Re: Phalanx II we hardly knew ye
Are you advocating SMNs to get a cheaper and more powerful Noctoshield, then? Not that I'd be personally averse to that specifically, but making every job equally potent at all the shared abilities would dilute the uniqueness of each job.
Unfair, perhaps, but as I've mentioned previously, there are far more impactful changes than Phalanxga. Arguably the change to Stoneskinga is much more troublesome, since it's stepping much more on the toes of Summoner and Blue Mage than Phalanxga does for Summoner and Red Mage.
In theory, yes. In practice, hardly ever. I've actually managed to get a full Evade against Silence and/or Petrify effects a few - very few - times. Once in a very, very long while the effect will wear off on me faster than other people, but not often enough to be useful in any context (Dynamis-Bastok, for instance) - and I've never resisted silence enough to avoid me diving straight for the echo drops.
In the land of the blind, the one-eyed man is king?
Phalanxga is a marginal ability. Period. It costs a Strategem charge and 40ish MP, and for that you would need to absorb some 220ish damage (9 hits) for the duration for it to even pull even with an unmodified Cure III.
For a blood-tanking PLD/WAR (single), it's rougly equivalent to Phalanx II - slightly better perhaps due to potency, but the MP cost isn't enough to quibble over, especially as Red Mages have access to FAR more MP than Scholars do.
For any tank that is blinktanking, getting hit a lot more than 9 times over the course of three minutes means you're doing it wrong in most cases.
All I see here is a lot of bellyaching over an ability that no one really cares much about.
And why aren't these same people complaining that Red Mages heal better than White Mages due to having twice the MP flow? If you want to talk about silly game balance, that's a much bigger issue than trying to pontificate over which job is the best at doing something that no one actually uses.
Icemage
Originally posted by Ziero
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It's not like this one tiny thing would be hard to balance out either, a tweak here a buff there and voila, this problem no longer exists.
And I don't see anyone saying it's a major problem with the game, they're just pointing out that it *is* a slightly unfair issue that would be nice if it was more balanced.
And I don't see anyone saying it's a major problem with the game, they're just pointing out that it *is* a slightly unfair issue that would be nice if it was more balanced.
I thought the resist traits just lowered the duration of the effect rather then allowing you to complete prevent it. Like the Bar spells.
I never said it was 'suddenly useful', but there are, and always were, times when there *is* a use for it. There's plenty of times where lots of people get hit often in a party. But even if it is just for the Tank, the Sch's version of Phalanx is *still* better to use because it's longer lasting and has a higher potency. It's not the "why" that's up for debate here, whether it's just one tiny, specific environment that this spell is needed to be cast, the fact remains that Sch's ability to use this spell totally blows away Rdms and especially Smns ability to do the *same* thing. It's a minor issue, but it's still a glaring lack balance where this spell is concerned.
Phalanxga is a marginal ability. Period. It costs a Strategem charge and 40ish MP, and for that you would need to absorb some 220ish damage (9 hits) for the duration for it to even pull even with an unmodified Cure III.
For a blood-tanking PLD/WAR (single), it's rougly equivalent to Phalanx II - slightly better perhaps due to potency, but the MP cost isn't enough to quibble over, especially as Red Mages have access to FAR more MP than Scholars do.
For any tank that is blinktanking, getting hit a lot more than 9 times over the course of three minutes means you're doing it wrong in most cases.
Despite the limited amount of 'use' it might see, it's not about Phalanx's potency or practicality *at all*. It's that Sch's do it better in every way, shape and form, just like -na spells. Before when it was just Rdm and Smn with the ability, despite Smn's being able to AoE it, Rdm's still had an edge because theirs was better and cheaper. Now a job comes along that blows away the balance that *was* there by doing it better, cheaper and easier then *both* of those jobs combined. Even if it's used in one single, solitary, never-will-be-repeated fight, it's still an unbalanced situation.
And why aren't these same people complaining that Red Mages heal better than White Mages due to having twice the MP flow? If you want to talk about silly game balance, that's a much bigger issue than trying to pontificate over which job is the best at doing something that no one actually uses.
Icemage
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