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raps1355
01-09-2012, 05:19 AM
Has anyone noticed a change in the formula? Originally i had thought it was 5 enhancing magic skill per 1 additional increase after 300 skill. It is now 10 skill per +1 stat to boost spells.

Also has anyone seen any new enhancing magic gear or augmented items with it please?
Currently at 501 enhancing magic with light arts, looking to go further.

Aleste
01-09-2012, 05:52 AM
Highest seems to be....

15 Beneficius
No enhancing subs
--
No enhancing ammo

8 Zenith crown w/ enhancing augment
7(10) Colossus' Torque
2 Aptus Earring
3 Augmenting Earring

12 Anhur Robe
5 Augur Gloves
No enhancing rings
No enhancing rings

5 Merciful Cape
5 Olympus Sash
18 Cleric Pantaloons +2
20 Orison Duckbills +2

Totals 523 enhancing 99WHM/SCH w/ merits

Though, on a side note, I'm not sure its actually worthwhile to collect all of the aforemented enhancing skill gear.... there seems to be a cap at 500.

edit:// to answer the actual question:

Taken off the wiki
http://images.wikia.com/ffxi/images/math/d/f/2/df22458c45103e178242ce7e6851d914.png

Economizer
01-09-2012, 06:12 AM
I believe the formula was always every ten points over 300.

As per an Enhancing Magic build, it is fairly easy to check the FFXIAH, although certain augmented pieces are harder to find information about:


White Mage (378, C+)
Base 378
Light Arts (404, B+)
+26
Merits
+16
Beneficus (Club)
+15
Zenith Crown (+1) (Head)
+8 (Synergy Augment)
Colossus's Torque (Neck)
+7 (+10, Lightsday)
Augmenting Earring (Earring, Rare)
+3
Aptus Earring (Earring)
+2 (Augment from Tenshodo Coffer)
Anhur Robe (Body)
+12
Augur's Gloves (Hands)
+5
Merciful Cape (Back)
+5
Olympus Sash (Waist)
+5
Cleric's pantaloons +2 (Legs)
+18
Orison Duckbills +2 (Feet)
+20


This gives a total of 520 (523 Lightsday), meaning that you will get a total +27 augment. You might be able to find more augmented gear or something, but this is probably the upper limited of how much you can get, assuming there are no earlier caps. Additionally, I'm not sure this is really worth inventory space for the Boost spells (Barspells might be a different story but then the question is if the increases are better or if the AF3+2 set bonus is better - it is for the AF2+2 pants but might not be for other stuff).

raps1355
01-09-2012, 06:30 AM
Thanks for the replies, that zenith crown augment interests me, what is the probability of actually getting 8? also do i need to kill genbu for new aqua head and cursed crown per try when i dont get the augment?

Aleste
01-09-2012, 06:52 AM
Pretty much need genbu shreds, I tried about 10-20 synergy attempts and the highest I've gotten is +6 on mine :S

Economizer
01-09-2012, 06:59 AM
Thanks for the replies, that zenith crown augment interests me, what is the probability of actually getting 8? also do i need to kill genbu for new aqua head and cursed crown per try when i dont get the augment?

You can re-augment a piece. Odds for higher augment numbers are better with higher tiers of HQ and if you have the HQ Crown.

Alkimi
01-10-2012, 12:21 AM
To add to what Celeste said yeah it caps at 500 skill or +25.

saevel
01-16-2012, 09:11 PM
It seems all RDM's enhancing buffs cap at 500 for potency so I would surmise that WHM's caps here also. Still +25 to any stat is ridiculously nice, and you guys get to aoe it as well. 150 base on barspells also.


Quick story note, the other day we were out in abyssea (OMG yes people still do this) to finish farming one of our LS mates Ukon. As RDM I put up barstone + barpetrify when we were farming TE's and doing Tunga. He chainspelled Break / Breakga and didn't petrify me once the entire time. His petrify / slow / nukes got resisted every time, was pretty awesome considering all the headache he's caused in the past. With WHM's getting more potent barspells due to gear, it's something that all WHM's should be striving for.

Alkimi
01-16-2012, 10:05 PM
Could do that at 90, just required using Earth Wyrm Atma aswell. At 99 yeah your resist rate will be a lot higher.

saevel
01-17-2012, 04:16 AM
Could do that at 90, just required using Earth Wyrm Atma aswell. At 99 yeah your resist rate will be a lot higher.

No special atmas. The resists were pure barspell stacking.

And its not level as well, everyone ~else~ was petrified.

Economizer
01-17-2012, 04:55 AM
It seems all RDM's enhancing buffs cap at 500 for potency so I would surmise that WHM's caps here also. Still +25 to any stat is ridiculously nice, and you guys get to aoe it as well. 150 base on barspells also.

Do the barspells cap out (with Enhancing) as well? If so, at what amount?


Quick story note, the other day we were out in abyssea (OMG yes people still do this) to finish farming one of our LS mates Ukon. As RDM I put up barstone + barpetrify when we were farming TE's and doing Tunga. He chainspelled Break / Breakga and didn't petrify me once the entire time. His petrify / slow / nukes got resisted every time, was pretty awesome considering all the headache he's caused in the past. With WHM's getting more potent barspells due to gear, it's something that all WHM's should be striving for.

I would say that part of that is the Red Mage Resist Petrify trait (WHM/RDM, depite having lower Barspell numbers still resists quite a bit with just Barstonra up, but it is still not a good reason to go /RDM since that doesn't help the group), but I certainly see the impact of Barstonra on doing that fight, I'm still not sure if Barpetra actually helps with anything but duration if it does stick however - although if I can I cast it anyways as part of dealing with all the dispel effects Tunga throws out.

I'll still hold my doubts that barailment spells actually do anything useful (shortening duration only barely counts as useful in select situations) but with the amount of resist you can throw out with a barelement, you can resist ailments quite nicely despite those barailment spells being useless.

