Babekeke
Demon6324236I was also thinking about how RUN might stand up to AV... keep wind resist runes up, use wind resist wards, and one for all meteor. (you're aware that runes will do nothing for meteor as it has no element, right?)
So far as I recall the mob version of it is dark based.
Thought the enemy versions of meteor were dark based as well. Just the player character version is non-elemental?
I've never seen any solid evidence that the mob version is dark.
I might just do a NW apollyon run on RUN to confirm it once and for all
Does anyone have any comments as to my suggested abilities? Or any ideas themselves? We know the physical capabilities of RUN are poor, it definetly needs some improvement if the job is going to tank any enemies that don't just use magic primarily.
I'm quite surprised that we didn't get Perfect Parry. But then I'm also surprised that THF hasn't had Perfect Evade either so maybe no perfect parry isn't so surprising. (based around the same idea as perfect counter).
IMO Perfect Parry would be quite sufficient to give RUN the edge that it needs in taking phys damage. Especially with the extra parrying skill and traits that it has, and a not-too-shabby evasion, combined with Swordplay (which will no doubt feature boosts with AF gear and merits in the next update).
PP would give the needed guaranteed opportunity to recast a buff, be it a native buff, or utsusemi: ichi when /nin for example. Alternatively, since parry can proc on TP moves.... ^^ (this is most likely the reason that neither THF nor RUN has had these JAs).
Samurai Archery is said to be a thing of the past, but it isn't dead yet!
I'm kinda hoping for RUN's Enhancing Magic category to be expanded a bit with new spells like barlight/bardark and add a few more existing spells such as haste. I mean, for them to have a RDM spell such a refresh, and then up to Regen 4, I surprised that RUN was even able to learn Refresh. I'm just thinking since they're "Practitioners of Enhancing Magic", you'd think haste would of also been added to it as well.
Yeah, I believe that Barlight and Bardark are a MUST, they should be added sometime soon. As for haste, I definetly would love having the spell on RUN, might be too "powerful" though. Maybe even adding new spells to boost RUN's current physical and magical defending capabilities, spell with effects like:
O -- Raises the caster's Magic Evasion.
O -- Raises the caster's Magic Defense
O -- Raises the caster's chance to parry attacks.
(Some of these were suggested by others im sure)
Similar to how rdm was given temper, an amazing self targeting spell. Would be nice to see one for RUN that lasts for a while, like 3-5 min or so.
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |