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  1. #91
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,930
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    I stated that people at endgame or serious players, be it NA, EU, JP, or any other "ENDGAME" parties doing endgame related things have REM 99, AF3 and all skills capped, is that really hard to do???
    Actually, that's not true. Very few people have RME 99s relative to most people at level 99 in at least a few jobs. You're being elitist because you're assuming most people have something that they don't. Most of the people *you personally play with* might, but not most people in general. Your world is not everyone else's world. All of these weapons are very time consuming to get, even if they aren't as difficult as they used to be, it takes time- and right now, even 99 RMEs aren't good enough for Delve. If you aren't already an elitist, it's virtually impossible to start delve without being locked into healing or buffing which aren't as gear dependent. naturally, these slots in a delve party fill up fast.

    Also, GEO would be in that group of people that don't care much about the RME weapons. Why would you expect a GEO to have stuff like that? The only thing that affects the potency of geomancy is magic skills. There's no gear for that atm so any GEO with capped skills is currently able to act to his fullest. Just because GEO doesn't have elitist gear it doesn't even need doesn't mean it's not useful. It is useful, and has been used by many in current endgame.
    (0)
    Last edited by Alhanelem; 05-31-2013 at 12:32 AM.

  2. #92
    Player Jamesy's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    69
    Character
    Jamesy
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    here i will quote myself since i doubt se can read the actually good suggestions over all of the bickering and whiny babies

    Quote Originally Posted by Jamesy View Post
    why doesnt square enix change loupan AI to not be stationary? to me its a hefty flaw and that the loupans should follow what ever target they are cast on that way it makes geo-gravity actually have a purpose.
    (0)

  3. #93
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,930
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    They are not going to make lupoans movable. I don't think that's even close to being on the table.

    faster cast times, cheaper mp costs, more MP, better recovery will all make things a lot easier.

    If auras could move around and follow a target, they'd be OP because they are unresistable and having them track targets would mean they'd always be applied and entering/eaving the radius would never be a factor.

    Making them move seems like an obvious solution but there are balance reasons why that's not likely to happen. An ability with a cooldown that lets you relocate a badly positioned aura without having to cast it again might be more realistic.
    (0)

  4. #94
    Community Rep Okipuit's Avatar
    Join Date
    Apr 2012
    Posts
    285
    Hey Geomancers!

    Just another tiny bit of information related to the upcoming geomancer adjustments; the enfeebling magic skill that will be added to geomancer will be the same rank as that of a black mage.

    Also, the recast timer reductions for abilities that affect luopons will be located in the group 1 merit point category.
    (8)

    Okipuit - Community Team

  5. #95
    Player
    Join Date
    Jul 2012
    Posts
    131
    Thanks for the heads up, Okipuit.
    (0)
    Tanama - Monstrosity Enthusiast

  6. #96
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    So C+? I'm perfectly fine with this.
    (1)

  7. #97
    Player Hayward's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    325
    C+ is acceptable. Enfeebling's a tertiary function of the job but it's great that I can sleep those stupid worms with fewer resists while skilling up.
    (0)
    Hayward: Cerberus-San d'Oria

    5/5 +1: Cirque [4/5], Tantra [4/5], Ferine [4/5], Estoqueur's [1/5], Sylvan, Navarch's [1/5], Savant's, Orison [1/5], Charis [2/5]

    5/5 +2: Creed, Caller's, Unkai, Iga, Raider's, Lancer's, Mavi, Ravager's, Goetia, Bale, Aoidos'

  8. #98
    Player Jamesy's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    69
    Character
    Jamesy
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    in all honesty the geo-gravity spell was a joke alhan.

    i in no way disagree making them move wouldn't be over powered but the usefulness of the spell is currently at a 0 unless its main intent is to be another way of Evasion down similar to Torpor but in that sense why didnt they just make Torpor II. not to mention thats assuming it has the same effect of normal gravity and it reduces evasion.
    (0)

  9. #99
    Player Trumpy's Avatar
    Join Date
    Mar 2011
    Posts
    451
    Character
    Trumpy
    World
    Shiva
    Main Class
    DNC Lv 99
    I dunno but when i have done VW as blm there was usually 1-2 more blms all splitting procs and not nuking for dmg. All runnin out of mp cause of procs and then you get those patches u cant proc and get your meds back to replenish said mps. Geo can do a few tiers and supply a bit of refresh if needed. I dont really see the loss in that situation. Maybe i was just in shitty runs i dunno.
    (0)

  10. #100
    Player Hayward's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    325
    Quote Originally Posted by Jamesy View Post
    in all honesty the geo-gravity spell was a joke alhan.

    i in no way disagree making them move wouldn't be over powered but the usefulness of the spell is currently at a 0 unless its main intent is to be another way of Evasion down similar to Torpor but in that sense why didnt they just make Torpor II. not to mention thats assuming it has the same effect of normal gravity and it reduces evasion.
    I could see Geo-Gravity being useful in a kiting situation where you lay a type of "speed trap" that a tank could go through to get some distance from something like Kirin back in the 75-cap day. It could also help in case an overly aggressive mage lets off a few too many spells and steals hate--the gravity effect might allow the tank time to regain hate without too much harm coming toward that mage.

    Indi-Gravity's usefulnees is still a bit unclear for me.
    (0)
    Hayward: Cerberus-San d'Oria

    5/5 +1: Cirque [4/5], Tantra [4/5], Ferine [4/5], Estoqueur's [1/5], Sylvan, Navarch's [1/5], Savant's, Orison [1/5], Charis [2/5]

    5/5 +2: Creed, Caller's, Unkai, Iga, Raider's, Lancer's, Mavi, Ravager's, Goetia, Bale, Aoidos'

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