Edit: I just noticed a post in the Japanese forums that seems to be about skill being useless after a certain cap, such as 500 Summoning Magic and 500 Enhancing Magic. I cannot really tell what SE's official reply was due to the automated translation but I think it is safe to assume that based on experiences here and in those forums as well that 500 Enhancing Magic may be the current cap for Boost and Barspells.

Camate
01-17-2012, 06:02 AM
As Economizer has added to his most recent post, there was in fact a post in regards to magic skill caps on the Japanese forums. The below is the official translation:

There are caps placed on the amount abilities/magic effects are increased due to skill values.

There are two meanings to this:


In order to achieve balance at level 99, it’s necessary to establish a cap somewhere
Set up some leeway to be able to have creativity/trial-and-error for enhancing other parameters and having a choice of equipment


Similar to how we raised the caps on traits from level 75 and up, we will be making continuous adjustments and it’s not like we won’t be raising the caps in the future. However, in the meantime, based on the current cap when reaching level 99, we would like to get a wide variety of feedback.

When giving feedback, please have discussions separating them into elements such as the below:


How to consider the cap itself in the future
Exploration of other growth methods once the cap is reached
Ideas and concepts of abilities/equipment with caps

Ophannus
01-17-2012, 07:31 AM
Will we be getting new job abilities 96-99 for the jobs that don't cast magic or get useful traits? Mages got new spells and many melee jobs got enhanced traits such as Dual Wield III for NIN and a new tier of Shield Mastery for PLD. But jobs like DRG it's speculated that the only trait we got 96-99 was enhanced tier of Critical Defense Bonus (because a tier of Crit Defense Bonus is hard to test and is akin to nothing for DRG compared to maybe an extra tier of Conserve TP or Attack Bonus it feels like the only thing new we got 86-99 was Stardiver and higher acc/att from polearm skill(which every job got)

We were expecting some new job abilities, maybe a new Jump or Attack Boost job ability but you told us DRG has reached the limit on Job Abilities(Yet DRG only has 11, SAM and THF have 13)

Seriha
01-17-2012, 12:59 PM
First off, I suppose it'd be simplest to list all spells affected by Enhancing Magic. From there, we can pick apart their effects and possible updates.

12 Barelement spells. (6 types, WHM AoE and RDM single-target)
16 Barstatus spells. (8 types, WHM AoE and RDM single-target)
10 Protect spells. (5 types, WHM AoE and WHM/RDM/SCH/PLD single-target)
10 Shell spells. (5 types, WHM AoE and WHM/RDM/SCH/PLD single-target)
5 Regen spells.
2 Refresh spells.
Adloquium. (TP Regen)
8 Storm spells.
4 Spikes Spells.
2 Phalanx Spells.
Stoneskin.
Aquaveil.
Blink.
12 Enspells.
Auspice.
Temper.
Animus Augeo and Minuo.
14 Stat boosting spells. (7 types, WHM AoE and RDM single-target)

Universally, I would like to see the durations of all Enhancing Magic to be 5 minutes before including things like Perpetuance, Composure + Empyrean+2, and standard equipment boosts. If this includes an adjustment of MP costs, like 60% higher, okay. However, it should be noted the the Bar-lines have a default duration that increases after a certain level of skill. This could also be a consideration, but best if buffs maintain a uniform duration instead of Haste ending in 5 minutes, Refresh in 4 minutes, and so on.

Anyway, onto the spells...

12 Barelement spells. (6 types, WHM AoE and RDM single-target)
The main issue I've found with these is that the spell alone is rarely enough to be a detriment to a mob's elemental attacks. This lead to things like Fire Resist builds for Tiamat back in the day which, while workable for tank classes, weren't really practical due to performance hits and inventory limitations. It also suggests that the accuracy for various mob spells and abilities are set rather high if even a half-resist is a rarity from a Barspell alone.

While I wouldn't expect the resist rates of Barspells to be grossly improved, instead I would propose a uniform mitigation of any damage or effect from that element. So, if you're capable of hitting 150 resist, that could mean 15% damage knocked off or a status effect's duration cut by that much. Whether it comes before or after the 1/2, 1/4, 1/8 check is up to you. It should also stack on top of the -Magic Damage cap.

I would also like to see Barlight(ra) and Bardark(ra) added.

16 Barstatus spells. (8 types, WHM AoE and RDM single-target)
Many feel these spells are useless, in part due to the earlier issue of high land rates from monsters. While they can lead to shortened durations paired with a Barspell, nullification on challenging prey is rare. Like with elemental resists, I surmise we have hidden status resist stats these spells augment, which then go on to the 1/2, 1/4, 1/8 check. As with Barspells, all I can suggest is they also receive a percentage duration reduction based on your skill. So, again with the 150 number, paired with the Barspell, 30% total reduction could happen.

10 Protect spells. (5 types, WHM AoE and WHM/RDM/SCH/PLD single-target)
The Defense stat in this game is problematic as a player. From the WHM perspective, meriting Protectra V isn't very appealing since its boost over IV isn't very high, and now we have single-target Protect V. While it might be possible for a player to stack defense well over a mob's ATK rating, when the mobs themselves are rocking D200+ "weapons" on the standard 240 delay, they can still hit pretty hard.

I'd like to take a page from the Shell line and propose Protect spells get a direct percentage mitigation of physical damage. I'm not talking paltry numbers like 1% per tier, either, but more like Shell's.

As is, Enhancing Magic holds no effect over the Protect line. If the above is considered, skill could affect the -DT% rate. As an alternative, Protect spells could also grant a percentage HP increase that could also scale with skill relative to the tier.

10 Shell spells. (5 types, WHM AoE and WHM/RDM/SCH/PLD single-target)
At present, these are largely fine. Though, like with Protect, Enhancing holds no sway in their potency. As such, I'd propose a small universal barspell effect reflective of the tier, like 1-9 for T1, 10-19 for T2, and up to 50 for T5.

5 Regen spells.
These recently got an overhaul, addressing issues like their cast time and actual amount of HP restored, further favoring use by SCH as a main job. For the most part, I'd say they're in a good place now, save maybe their durations being too short.

