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Thread: Frontline General     submit to reddit submit to twitter

  1. #221
    Ridill
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    Quetzalcoatl

    i didn't think it was possible, but apparently you can die 6 fucking times in one game with a party of 4 healers standing right next to you.

    apparently watching people die is how you play healer now.

  2. #222
    Old Odin
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    Seravi Edalborez
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    We're still pretty baffled when we see any DPS with 4-6 deaths and under 10k (often 3k or less) total damage. Then again there are quite a lot of people who run into a full party solo on their mount and never get off. Maybe related.

    Quote Originally Posted by Kirbyprime View Post
    So a question, how do spell interrupts work. Are they just % based on you hitting the person? Or is it a set amount of damage? Does it need to be a skill or can it be auto attacks?
    There's a bit of animation time wizardry involved but yeah anything that does direct damage (would heavy you on a mount) can/will interrupt until the last ~0.5s. Like Rage of Halone interrupts slower than Fast or Savage but the autoattack usually balances it out. BRD/MNK/PLD are typically the best interrupters by virtue of attack speed. WARMRD/DRG don't tend to be as good due to longer delay but still tend to be annoying because of low cooldown stuns. Interrupting casters as a caster tends to be iffy because Aero, Scathe, and Ruin2 all have a short animation delay so you need to use them earlier than it looks like (assuming you don't just spam it out).

  3. #223
    D. Ring
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    Raldo Volca
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    Here's hoping that they change Morale to add +spell interruption blocking or something in Frontline since they "wanted to make the PvP gear actually useful in PvP". I recently started doing Frontline on WHM (sorry folks, my SCH is reserved for PvE), and those spell interrupts are brutal. Regen and pray. Regen and pray. Not being focused? Okay, now I can actually do my job.

    Here's hoping the upcoming SCH balancing makes WHM and SCH a bit more even. I changed to VIT spec for WHM and decked myself out in fancy VIT accessories and I still feel like a chump.

    To anyone who may have PvP'd with my WHM in the past two days, I apologize. Fresh healin' PvP noob here. Hit the wrong skills? Check. Can't remember where Benediction is located until my target is already dead? Check. Can't target the people dying fast enough? Check. Sigh... Right now my HP pool is basically the only thing I have going in my favor until I get more experienced with this.

  4. #224
    Ridill
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    i would really love if morale weren't so much a +dmg/defense thing but resistance to cc type thing. or someone else mentioned it before but the animal set having innate resistance properties would be pretty fun, too.

  5. #225
    Old Odin
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    Quote Originally Posted by Raldo View Post
    Here's hoping that they change Morale to add +spell interruption blocking or something in Frontline since they "wanted to make the PvP gear actually useful in PvP". I recently started doing Frontline on WHM (sorry folks, my SCH is reserved for PvE), and those spell interrupts are brutal. Regen and pray. Regen and pray. Not being focused? Okay, now I can actually do my job.

    Here's hoping the upcoming SCH balancing makes WHM and SCH a bit more even. I changed to VIT spec for WHM and decked myself out in fancy VIT accessories and I still feel like a chump.

    To anyone who may have PvP'd with my WHM in the past two days, I apologize. Fresh healin' PvP noob here. Hit the wrong skills? Check. Can't remember where Benediction is located until my target is already dead? Check. Can't target the people dying fast enough? Check. Sigh... Right now my HP pool is basically the only thing I have going in my favor until I get more experienced with this.
    This is a big part of why I think, outside of B (because Fluid Aura is troll king), WHM is much harder to use than SCH. Get that one Adlo up on yourself and it's difficult for a token annoyer DPS to keep interrupting you anymore without Stun or Silence. They need to focus you down to make Adlo useless.

    I change up between both since we have a lot more SCHs than WHMs, and imo WHM just wins in the department of "has heavy/sleep/Fluid". SCH feels more well-rounded (or more OP depending on who you ask).

  6. #226
    The Once and Future Wamoura
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    holy shit some guy is literally doing frontlines in a yukata

  7. #227
    Bagel
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    At least it doesn't have morale on it

  8. #228
    Sea Torques
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    Adjustments from the patch notes. Buffs for melee DPS and PLD, nerfs for blast shot, lethargy. Gather the Aetherflow change makes healers a bit more squishy for PLD/MNK?

    Not quite sure how they would have adjusted the Node/Interceptor timers.

