet, but with Heel the pet will move to player not in Line of Sight and then move back to you, so the coding is surely in the game it just needs to be done with Place as well?

    Is the general consensus for Scholar sub abilities, Swiftcast > Protect > Stoneskin > Cleric Stance > Aero? I am really not sure what to replace Stoneskin and Protect with when I have a White Mage in my group for 8 mans as everything else seems kind of lack luster.
    Don't replace them, you can always cast Stoneskin on yourself to limit the damage and Protect on characters you Raise. If you really want you can swap one of them with Thunder but in 8 man groups you won't have much time to actually cast it.

    Regarding Ifrit I suggest you guys time your Rouse usage, pets won't be pushed back in that case (mainly SCHs).

  14. #394
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    Also, regarding Ifrit, I'd drop aero for surecast use during Ifrits 2 hour to ensure your succor goes off.

  15. #395
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    I'm finding it hard to fill SMN with 5 useful skills tbh.

    SCH is pretty "no shit". Swiftcast, Pro, SS, Cleric, [wildcard] (Aero/Surecast).

    For SMN the only real obvious choices are Swiftcast and Raging Strikes. Hawk's Eye seems like another obvious choice but it's actual effectiveness isn't something I can say I've ever noticed.

    Quelling seems entirely unnecessary given that a SMN should never be pulling hate at all given the nature of their damage being split between pet and master. I don't care for Thunder since I have enough trouble keeping track of Bios/Miasmas such that I'm not recasting them unnecessarily or letting them drop too often (more of an issue in busy fights with adds).

    Also I find I have a hard time finding a use for Surecast in general. Does it allow casting thru knockback/stun?

    Edit: also I just noticed Hawk's description specifies physical accuracy, now I feel silly.

  16. #396
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    I have yet to find a use for surecast lol I time my stuff pretty well to not beeing interrupted

    Unless you can cast while running with surecast on?

  17. #397
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    Hawk's Eye seems pointless (DEX and -physical- accurary?) and there are only 5 other things SMN can pick, so I think it's a no-brainer even if Quelling/Thunder are kind of not useful.

    Surecast: nope. knockback, stun, moving all interrupt it and take the buff away, at least moving did when I tested it once. It's only really useful for things that are guaranteed to interrupt you on hit.

  18. #398
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    Quote Originally Posted by Seravi Edalborez View Post
    Surecast: nope. knockback, stun, moving all interrupt it and take the buff away, at least moving did when I tested it once. It's only really useful for things that are guaranteed to interrupt you on hit.
    The buff drops the instant you start casting a spell after putting Surecast up, yeah. Anything that automatically interrupts the spell (all those things you said) will still block the spell from going off, even with Surecast. It's basically the same as Aquaveil in FFXI - just prevents enemy attacks from interrupting you.

  19. #399
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    The fact that it drops when you start casting seems stupid to me, if you start casting then need to dodge an area attack you either eat the damage or waste the ability, or if you decide you need Succor instead of Physick, etc.

    Useless ability is useless.

  20. #400
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    My first thought to the pet knockback discussion was "you want them to patch it so you don't have to hit Alt+3 (or whatever your place bind is) and spend a half of a second repositioning it?" but I guess I hadn't considered controller.

    I don't mind either way though, honestly. If they patch it to re-position itself that'd be one less thing for me to do.

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