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.
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.
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.
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).
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.
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.
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).
holy shit some guy is literally doing frontlines in a yukata
At least it doesn't have morale on it
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.
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
Going paladin for premades then!
Paladin finally getting a fuck you move, always thought they needed some more spice.
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.
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?To better ensure the outcome of a match is determined after the halfway point, the spawning time of interceptor nodes has been adjusted.
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.
Shall I assume that SE didn't bother updating the tooltips since blast shot shows 10y and 15y for enhanced
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.