2 Refresh spells.
With people getting access to Refresh from /RDM, mainly for self-cast purposes, getting 110 MP over 150s isn't what it used to be for jobs like BLM where your new spells are running for 250 MP or more. Alongside duration boosts, some element of gaining 1 MP per tick relative to your enhancing skill would be welcome, leading to perhaps a possible 6 MP/tick Refresh while Refresh II could hit 10 before gear additions.

Adloquium. (TP Regen)
At 1 TP/tick default, this spell isn't very impressive when compared to COR's equivalent roll. Bumping it to 3 TP would be nice, but like Refresh, could benefit from Enhancing skill improvements.

8 Storm spells.
With the recent Helix adjustments, part of me wants to petition the level requirements for Storm spells be lowered. Having them work toward weather requirements on Magian trials would be another bonus. However, from the Enhancing perspective, at present these spells function like level 1 weather effects. The obvious notion here would be for skill to further nudge them toward double weather or even beyond.

4 Spikes Spells.
Aside from PLD and Reprisal, the big issue with these spells is the jobs that receive them should rarely be getting hit outside of RDM melee soloing. Reprisal could benefit from a longer duration given its long recast. Overall, I can only suggest stronger potencies tailored to a spell's strength, like Blaze doing more fire damage, Ice having a more potent paralyze, and Shock stunning more often.

2 Phalanx Spells.
These haven't scaled well with leveling at all. Even with Signet's defense bonus on, I've had mobs in Zeruhn hit me on RDM for 70+. Its futility grows on NMs who hit for hundreds, or worse, thousands. And with Phalanx II as a merit spell, I know myself and others are sore over having to choose it and max it just for it to be useful, while a SCH/RDM or RDM/SCH can Accession a comparable Phalanx for basically free. All merit spells should be scroll learned at this point, and abilities progressed or at least quested.

Anyway, either the scaling needs to be better post-300, like 3-5 damage mitigated instead of 1, or like Protect, the Phalanx line could benefit from either a percentage damage reduction or even healing the person the amount of the damage they blocked.

Stoneskin.
Caps at 350 and has done so since the level 75 cap. Basically, I'd like to see this closer to 600 with gear that boosts Stoneskin being more effective. I'm also open to the idea of a Stoneskin II with the stoneskin effect regenerating if it's not completely broken.

Aquaveil.
This spell was changed sometime back. For now, I guess it's okay.

Blink.
More shadows relative to Enhancing skill like Blue Mage's Occulation would be nice.

12 Enspells.
These have been a sore spot for RDMs for a while. Overall, neither tier scales well, much like Phalanx. The T2s are still facing the long time issue of their accuracy and potency being based on-strike as opposed to on-cast. Rather simply, a RDM won't be swinging in Enhancing Magic gear. The actual damage of T2s also needs to outweigh multi-hitting T1s if you're going to insist on the main-strike only for damage. Furthermore, the T2's resist down effect needs to be much more effective and actually corresponding to the element used, as most of the time you're forced to use one a mob is strong to to weaken another pitifully.

Auspice.
Aside from Subtle Blow capping, there's not really anything wrong with this. Maybe if the WHM is in Misery mode, other players could get the Enlight effect.

Temper.
At its initial launch of 5%, it sucked. Fortunately we were heard and the spell improved, floating around 13% last time testing was done on it with a good skill build.

Animus Augeo and Minuo.
Flaws in the enmity system aside, these spells should simply up potency of enmity generated or negated based on skill with the (-)10 being its default value. Breaking enmity gear caps would also be nice.

14 Stat boosting spells. (7 types, WHM AoE and RDM single-target)
I guess the original intent of this thread, and otherwise have been covered. +25 to a stat is pretty nice, and even better for WHMs who can AoE. Perhaps the only tweak I can ponder is them adding stat specific perks over a cap like MATK from INT, ATK from STR, and so on.


Hopefully that'll get the ball rolling a bit. x.x

Dantedmc
01-17-2012, 02:25 PM
In additon to the above I'd like to add "barall" and "barallra". It's somewhat annoying to have a barspell build set up only to have the nm cast multiple elments. These spells would be for those NMs. Barall(ra) would not be as strong as single element barspells (maybe 66-75% as potent), but be useful on multi-element casters. Also allow alot of the self cast buffs to be party cast. This includes the protectra/shellra line, the boosts, auspice, barspells, etc.

Seiowan
01-17-2012, 03:12 PM
As Economizer has added to his most recent post, there was in fact a post in regards to magic skill caps on the Japanese forums. The below is the official translation:

There are caps placed on the amount abilities/magic effects are increased due to skill values.

There are two meanings to this:


In order to achieve balance at level 99, it’s necessary to establish a cap somewhere
Set up some leeway to be able to have creativity/trial-and-error for enhancing other parameters and having a choice of equipment


Similar to how we raised the caps on traits from level 75 and up, we will be making continuous adjustments and it’s not like we won’t be raising the caps in the future. However, in the meantime, based on the current cap when reaching level 99, we would like to get a wide variety of feedback.

When giving feedback, please have discussions separating them into elements such as the below:


How to consider the cap itself in the future
Exploration of other growth methods once the cap is reached
Ideas and concepts of abilities/equipment with caps


If we are to consider the magic caps themselves, we need to consider also what effect magic skill actually has on casting in the first place. People are unlikely to merit skills which are deemed to have little or no effect, and there are quite a large assortment of magic skills which are considered to be 'junk'. I'll review those shortly.

Healing Magic: Aside from being one of the most painful skills to level in the first place short of spamming it on undead for countless hours, healing magic appears to have shockingly little effect on heals beyond a certain point. Even Cure V, which works Healing skill into the calculation, gets little gain after a point easily reached without spending a single merit. The only point of note is that it prevents spell interruptions more often, which is vital if you're trying to heal under fire.

Solution: Grant higher skill a better chance of removing Doom/Zombie with Cursna (something which doesn't happen currently). Fix the healing calculations so that healing skill has a more pronounced effect. The latter would also have the bonus knock-on effect of making Red Mage's and Scholar's more viable healers without having to borrow WHM's spells and abilities.

