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The melee advantageFollow

#1 Sep 14 2010 at 6:28 AM Rating: Excellent
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Ok this applies to people wanting to have a gather class and a fighting class on 1 character. I just started a character and for the heck of it i choose marauder although all my previous beta chars have been conjuror. It seems that melee have a distinct advantage due to one thing.... MP management.

As a melee class you can pretty much switch from your botanist/miner with no real penalty yet if i switch to those on my conj i have automatically reset my Traquility cooldown. This to me gives a clear advantage to starting a melee class for reasons of farming shards and mats for w/e craft i choose.

As a conjuror i found myself camping a tree waiting for tranq to be off cooldown, using it, then i get to chop down the tree. I completly understand the reasoning behind the cooldown reset as if it wasnt there you could just use tranq at will on another job or to reset your MP on another job but man does it put a hamper on anybody wanting to be a gatherer and a mage.



anybody else see this as a problem?
#2 Sep 14 2010 at 6:48 AM Rating: Good
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iirc even gatherers have MP. If you're going to be switching from mining to conj in the field (say to kill something blocking a mining poing), you should have enough MP to do it.
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#3 Sep 14 2010 at 6:51 AM Rating: Excellent
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I think they should let all cooldown timers keep 'ticking' while unequipped, for that reason.
I don't see how broken it could be if an ability's cooldowns didn't reset when it was set.
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#4 Sep 14 2010 at 6:56 AM Rating: Good
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its broken because it would never take up AP slots. When you go out of mana, you could just adjust your abilities, take fire off, put tranq back on. Use it, switch back.

at the same time I wish it didn't have the full 10 minute cooldown when you equipped it.
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#5 Sep 14 2010 at 6:58 AM Rating: Decent
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yeah im not saying that cooldowns should tick while off of your bar but im kind of working a strategy for release and melee as your starter fight class seems the best option if your pairing it with a gather class due to the non issue of MP ie you see a node.... you mine/botanist it and move on about your killing instead of..... oh hmmmm my tranq CD only has 5 min left and im down MP. you just dont have to think about it when your on a melee class really all the while farming the shard you need until you see another gather node.
#6 Sep 14 2010 at 7:03 AM Rating: Decent
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Honestly, doing right that on closed beta, when the cooldown was still 30 minutes,
I never had any kind of problem. What are you guys doing with your MP that you run
out so fast O.o.?
#7 Sep 14 2010 at 7:10 AM Rating: Good
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659 posts
Rinsui wrote:
Honestly, doing right that on closed beta, when the cooldown was still 30 minutes,
I never had any kind of problem. What are you guys doing with your MP that you run
out so fast O.o.?


The OP is probably talking about how a magic using class has a lot more MP than a gatherer class and when you switch you don't return to 100% MP.

Example: Your DoM class has 300 MP. Your DoL class has 150 HP. When you switch from DoM to DoL your MP changes from 300 to 150. When you switch back to DoM your MP is 150/300. So just by changing classes you lost 50% of your MP.

Edited, Sep 14th 2010 8:10am by NeithanTheWronged
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#8 Sep 14 2010 at 8:03 AM Rating: Good
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Also, I am finding that the magic classes end up having to spend their stat points on 4 stats (VIT,MND,INT,PIE) while the melee are pretty much free to just use VIT,DEX,STR - not to mention you don't seem to be able to get job xp from heals/buffs etc. on the caster classes.
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#9 Sep 14 2010 at 8:30 AM Rating: Good
maybe keep tranquility as one of your 30 abilities. crafters dont need to fill up their action bars. youll be able to do this in retail, SE is making it so abilities dont wipe upon class change

edit: I agree with nyu above me :)


Also everyone keep in note mages do much more damage than meleers with their normal 'dart' attacks, because they are faster than anyone elses attacks (you can use more within a tiemframe than melee attackers can attack) and never miss.


Edited, Sep 14th 2010 11:23am by DirectorCobbs
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#10 Sep 14 2010 at 8:51 AM Rating: Good
Pretty sure the OP is referring to the cooldown on his primary MP regen ability being reset when he changes classes. If you show up to a node with 3 minutes left on your Tranquility cooldown, you either twiddle your thumbs for three minutes, use it to restore MP, and then switch weapons to gather, or you switch weapons right away and then when you re-equip you DoM weapon, the cooldown goes back up to 10 minutes.

That's a good observation OP. Might be worth putting in the feedback forum here.
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