    Actions and traits have been adjusted as follows:
    MeleeDPS
    -Fetter Ward
    ・Recast time has been reduced from 150 to 120 seconds.
    ・Enhanced Fetter Ward recast time reduction enhancement has been changed from 120 to 90 seconds.
    Gladiator /Paladin Glory Slash
    -10y knockback effect has been added.
    Pugilist /Monk
    -Axe Kick
    ・Potency has been increased from 160 to 170.
    ・Enhanced Axe Kick II potency increase has been changed from 190 to 200.
    -Somersault
    ・Potency has been increased from 160 to 180
    ・Spell speed reduction additional effect duration has been increased from 10 to 12 seconds.
    ・Somersault now grants the effect of Perfect Balance for 3 seconds.
    ・Enhanced Somersault II now also extends the duration of Perfect Balance to 6 seconds.
    Lancer / Dragoon
    -Impulse Rush
    Potency has been increased from 200 to 240.
    -Skewer
    Potency has been increased from 180 to 220.
    Archer / Bard
    -Blast Shot
    Range has been reduced from 25y to 5y.
    Thaumaturge/ Black Mage
    -Lethargy
    Effect duration has been reduced from 12 to 6 seconds (PvP only).
    -Freeze
    Additional effect duration has been reduced from 15 to 12 seconds (PvP only).
    Arcanist /Summoner /Scholar
    Aetherflow
    Skills such as One Ilm Punch or Glory Slash can now remove any remaining stacks of Aetherflow on a selected target.

    The Carteneau Flats: Borderline Ruins has been adjusted as follows:
    To better ensure the outcome of a match is determined after the halfway point, the spawning time of interceptor nodes has been adjusted.
    The HP of interceptor drones and interceptor nodes has been increased.
    Players can now use vote dismiss when incapacitated.
    * This change will not be applied to dungeons or raids.

  9. #229
    Resident Moogle
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    Quote Originally Posted by blowfin View Post
    Not quite sure how they would have adjusted the Node/Interceptor timers.
    All I gathered from it is that the node will more likely spawn based on the current score across the three teams, rather than randomly appearing somewhere between 22:00 and 20:00 on the DF clock.

    Also, more HP on the node? I smell SCIENCE!
    Spoiler: show

    Spoiler: show

    Spoiler: show

    Spoiler: show



  10. #230
    E. Body
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    Going paladin for premades then!

  11. #231
    Salvage Bans
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    Neon Sea
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    Excalibur

    Paladin finally getting a fuck you move, always thought they needed some more spice.

  12. #232
    Old Odin
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    Seravi Edalborez
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    Unfortunate for Blast Shot. Reducing it to short range like every other knockback now gives it that "will they be knocked away or behind me" latency factor unless bound or slept.

    The implications of Somersault give a bit more flexibility to MNK; able to silence spam a bit more often.

    Interested to see how badly dispelling Aetherflow is gonna feel.

    e: aaaaand this is in the other pvp thread already. whoops.

  13. #233
    Sea Torques
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    Quote Originally Posted by Seravi Edalborez View Post
    e: aaaaand this is in the other pvp thread already. whoops.
    There's PvP apart from Frontlines? Pfffft.

  14. #234
    Strider/Doom/Cyclops
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    To better ensure the outcome of a match is determined after the halfway point, the spawning time of interceptor nodes has been adjusted.
    I'm trying to figure out what this means. Does this mean if there's a blowout, the node will spawn faster as a comeback mechanic? Or slower, to prolong the match?

  15. #235
    Bagel
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    Quote Originally Posted by Spider-Dan View Post
    I'm trying to figure out what this means. Does this mean if there's a blowout, the node will spawn faster as a comeback mechanic? Or slower, to prolong the match?
    I read it as "When a GC gets 800/1600, the interceptor nodes will start popping!"

  16. #236
    Old Odin
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    Or "when total points are combined 2400/4800."

    Makes me wonder if old node timer was this way or if it really was semi-random.

  17. #237
    E. Body
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    Shall I assume that SE didn't bother updating the tooltips since blast shot shows 10y and 15y for enhanced

  18. #238
    The Once and Future Wamoura
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    Quote Originally Posted by Kirbyprime View Post
    Shall I assume that SE didn't bother updating the tooltips since blast shot shows 10y and 15y for enhanced
    That's the distance Blast Shot knocks you back, not the range you need to be in to use it. At the top of the tooltip the Range is 5y and the Radius 5y, but the distance you knock people back is 10/15y.

  19. #239
    Salvage Bans
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    Sigmakan Kaph
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    Quote Originally Posted by Seravi Edalborez View Post
    The implications of Somersault give a bit more flexibility to MNK; able to silence spam a bit more often.

    Interested to see how badly dispelling Aetherflow is gonna feel.
    Seems to me the best use of Somersault would be 2-3 One-Ilm Punches on a SCH. I'm kinda excited about these changes to monks.

  20. #240
    Ridill
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    somersault can be used for many things. love its flexibility now.

    have a healer kind of low and want to shut him down before he can cure himself? stomp stomp stomp

    need to catch up on stacks in general but don't wanna burn axe kick or PB? snap snap snap

    chasing someone down and want to maximize damage? true true true


    the fact that it's a spell speed crippler (only just saw now that the duration is still 15 seconds lol) makes it even more absurd.

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