Divine Magic: Flash has such a high accuracy that few people will merit Divine to increase its accuracy. Beyond that, the Banish line of spells (even taking into consideration Afflatus Misery -- which only works as long as you were dealt a single high-damage blow last time) are still very weak spells and rarely find a purpose beyond weakness targeting. The main reason for meriting Divine Magic is neither attacks nor Flash, but Repose. Arguably however, it is accurate enough not to require further boosting beyond gear.

Solution: Make Banish spells suck less. Or at least give us Banish IV/V. It's been a long time coming, so throw us a bone here! Seriously though, this is one of the few I'd say is "working as intended" even though I maintain it has little use beyond casting Repose.

Enfeebling Magic: Hoo boy, this one is a doozy. Everyone loves it (for some reason) and everyone hates it (for the same reasons). Let's start with the obvious shall we? Enfeebles just aren't useful anymore. There, I said it. Someone had to point this out eventually. Against the targets they would actually be a benefit for, the monsters are now immune to said effect. People would once grab every tiny piece of enfeebling magic gear to hand for a chance to enfeeble 'HNMs' and now enfeebling is largely left by the wayside by all besides devout Red Mages. Accuracy versus the newer high level NMs is incredibly low or outright resisted on principle, and there have been very few unique enfeebles for Red Mage leaving them playing second-fiddle to other jobs.

Solution: While the skill itself does improve accuracy, having so many monsters actually immune to the effects renders the whole idea useless. Put Red Mage back into the leaderboard by giving them unique traits which allow them to bypass this resistance to some degree and inflict lasting enfeebles on monsters which would otherwise shrug them off. Perhaps add the chance to remove an additional positive effect with Dispel when cast by a Red Mage. Give people a reason to use enfeebles, and this skill will be back on top where it belongs.

Elemental: Not really much to say about this one. Higher skill means higher accuracy with nukes. Rarely will there come a time where you've got 'too much accuracy' as the strength of NMs is always increasing. This is one of the few skills I have no real issue with.

Solution: None. If it isn't broken, for the love of Altana don't fix it!

Dark Magic: My issues with Dark Magic may seem minor, but it does highlight some interesting points. Firstly there are so few actual Dark magic spells in the game. Bio, Aspir, Drain, Stun, Absorb and Dread Spikes are the only ones which seem affected by Dark Magic skill, and Stun only in a minor way as it usually lands effectively even when used as in a supporting role due to its high accuracy. It's main use I suppose seems to be increasing the DoT of Bio spells, which is largely outdated in today's gameplay.

Solution: As it would be difficult to balance making this skill have a more pronounced effect on Drain/Aspir (Drain especially, since it has a very high damage/MP ratio AND recovers HP), that should probably be given a wide berth. Instead either bring in new Dark Magic spells to fill the gaps or give it some effect on Bio's 'attack down' debuff strength.

Enhancing Magic: The caps for the majority of skills are reached long before your skill is, but this one does have a significant impact irrespective of how high your skill increases on spells like Boost-AGI. That said, there are a lot of spells which could benefit from putting this skill to use which don't presently, or appear to have no effect.

Solution: Give Bar-Status spells (Barpoison, Barparalyzra etc) a significant boost to reducing the duration of it's relative spell based on Enhancing Magic. At present they're almost never used as the effect is so small as to not be noticed by the majority of players. Better yet, give them a chance at nullifying any attempts to inflict that status ailment in the first place! Make Protect/Shell spells improve with Enhancing skill! Raise the caps on Enfire et al!

Seriously, there are a LOT of spells which either don't benefit at all, or don't benefit enough. This one needs serious review!

I'd post more, believe me I could, but I have a kid to get into school this morning. I'll probably update this post later to include the bits I've omitted.

Daniel_Hatcher
01-17-2012, 09:04 PM
It seems all RDM's enhancing buffs cap at 500 for potency so I would surmise that WHM's caps here also. Still +25 to any stat is ridiculously nice, and you guys get to aoe it as well. 150 base on barspells also.


Quick story note, the other day we were out in abyssea (OMG yes people still do this) to finish farming one of our LS mates Ukon. As RDM I put up barstone + barpetrify when we were farming TE's and doing Tunga. He chainspelled Break / Breakga and didn't petrify me once the entire time. His petrify / slow / nukes got resisted every time, was pretty awesome considering all the headache he's caused in the past. With WHM's getting more potent barspells due to gear, it's something that all WHM's should be striving for.

So does this mean Temper caps at 20% then?

PS. How annoying it's capped and WHM can match RDM.

raps1355
01-18-2012, 06:11 AM
As Economizer has added to his most recent post, there was in fact a post in regards to magic skill caps on the Japanese forums. The below is the official translation:

There are caps placed on the amount abilities/magic effects are increased due to skill values.

There are two meanings to this:


In order to achieve balance at level 99, it’s necessary to establish a cap somewhere
Set up some leeway to be able to have creativity/trial-and-error for enhancing other parameters and having a choice of equipment


Similar to how we raised the caps on traits from level 75 and up, we will be making continuous adjustments and it’s not like we won’t be raising the caps in the future. However, in the meantime, based on the current cap when reaching level 99, we would like to get a wide variety of feedback.

When giving feedback, please have discussions separating them into elements such as the below:


How to consider the cap itself in the future
Exploration of other growth methods once the cap is reached
Ideas and concepts of abilities/equipment with caps


I think that in the past enhancing magic as a whole was not very useful due to caps being placed far too low than they should have been. What i have seen with the lvl 80 cap increase and onward is where skill caps have risen and new enhancing gear has become available, players have started to notice good resists on old content that was designed for lvl 75 suggesting if the caps were higher they could have potential. In maps such as abyssea players have access to the 100+ elemental atmas which when combined with a good whm barspell you can block things such as Gamayun's aerial blast (2 hour move) for 0 damage etc so that right there is what whms want to be able to do on occasion. Now we are not saying that we want to consistantly block all top end NM's strongest magical attacks but should more a case of;

Assuming the best possible gear setup available.

