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  1. #1
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    Mar 2011
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    Adjustments to some old spells

    It's great we're starting to see adjustments to old spells like Etudes, Poison and Blind which have long since been forgotten as battle tactics for jobs that can cast them.
    Elemental magic has seen extreme reductions to both MP cost, Damage, cast time, and recast speed. That being said, Banish spells and especially Holy spells are, by comparison, extraordinarily expensive for the damage they deal.

    Why can't Banish spells be on par with their elemental counterparts? Or at least lower their cast and recast speeds so they're not completely worthless except for the 2% of the time you're fighting Undead...in which case hardly anyone remembers to cast them.

    Secondly, Holy spells are the worst culprits. Holy is 100 MP and Holy II is 150MP. White Mages hardly remember to cast it even though they pretty much are in Afflatus: Solace all the time. Reason being, it's nearly 8-10% of their max MP pool for a pittance worth of damage unless they have a magic attack bonus set(which WHM doesn't get much of, let alone PLD). Speaking of PLD Holy II actually does a decent chunk of damage...usually 2-3k with Divine Emblem. Problem with this is, Divine Emblem is a 10minute ability, leaving Holy II a spell to only be used once every 10min? Even at that, most mobs HNMs and fights have a high resistance to magic that requires a lot of magic accuracy which PLD doesn't have. So even with Divine Emblem, if I use it with Holy II on a Delve boss or an Ark Angel, it will be lucky to break 500 damage.

    Here's my list of spell candidates for future revision:

    Banish->Damage increase/MP Cost Reduction/Cast Speed Reduction
    Holy->Damage Increase
    Enspell II->Uses Enhancing skill at time of cast/Damage is dealt on additional hits
    Blink->Scales with Enhancing Skill, 3-4 shadows with 500 skill(BLU gets 10,NIN gets 6)
    Adoloquium->Double Potency under Tabula Rasa
    Requium->Delivers step-wise, increasing DoT every tick until it wears off. i.e 10->12->14->16

    Also here's my candidate list for new spells with gifts:

    WHM: Barspellra II's, Banish IV
    RDM: Barspell II's, Cure V, Might(+Att), Faith(+MAB), Saber(Temper II)
    SCH: TierVI Nukes, Adolquium II, Cure V
    DRK: Stun II
    PLD: Flash II
    RUN: Temper, Foil II
    GEO: -ara III's.
    BLM: Elemental Debuffs II: Shock II/Rasp II/Frost II, etc
    BRD: Wyrmfoe Mambo, Saber Madrigal, Sniper's Prelude, Champion March, Massacre Elegy, Cactuar Mazurka
    (5)
    Last edited by Ophannus; 03-10-2015 at 06:02 PM.

  2. #2
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    Yeah, I don't know what they were thinking making divine emblem on a 10 minute timer. It wouldn't even be game breaking with a 1 minute timer, and would help plds keep hate without needed an army of rngs. Pretty much agree with all the added spells only I think run should also get Barspells II, as well as bardark and barlight. Also wouldn't mind run getting sneak invis and deodorize below level 49 so you get it while subbing run
    (0)

  3. #3
    Player Martel's Avatar
    Join Date
    Mar 2011
    Posts
    253
    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    Divine Emblem, Magic bursted Holy II on a D Avatar fight.... 260 DMG. Yeah, this could use some adjustment.

    Stoneskin. Raise the cap.
    WHM: Barlightra and Bardarkra I and II. Seriously, it's about time.
    PLD: Flashga. Just do it SE.
    (5)

  4. #4
    Player Ladynamine's Avatar
    Join Date
    Oct 2011
    Location
    Windurst
    Posts
    219
    Character
    Astronema
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Ophannus View Post
    RDM: Barspell II's, Cure V, Might(+Att), Faith(+MAB), Saber(Temper II)
    From the FFXI Forum post [dev1029] SCH Feedback:

    Quote Originally Posted by Camate View Post
    I know there has been a lot of discussion regarding Regen and Cure V around the forums, so I wanted to pass along feedback that we received from the dev. team that Mocchi posted up earlier today.



    In regards to wanting to the ability to cast Regen on alliance members, there have been a lot of people commenting on this, so we will be looking into making this an effect limited to scholar. We are going to need some time to develop and test this out so please give us a bit of time.

    Also, thanks a lot for your Regen effect suggestions. We will take them into consideration.

    In regards to the topic on Cure V which has cropped up in various other threads, I would like to inform you of our current direction.

    We are looking at two main points:

    1. The HP recovery amount of Cure III and IV are too low, and it’s hard to keep up with healing
    2. Making each job’s specialty stand out more

    With the level cap being increased and HP/damage taken amounts increasing, we understand that HP recovery amounts are low; however, we feel that making it possible to have every job that can use cure able to handle things all on their own is a completely different story.

    While it’s possible for other jobs to help out with curing and cast support magic, which in turn create conditions making it easier to cure and also reduce the amount of cure-related stress, the job we have designated to be the main healer is white mage. Due to this, we do not currently have any plans of allowing jobs other than white mage to use Cure V.

    However, the solution isn’t to limit the functionality of those jobs that assist with curing. So one possibility we’re considering is increasing the influence of the healing skill and MND, as well as increasing the HP recovery amount more than it is currently.

    We believe this would involve making adjustments to jobs that have healing skill to improve the amount of HP recovered, but due to the fact that we will also be implementing cure potency equipment, implementing this aspect is simply one issue under consideration.

