I disagree with your thoughts on Yagrush, primarily because you're entirely ignoring the fact that standing in range to use Esuna often results in a lot worse things than the simple debuff itself.
I disagree with your thoughts on Yagrush, primarily because you're entirely ignoring the fact that standing in range to use Esuna often results in a lot worse things than the simple debuff itself.
Your healer getting hit with Paralyze can be detrimental if it's a really strong one. Granted, if you DO get hit, Esuna and a Yagrush-powered Paralyna both have the same chance of working, but you should never try to get Paralyze on you as a healer. The others don't work with Esuna anyway, Silence and Stona.
I also saw the math posted saying Drg mythic used at 300TP is very powerful.
It also helps that Drakesbane is awesome. And the multi-hit Jump procs (already bosted by the weapon augment) could make for some powerful leaping.
I wonder if anyone is close to Ryunohige yet, it's never really touched upon between discussing the "great" ones (Pup, Whm) and the not-so-great ones (Burtgang w)
whm mythic.
the rest is trash/situational.
whm mythic changes playstyles of alliance/pts and allows for more lowmanning shit.
PUP is probably the top Mythic.
Kenkonken completely changes how PUP plays in endgame. The overload suppression makes it so a PUP could deactivate their puppet, reactivate, and spam 10 ice maneuvers nonstop without fearing overload WITHOUT AN INT SET! >< that's just awesome. It indirectly lets us do more damage endgame, and reduces the negative penalties we risk by going all out.
Stringing Pummel is an -amazing- WS, and we'll be using it no matter what. Giving us an aCC boost just for using it, or storing up to 300 for the D.A (the fact that it gives both master and pet D.A is simply OP) is great. Again, it lets us go out, spamming Wind maneuvers for turbo charger then Fire maneuvers for flame holder-Inhibitor WS.. *drool*
However, yoou guys give Yagrush too much credit. I personally wouldn't use Yagrush that much if I had it; do you guys realize how much VE a Yagrush -na spell would cause? 300 per cast (whether it removes a debuff or not) multiplied by 5 minumum, 6 maximum. 1500/1900 VE just from casting poisona. That's more than FLASH! I personally don't wanna cast Flash 1.5 every time a debuff pops up. And i do not feel a mythic is worth macroing in to the 1 or 2 AoE -na spels that may pop up in a fight.
Your arguments about needing the debuff on you is moot; Sacrifice. Running in range? big deal, I have Stoneskin up and a galka's HP. IF i get hit, nothing a Regen+Stoneskin won't fix. Chances are? I won't get hit. I position myself away from Breaths and still Esuna, and most AoEs outside of Gates of Hades aren't gonna blow my ass up.
However, WHMs have been used as endgame tanks before in the past.. and Yagrush makes that concept sooo much more amazing. The amount of VE possible by spamming Poisona on melees is just.... sick.
"Tourb, chariots in general, all the shit flayers do, stuff like tortoise song, ulu, trembling/baro/nerve gas, blm mobs, ninja mobs, goblin mobs, summoner mobs, aoe stuns, skeletons, etc. etc..."
I have no issues at all staying in range with SS up and using Esuna. Not to mention that getting hit then provides me a very cheap, very effective Cura to reduce the overall damage taken by the party. WHM Has so fucking much Haste gear, and i generally have Haste cast on myself anyway, so my Esuna recast is far from long.
That VE is raw, and easily reduced. Yagrush is only going to going to grab attention if you want it to.
Can someone, without trolling, explain to me why the hate on Burtgang versus the sheer number of people upgrading it? Neo hates on it *and* is upgrading one, which makes many non-PLD's a little confused, I'm sure.
My PLD isn't even level 1, so I'm not 100% knowledgeable on the subject (OMG a BG poster that *doesn't* know everything?) so I'm trying to understand.
My Nirvana will basically be Bahamut's +1, or +2 (sans SMN magic). I know what I'm getting out of it, and to me it's *more* than worth it.
What prevents Burtgang from having the same love? Isn't is basically a Hauteclaire +1? From a non-PLD perspective I can't help but think it's an amazing piece.
The only reason I can see is that if you compare it to Excalibur, it gets less damage over time and generates less Enmity? (hence making it situationally useful). Is that it?
It's a Joyeuse with Physical Damage Taken -10% and needs to have 300% TP to get the Occasionally Attacks Twice.
You're right, Nirvana is basically an over-glorified Bahamut's Staff. The difference is, you use your Bahamut's Staff. Hauteclaire has just as few uses as Burtgang does.
And people are upgrading it because most of the playerbase still doesn't understand Joyeuse is of relic caliber now, and should be used 99% of the time.
Tourb - I must admit, I don't do ground HNMs at all. So the only Tourb I ever really faced was in nyzul, and the one assault. Khim in nyzul is a pansy, and one assault fight that's not too difficult, doesn't register with me. Maybe it does for others. YMMV.
Chariots - I already mentioned this in my initial post, and I give it credit.
Soulflayers - all the shit they do? Ga spells, tribulation, and sleepga. Of those, Ga spells should be stunned anyway, unless your LS sucks. Sleepga is countered by poison pots and/or sublimation. And Esuna rocks against Tribulation. So why aren't your WHMs standing in close? And keeping stoneskin up?