10% for 0 damage
15% for 1/8 damage
25% for 1/4 damage
50% for half damage

On the matter of the actual cap itself that should be set by gear available and not and actual cut off point on the skill lvl, players will always go after the best possible setup with exceptions being in this case the aptus earring due to only getting one try per day at getting one or the +8 on the zenith crown. Perhaps the DEVs could consider making the magic skills turn red instead of blue to show that it is capped and no longer providing any extra benefits as had i not have come to this forum i would still be collecting enhancing gear and i am sure there are many others who still dont know about said caps.

The other problem alot of players notice and some have mentioned here already is the enhancing magic skill does nothing for alot of spells such as protect, shell, regen, refresh etc. There should be a collosal difference in a whm main player and a whm mule when it comes to buffs but right now its marginal.

raps1355
01-18-2012, 06:16 AM
In additon to the above I'd like to add "barall" and "barallra". It's somewhat annoying to have a barspell build set up only to have the nm cast multiple elments. These spells would be for those NMs. Barall(ra) would not be as strong as single element barspells (maybe 66-75% as potent), but be useful on multi-element casters. Also allow alot of the self cast buffs to be party cast. This includes the protectra/shellra line, the boosts, auspice, barspells, etc.

Would be interesting to have a new JT to allow more barspells to be cast, maybe 2-3 or even as this poster suggests the more we have the weaker the overall effect. But definately two elements at 100% power.

Economizer
01-18-2012, 08:55 AM
PS. How annoying it's capped and WHM can match RDM.

RDM has an easier time gearing for Enhancing and doesn't have to sub SCH, and can do it without compromising certain setups.

Red Mage's problems mostly come from a variety of sources, but White Mage being good at certain things isn't one of them - complaining about it by saying White Mage should be in a worse position is almost as bad as bringing up Dragoon in a thread about magic skill caps. Also 20% Double Attack is amazing so long as it comes from the amount you have on cast.


The other problem alot of players notice and some have mentioned here already is the enhancing magic skill does nothing for alot of spells such as protect, shell, regen, refresh etc. There should be a collosal difference in a whm main player and a whm mule when it comes to buffs but right now its marginal.

While I'm fine with Shellra V 5/5 (which by the way, only gives a 3% buff over Shell V, for people suggesting that Protectra should be boosted in the same way) there are a lot of spells that would be nice to see affected by Enhancing that aren't, among other adjustments. Protect for example could use a defense boost that doesn't require having merits or gear, or perhaps some other trait that makes the spell line more useful in general, like spell interrupt down. That said, there are things that require more attention currently.

Erase is an Enhancing Magic spell currently, it should be changed to Healing Magic before any adjustments should be made to it. Regen just got an adjustment and should be given some time to be well tested before we change it (although RDM should get another tier at least). Refresh II, like I'd suggested in the past, should scale with Enhancing Magic - I'm not sure of the exact numbers I've suggested in the past, but I think I suggested something in the neighborhood of skill above 300 should boost it much like boost spells, but with a less favorable formula of something like 20 skill per point added - which would lead to a cap of 17 including the AF3+2 pants - considering what Bard can pull off this only seems fair to me.

Spells like Stoneskin, Blink, Aquaveil could use skill adjustments and higher caps.

Certain spells could use longer durations with more skill. Auspice comes most to mind due to its horrifically bad duration (which was only ever okay when Auspice provided massive accuracy boosts if you never let it disappear), but other spells could use it too.

The Enspells need a revamp almost as badly as Barstatus spells. Tier 2 enspells can start by working on every hit like T1, making the skill entirely on cast and should have the magic evasion effect based on Enhancing Magic rather then the flat rate it has now.

For barelement spells we need Barlight/ra and Bardark/ra. This is the only adjustment that is needed.

For certain Scholar spells like the storm spells adjustments are a bit more complex, but for example, I think the storm spells could have longer durations and increase the chances of procing weather effects on people without an obi equipped, and for those with one equipped the occasional chance at double weather. For Scholar main perhaps we'll see an increased chance at weather procs, a chance at double weather procing for non-obi users and for obi users a chance of double weather and day procs. Or something somewhat like this.


Would be interesting to have a new JT to allow more barspells to be cast

Considering how powerful Barspells are I don't expect to be able to cast a second element short of some rare gear piece that allows it (same with a supposed Barall spell). Perhaps if SE ever updates the Evoker's Ring and the Black Belt we'll see job specific super gear much like those two pieces (Such as SCH getting something that gives Stratagems Stored +1 and Conserve Stratagem, or Puppetmaster getting a special attachment/frame that aside from other functions, has the Automaton cast Raise on the master if they die). Basically, I think it is a possibility if we see more super powerful gear someday, but I don't think it will ever be a class feature.

-

All in all, I don't see a 500 Enhancing Magic cap as an issue at all, but certain spells should be brought up to the level of spells that cap at that number, be it with allowing them to scale, increasing durations, or just raising the level they cap at.

For other spells I think they would be more appropriate to discuss in other topics.

raps1355
01-18-2012, 09:58 AM
Considering how powerful Barspells are I don't expect to be able to cast a second element short of some rare gear piece that allows it (same with a supposed Barall spell). Perhaps if SE ever updates the Evoker's Ring and the Black Belt we'll see job specific super gear much like those two pieces (Such as SCH getting something that gives Stratagems Stored +1 and Conserve Stratagem, or Puppetmaster getting a special attachment/frame that aside from other functions, has the Automaton cast Raise on the master if they die). Basically, I think it is a possibility if we see more super powerful gear someday, but I don't think it will ever be a class feature.

-

All in all, I don't see a 500 Enhancing Magic cap as an issue at all, but certain spells should be brought up to the level of spells that cap at that number, be it with allowing them to scale, increasing durations, or just raising the level they cap at.

For other spells I think they would be more appropriate to discuss in other topics.

They can be powerful but im sure you will agree with the new VW NM's they arent that great anymore which is why they need to allow us access to higher skill or as you suggest strong job specific equipment.

saevel
01-19-2012, 08:25 PM
Do the barspells cap out (with Enhancing) as well? If so, at what amount?