    With that said our goal is not to make it so a certain job’s advantages are given to other jobs so they are able to do the same thing, instead we would like to look into how we can keep each job’s specialties intact and create ways that they can support other jobs.
    With that said, its probably unlikely we won't see a Cure V ever for RDM. However this post is dated back 11-02-2011 and alot has happened since that post. In my opinion tho, RDM shouldn't get Cure V as a Gift (I'm not saying it's not gonna happen....but I feel it would break the job). They were never intended to be a main healer in Lv. 75 days in parties and endgame, they should not intend be a main healer in today's parties and endgame.

    As far as divine magic goes, yes I think there needs to be an adjustment or 2....Holy and Holy II's MP cost needs to be cut (at most) by half.
    (1)
    Last edited by Ladynamine; 03-11-2015 at 01:18 AM.

  5. #5
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    Definitely agree on Barlight and Bardark, single target and aoe. I'd also like to see the ban on Hastega I lifted given all the Haste II sources now. WHM getting Hastega and Accession + Haste working. Definitely agree on Enspell II being something.. anything different because Enhancing skill on impact is just ridiculous.
    (0)

  6. #6
    Player
    Join Date
    Mar 2011
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    1,401
    So why does the so called "Healing specialist" get enfeebling spells all the way up to 93 and enhancing magic up to 99, but the Enfeebling specialist, which also has Healing Skill, get their last cure at 48. Wah wah wah, WHM should specialize in cures-->yet they still get Addle and Boost spells which are RDM spells.

    Right now there's only 1 healer class as far as content is concerned; White Mage.

    So tell me, why does WHM get to have a princress role as sole healer. There's over 15 DD jobs, 4 nukers and 3 tanks nand they all compete for slots, but the healer role gets it's own throne in the alliance of content. Why can't WHM have competition with other healer classes like SCH and RDM. They could give Cure V to SCH and RDM, but remove the special enmity property it has when cast by those job.

    Or invent a new spell, call it Curja/Curasa(like FF13) and make it heal based on the proportion of HP missing, making it about Cure V potency when the target is below 40% health(capping out at roughly Cure V potency) but when cast above 70%, it's as strong as a Cure IV. That way SCH and RDM have an answer for a situation when a party member drops to 10% HP and Cure IV isn't enough.
    (6)

  7. #7
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    Umm ... why would you want Cure V anyway? It's inefficient and with enmity being so easy to get it's not even that big a deal. Cure V wouldn't allow RDM to main heal any more then it can now because Cure V isn't what enables WHM's to main heal so well. Curaga III / IV are the tools that make WHM required in some circumstances as those allow the WHM to counter TP moves with one cast and not have to deal with the 3s global lockout between single target cures.

    Seriously get off the Cure V platform already, Cure IV is 88MP and heals for ~900 HP, it's better then Cure V.
    (2)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  8. #8
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    Mar 2011
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    As I just said~ there are emergencies where a Cure IV doesn't cut it. With a 3s recast for Cure IV, if a tank or DD eats a huge move and drops to 12 HP a Cure IV may not stave them off for another TP move a few seconds later, especially fights where TP moves occur every 6 seconds(Delve MB's, AA's). Alternating Cure IV and Cure III on a DD that just lost a ton of HP really sucks. SE gave RDM Tier5 nukes, what's really so wrong with Cure V? Why are people so against it? If it doesn't hurt WHM, since they have Cure skin and Curagas, then why not give RDM and SCH Cure V? You keep saying they don't need it, but did NIN need Utsu San? Did RDM need Tier5 nukes? At least let RDM counter TP moves for one party member, we can barely do that with the pitiful cure potency of Cure IV and Cure III, looking at about 1500 cure between the two of those spells within 5 seconds which is a toss up for being effective or not in a hard fight. Just doesn't make sense to me. WHM didn't need any new enfeebles or enhancing past level 40 because they are healers, yet they get a few all the way up to 93, so logically, why does RDM only get its last cure spell at like level 40?

    If RDM is a jack of all trades, and we get Tier 5 nukes, at level 99 with JP, then what does it say about our healing ability(not just potency but # of players we can cure in a short period of time). At least Cure 5 and Cure IV could be alternated to heal a party of 6 in about 10-15-seconds. As of right now, healing a party of 6 with a RDM takes about 30 seconds. WHM can heal a party of 6 with one spell, in about 1.5 seconds.
    (1)
    Last edited by Ophannus; 03-11-2015 at 05:10 PM.

  9. #9
    Player Traxus's Avatar
    Join Date
    Jan 2013
    Posts
    99
    Character
    Traxus
    World
    Sylph
    Main Class
    MNK Lv 99
    Make Afflatus Solace able to be subbed, and let other mage jobs to equip Sifahir Slacks. Boom, sch and rdm healing fixed.
    (3)

  10. #10
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    As I just said~ there are emergencies where a Cure IV doesn't cut it. With a 3s recast for Cure IV, if a tank or DD eats a huge move and drops to 12 HP a Cure IV may not stave them off for another TP move a few seconds later, especially fights where TP moves occur every 6 seconds(Delve MB's, AA's)
    Umm Oph ... I don't know how to break this to you but it doesn't matter what the recast is if it's 3s or under.

    The game has a global lockout timer, you cast a spell and for the next three seconds you can't do anything. So ... Cure IV -> 3s -> Cure IV -> 3s -> Cure IV is all you need. RDM can't main heal with multiple DD's because it doesn't have AOE cures which heal multiple people in a single cast and thus doesn't run into that 3s lockout issue. Instead of Cure IV -> 3s -> Cure V -> 3s -> Cure IV, the WHM does Curaga IV and call's it a day. Curaga III is an epic heal for keeping people above yellow. That is the reason WHM is the best healer, not Cure V or Cure VI which are rarely used. Currently both RDM and SCH are perfectly capable of healing one melee, two would be pushing it if your fighting anything with big AOEs. Three is just not possible, and two is extremely hard if the boss has lots of AOEs due to the 3s lockout timer.
    (3)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

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