Tortoise song? - We talking about the move that removes bard songs? Genbu giving you nightmares?
ulu - not sure what you're referring to here. Undulation perhaps? I covered that in my post, too. Esuna works just fine for it, and you don't need to be in Misery.
BLM mobs - ga spells are stunned in your LS, right? Even despite that, Shellra V, WHMs MDB, and Stoneskin mean that I'm generally alive.
ninja mobs - Hey, I'll admit that sometimes in Dynamis, people won't stun or unload TP at 50% life so it dies quick. So sometimes we eat a big mijin. Even if I take your advice and stand at range, a big mijin will still wipe out the melee, and then come snack on me. So standing at range does nothing.
Goblin mobs - I'm trying to think of a gob bomb that seriously was a threat... Sometimes I take a hit, and it's enough to drop me to 50% and stop my sublimation from charging. That's annoying. I suppose you're referring to Dynamis? WHMs not keeping Stoneskin up?
Summoner mobs - Two types: ones that have an avatar out at all times (in which case they should be slept if your LS is competant), and the ones that don't, and just astral flow around 50%. It's not that hard to pay attention to life, and move back. Trying to think of a SMN mob with nasty aoe status debuffs, and coming up short, tho. And if your melees die to astral flow, the whm is generally going to die no matter where they are standing.
aoe stuns - trying to think of where this might be a problem. Which mob has aoe stuns, and other nasty aoe status debuffs. Perhaps you could be more specific?
Skeletons - Their aoe isn't bad. Again, where's your stoneskin?
It's all well and good to toss these scary words out, but I was kinda looking for things more specific that I haven't already covered. As I said before in my first post, Chariots and Wyverns are nasty to stand in for, since the aoe on the former can be bad, and the para proc on the latter is bad.
See, WHMs have a natural Magic Defense Bonus, and a high MND. We take less magic damage than most everyone else, and para doesn't proc as often on us. Unless you're taru with an extreme HP > MP convert setup, 1k+ HP is usually sufficient to survive everything, especially with stoneskin up.
Not to mention, between barspells, Auspice, Esuna, Cura, etc. there are more benefits to standing in range then ever before. It's also helpful for when I drop big curagas. If, by some chance I do happen to pull hate, the melee don't need to run far to get it back off me. For some reason, melee really hate when the mob runs far away as they WS, and they lose their TP. =(
Edit: Nirvana is more than a B-staff+1. Pet: MAB+20 is nothing to sneeze at nowadays, especially given the other pet: MAB gear floating around. Most people just stop at the -4 perp, which is nice enough by itself. That means a free Garuda, which means you can leave it out to build TP, which is even more damage dealt via Wind Blade. As I said, in theory, we're looking at 2k+ hateless nukes, for someone with a geared SMN. What is that worth? Not sure.
I don't think anyone is suggesting that a white mage can't survive in range with the best of them, the point is, why subject yourself to unnecessary damage? That's more MP spent curing yourself and reapplying Stoneskin.
im not going into the usefulness of each mythic IN A REAL SITUATION to rank this but according to the stats and actual performance of the enhance/augment stated on the weapon, i would say:
1. WHM: i have nothing to comment to this best ever augment for a WHM
2. PLD: nice enmity and reduction, damage reduction(lol i know who still gets his nowadays anyway, but im just talking about stats than usefulness), atonement spam anyway for acc
3. DRG: holy fuck jump and you spamming draksbane anyway for acc
4. PUP SMN: goooooooooooo petttttttt
there is no 5.
of course, none of these is really needed to win or make a won battle easier.....
relic on the other hand, provide more to what the DD community actually wants (nope, not talking about clastrum)
I use Esuna on White Mage in any situation possible, on the rare occasion I'm actually on White Mage. Like against Aerns, for example, when they use Impact Stream or Biotic Boomerang, Esuna and Cura make everyone better within seconds.
It's really never acceptable for a WHM to purposefully get hit with Paralyze. That is potentially one of the most detrimental effects ever for a WHM if it's a strong paralyze. These are examples where Yagrush shines, easily.
I agree with this last part, but wonder why you talk about SS on Skeletons. Cura perfectly counters Black Cloud and Blood Saber, then you can remove Blind instantly too with Esuna. Skeletons are one of the mobs that are beneficial to stand in range on as every Cura you use saves you 90 mp over a Curaga II, even if you are using Yagrush to remove the Blind then cap everyone off with Curaga II, in this case it costs you a lot more MP to do it that way. The only benefit would be being able to Blindna the other party.Originally Posted by Kenji
Esuna is a nice spell
but i dont like how WHM now tends to just stay around with melee, missing ballad, and waiting to hit the esuna button
i mean, a normal event PT is usually DD DD DD WHM RDM COR/BRD or even both and normally theres 1:1 erase.
Esuna just makes some WHM think they are awesome because "i can cure all your status ^^"
only usefulness of esuna to me is to get rid of double status WS like Tribriation(watever the spelling, that flayer move) or gay spider's slow
anything thats non erasable is MOSTLY(i didnt say totally) waste of time to esuna, and infact putting the PT at danger(lolself petrified, silena, paralyna)
mythic is totally different yo