I would say that part of that is the Red Mage Resist Petrify trait (WHM/RDM, depite having lower Barspell numbers still resists quite a bit with just Barstonra up, but it is still not a good reason to go /RDM since that doesn't help the group), but I certainly see the impact of Barstonra on doing that fight, I'm still not sure if Barpetra actually helps with anything but duration if it does stick however - although if I can I cast it anyways as part of dealing with all the dispel effects Tunga throws out.

I'll still hold my doubts that barailment spells actually do anything useful (shortening duration only barely counts as useful in select situations) but with the amount of resist you can throw out with a barelement, you can resist ailments quite nicely despite those barailment spells being useless.

Edit: I just noticed a post in the Japanese forums that seems to be about skill being useless after a certain cap, such as 500 Summoning Magic and 500 Enhancing Magic. I cannot really tell what SE's official reply was due to the automated translation but I think it is safe to assume that based on experiences here and in those forums as well that 500 Enhancing Magic may be the current cap for Boost and Barspells.

RDM's resist petrify trait is nice, but rarely works. Prior to getting my 500 enhancing build we would spam Tunga (90/95) and his break would be annoying as he!!. At 99 we did it a few times with me on WAR and it still sucked to constantly be getting petrified. Then when I went on RDM and used both of those spells together, he wasn't able to land it once, no slowga and stone spells always got critical resists. It was the slowga resists that caught my eyes, resisting slowga is something that rarely happens, and seeing it constantly was a surprise.

From what I understand about magic accuracy is that every player has a C rated "magic evasion" skill. Elemental resists are stacked directly on top of that value prior to the monsters magic accuracy check. (Monster Magic Acc + (dSTAT) - (Player Magic Resist + Elemental Resist)) then added to 75. This is coming from memory though so please excuse me if I got the base resist value wrong. You ended up needing about 50~75 over the monsters magic accuracy to reliably resist that element. This is why tanks would stack Barfire and Carol with their own fire set, to overcome HNM level magic accuracy. Now magic accuracy is checked in sequence using the same percentage. If something had a 50% chance to land full effect and tried 1000 times, then 500 would be full effect, 250 would be half effect, 125 would be quarter effect and 62.5 would be 1/8 effect with the remaining 62.5 being critical resists. Some spells completely fail at quarter, some at eight and some at 1/16. Because of this, even having a 50% magic land rate, you'd still rarely see "full" resists.

Anyways, enhancing magic in general needs a boost. For both WHM and RDM.

Economizer
01-19-2012, 08:47 PM
RDM's resist petrify trait is nice, but rarely works.

I think it has the most impact when combined with Barstone/ra, but honestly it is hard to tell what trait or spell put you over the top for that particular Break cast (and Tunga loves to chainspell them) since there are no indicators, so for all I know my experiences are just pure luck. I really wish we had more information on Resist traits and Barailment spells, but for now all I have is past experiences that could be affected by anything (and those past experiences say that Resist traits actually help but shouldn't be relied on and Barailment spells are as useful as carrying a 4-leaf mandragora bud and fighting monsters on the full moon while facing north on Lightsday).


Anyways, enhancing magic in general needs a boost. For both WHM and RDM.

Scaling/caps, effects affected by skill, durations affected by skill (pretty much everything I said before). But since it came up... can we at least get more information on barailement spells even if they'll never be changed? The last time we begged for information the barelement spells came up instead when those are fine (well, we need Bardark/Barlight but otherwise they are fine).

Aleste
01-20-2012, 10:27 AM
Do the barspells cap out (with Enhancing) as well? If so, at what amount?

Tested it today, at 500 skill/gear and the highest we can get is 185 resist on a specific element...

http://i43.tinypic.com/hsm6c9.png
Notes:WHM/SCH, light arts, 20 light resist is due to Colossus' torque

I don't actually barspell in the above (I prefer to use 4/5 AF3+2 for the 8% negate chance), and it was used so that I could adequately hit 500 skill without sacrificing too many slots.

Without using zenith to cap out enhancing magic, I sit at 183 resist, and I don't think it's worthwhile wasting time for the other +2skill earring to bump it up to 184 resist.

Economizer
01-20-2012, 08:52 PM
Tested it today, at 500 skill/gear and the highest we can get is 185 resist on a specific element..

Thanks for the information. I did some digging to see exactly what gear you had represented. (http://www.ffxiah.com/item-sets/209668)

I listed out the set, including the augmented earring, for my text based purposes:



This setup would lead to 500 Enhancing (and thus 150 resist base), +10 from merits, and +25 from the AF2+2 pants. It also gives something to the tune of +25 MDB (does Afflatus Solace give +10 or +15 with the AF3 body? I think it is just +10 based on the information I have). While clearly, the AF2+2 pants are the best gear for their slot, I wonder if another 2% total resist or +2 Barspell resist is the better choice. If only SE would give us a +5 upgrade to a slot, such as an earring with +7 Enhancing Magic, or a Ring with +5 Enhancing Magic, or even a Mercy Cape +1 with +10 buffs, we wouldn't have to decide.

Aleste
01-20-2012, 09:54 PM
Shy of missing the +5 magic defence bonus from casting barspells in Solace, it seems pretty spot on.

Note to self, I'll have to update my ffxiah itemsets :S

Honestly, in the grander scheme of things I think I'd be leaning towards the 183 w/ 8% resist set than the 185 6% resist set...

I wonder though, I vaguely remember someone posting something regarding the possibility of getting +skill augments on elite page of valor augments... Even if its possible to get 2-3 on one ring, and 3-2 on the other that would suffice to cap it out.

Additional edit :// Clarity on the +skill augments as a Elite regime fight seems possible.
http://wiki.ffxiclopedia.org/wiki/Talk:Skahnowa
http://images3.wikia.nocookie.net/__cb20091115163740/ffxi/images/thumb/4/42/Rainbow_cape_aug.jpg/366px-Rainbow_cape_aug.jpg

Presumably enhancing skill is a possibility then?

Mageoholic
01-31-2012, 09:25 AM
There are caps placed on the amount abilities/magic effects are increased due to skill values.

There are two meanings to this:

In order to achieve balance at level 99, it’s necessary to establish a cap somewhere

Why exactly is a cap required on these spells? You have 3 jobs that can theoretically break the cap.
WHM- who has AoE buffs
SCH- who has no native buffs (so lets ignore them)
RDM- who has Phalanx II and Refresh II (the following is going to assume one day SE realizes they made RDM bar/gain spells self target and not party target)

Not all players benefit from having the same buffs as their allies, not all players are always in range of a WHM AoEing spells. Allowing a job like RDM (who already has these spells but don't currently work in a group setting) to cast them single target allows the group to provide buffs to everyone, and buffs that they can use.

For example, a WHM can Boost STR the melee members of the group, a RDM can then Gain MND the WHM, and Gain AGI ranged attackers, or Gain INT Nukers. A WHM can Bar the group of players in melee range, and a RDM can single target those outside of melee range.

There is no competition that would skew balance of buffing jobs, not with how they are split already.
WHM = AoE buffer,
RDM = Single target buffer, (if you fix the spells to actually work in a group that is)

These benefit each other. Capping their skill contributions based on a notion of phantom balance is absurd. Especially considering the fact these spells all stack with similar buffs from other jobs (so there is no balance issue there either.)

The only 2 jobs that would be affected really would be SCH (who has no native buffs of its own that would be in conflict with skill cap removal) and SMN (whose use in this game is tied to Alexander, and has need to be looked at for a long time, since about 04 when it was married to /WHM cure III spam).

There is no balance issue with allowing magic skills to be uncapped, as the jobs that should be using these spells should be the best at them. Furthermore skill should apply to all spells, not just the handful you deemed worthy. It is silly a BRD/RDM can cast haste just as well as my RDM or WHM. Especially considering as RDM or WHM I don't get the same type of bonus from /BRD. I hope by Balance you honestly aren't referring to mob v player balance, because if so you need to consider tweaking players to have AoE death, doom, and the ability to one shot monsters in their arsenals as well.

This should apply to all skills that have caps, it is absurd that the game artificially restricts jobs because they happen to have a skill that they are good at, not to mention fixing spells specifically on RDM that should have been single target from day one (or actually work on the damn mobs cough enfeebling cough.

Economizer
01-31-2012, 12:36 PM
Why exactly is a cap required on these spells? You have 3 jobs that can theoretically break the cap.

I figured based on your posts in that one Red Mage forum that you might have been unaware of the caps.

Honestly, caps can be a very good thing. In this case I think that for Barspells and Gain/Boost spells, the Enhancing Magic cap is a very good thing, since it allows you to gear for other things just just "more Enhancing Magic" while making a spell set.

It is much like the Cure Potency cap. If Cure Potency didn't cap at 50%, White Mages everywhere would just have to stack on more and more of it, cures would be more powerful then intended, and gear to do stuff like Fast Cast and Haste, which significantly impact the way the job is played would have no place on a White Mage. It is far more fun to be able to have a few seconds shaved off a timer then to have to get every piece of cure potency gear in existence - including some augmented armor - just to maximize a number for some party, especially when the numbers were balanced around getting way less then is possible.

So the 500 cap is good. What is not good about it however is that certain spells have caps, scaling, and other functions that are designed around level 75 still. Certain spells could use increased duration (Auspice, Boost/Gain spells, and so on) whereas certain spells need increased potency (Stoneskin, Aquaveil, Blink, and so on) based on skill. Scaling these spells in certain functions based on skill to the current 500 cap would allow us to better use Enhancing Magic gear and decide if the current 500 cap is right (I'm inclined to think it is) after the fixes are implemented.

Mageoholic
01-31-2012, 08:14 PM
caps are redundant though, if one can hit 550 enhancing then they should be able to benefit from that. The only case where a cap is need is in haste. It is the only mechanic that if uncapped would be utterly game breaking in the sense that melee would never stop swinging, it would be like dividing by zero in terms of TP gain.

That is the only game function that needs a cap. Everything else is a % based increase that teeters off in effect the more you add. (in terms of comparative increase).

What they should be focusing on is adjusting more spells to fit into this cap, in the same vein as the healing magic changes, it is silly a /RDM or /WHM can cast haste for 15% potency, with 50% the skill level of a WHM or RDM main for example.

In the notion of balance, why not talk about that SE. (personally I see no issue with the cap, I only see issues with certain spells retaining potency regardless of skill level, and certain spells not working on group members at all, essentially making them worthless.)

Aleste
02-01-2012, 03:18 AM
I feel that the 500 cap seems fairly adequate, it's high enough that the majority of most players will never hit it; and the ones that do build for it can hit it and start diversifying their gear.

Across the board, I feel that every enhancing spells should be effected by enhancing magic, whether it be minor potency or duration increase.

Protect
Quite honestly I'm rather disappointed with this series, more-so with merits and gear only adding on extra defence (which most people would agree is rather lackluster).
Proposed change: Duration scales with enhancing skill, with merits/gear adding 1% PDT.

Shell
Overall, the shell series seems pretty spot-on, with noticeable increases per tier and additional items to improve the potency.
Proposed change: Duration scales with enhancing skill.

Regen
Since scholar has gained regen mastery, it seems that the other jobs feel like these spells are going to left behind; they used to have a high hp/mp ratio which hasn't scaled competitively against cures. We've seen only 2 pieces of gear (not counting scholar) that effect regen gear, with one increasing its duration (whm af3+2 mitts) and the other increases potency (cleric briault).
Proposed change: Either change the gear to increase potency and scale duration with skill, or vice versa. While you're at it, give RDM access to regen3 (at least).

Refresh
Refresh spells have lost most of their shine with the advent of temp items, atmacite/atma, loads of refresh gear options.
Proposed change: Perhaps scale duration with skill?

Adloquium
Potency is terrible when compared against COR tactician's roll (1-4 tp/tic). You've mentioned that you're going to release gear to improve it's potency, so perhaps it'll be best to wait till after it's released before commenting further.
Proposed change: Scale duration with skill.

Embrava
<3
Proposed change: None, it's pretty much perfect.

Animus Augeo/Minuo
Could have been an interesting spell, there seems to be threads over in the SCH forums about how to fix this spell.
Proposed change: Scale +/- emnity effect with skill, or rework entirely.

Bar-element
Quite impressed with how this spell turned out, it's a shame the majority of mages I see not using them to full effect. I was also bemused to find out it was possible to nearly cap whilst wearing the majority of WHM AF3+2.
Proposed change: Change RDM bar-element spells to single target/party targetable.

Bar-ailment
Can we have some dev-insight as to exactly what this spell does and what they were aiming for with it?
The majority of players agree that it reduces the duration by which the player is inflicted with the status effect, however it is common knowledge that you are generally better off rolling the appropriate bar-element spell to out-right resist the effect. It's often quicker and cheaper to cast the appropriate -na spells instead!
Proposed change: It's rather hard to discern how to improve this spell, considering the majority of people deem it to be useless. That said, it would be incredibly broken if it worked ala divine caress does...

-storms
Useful, although could do with another tier (being double weather).
Proposed change: Duration could do with a minor bump up (maybe 5 minutes max?) effected by skill. Or even a chance at double weather?

Enspells
I'll leave it to redmages to cover everything that is wrong with this series of spells.
Proposed change: Go to the RDM forum and check pretty much any post.

Blink/Stoneskin/Aquaveil
Aquaveil was changed recently and depending on whether or not you had a 100% SIR set, this was a good/bad change. Stoneskins low cap needs adjusting along with blink.
Proposed change: Pretty much anyone with half assed enhancing can cap stoneskin, tweak the formula to benefit the higher skill levels. Tweak blink to add additional blink-shadows so that at capped skill it's 5-6 shadows (that way it's balanced against occulations 138 mp for 9+ shadows).

-spikes
Disappointed in the spells and their lackluster potency compared against mob-versions.
Proposed change: ?

Phalanx
All over useful, although it should be noted that phalanx2 should be stronger in potency than phalanx1(accession).
Proposed change: Change phalanx(accession) to calculate according to the enhancing skill of the person receiving the effect, this way phalanx(-accession) will pale compared to phalanx2.

Boost/gain
Brilliant, was nice how it caps out at +25 stat at 500 skill.
Proposed change: Change gain- to single party targetable.

Haste
It's haste, what really needs said here? Everyone loves it, and it should be used on everyone. I've seen a few people want it to be scaled with enhancing skill, and personally I'm against it. If they did, it'd advocate whm/sch more for a stronger potency haste.
Proposed change: Change it to 5% haste, scales to 20% at 500 skill and watch everyone cry.

Auspice
Overall a nice spell, although the afflatus misery bonus could do with a bit of tweaking. A duration increase wouldn't go amiss, however I feel that it having the same duration as haste was intentional.
Proposed change: Reduce it's casting time a little and I'll be happy.

Temper
Some want it single party-targetable, others don't want another spell to rotate round the party. Personally? I don't see any issue making it single party-targetable.
Proposed change: See RDM forum.

Mageoholic
02-01-2012, 10:41 AM
Haste
It's haste, what really needs said here? Everyone loves it, and it should be used on everyone. I've seen a few people want it to be scaled with enhancing skill, and personally I'm against it. If they did, it'd advocate whm/sch more for a stronger potency haste.
Proposed change: Change it to 5% haste, scales to 20% at 500 skill and watch everyone cry.

So you think it is ok that a level 48 (or less /WHM) job should be able to cast haste for full effect? The same potency as a job at level 99 can do?

It is an easy fix, anything over 200 skill increases the potency of the spell, this means that if someone casts it in 500 skill it is actually distinctly better than the BRD/RDM casting it. (the fact BRD/RDM can cap magic haste on its own is pretty retarded.)

Or they can just make it potency based the entire way, 100 Skill per 5% haste, caps at 25%.

(or they could just give RDM and WHM Haste 2 @ 25% and call it a day.)

Aleste
02-01-2012, 11:27 PM
So you think it is ok that a level 48 (or less /WHM) job should be able to cast haste for full effect? The same potency as a job at level 99 can do?

A naked level 99 (w/ magey sub) can cast with full potency of the main job, in no particular order...

Protect 1/2/3, shell 1/2, bar-ailment, aquaveil, blink, stoneskin*, haste, regen 1/2, refresh, sneak/invis/deodorize and 5/8 -storm spells.
*/49RDM has 144 enhancing skill and appropriate stats would require an additional ~35-40 MND to cap stoneskin

This list increases to 38 spells if we consider /SCH using light arts, as it becomes easier to cap out 500 enhancing skill.

- spikes, en-tier1, phalanx1. (stoneskin here at full potency if /SCH)

So why should haste be any different?



Personally I'm against scaling haste with enhancing skill and whilst an increase in duration might be nice, it seems more like a niche improved more via RDM's set bonus, or a SCH using perpetuance. That said, I think a 5% minimum potency suffices, although I don't agree with a maximum potency of 25%, as I feel that it would pigeonhole more jobs into /sch for an automatic higher enhancing skill.

edit:// Grammar

Damane
02-10-2012, 06:51 AM
A naked level 99 (w/ magey sub) can cast with full potency of the main job, in no particular order...

Protect 1/2/3, shell 1/2, bar-ailment, aquaveil, blink, stoneskin*, haste, regen 1/2, refresh, sneak/invis/deodorize and 5/8 -storm spells.
*/49RDM has 144 enhancing skill and appropriate stats would require an additional ~35-40 MND to cap stoneskin

This list increases to 38 spells if we consider /SCH using light arts, as it becomes easier to cap out 500 enhancing skill.

- spikes, en-tier1, phalanx1. (stoneskin here at full potency if /SCH)

So why should haste be any different?



Personally I'm against scaling haste with enhancing skill and whilst an increase in duration might be nice, it seems more like a niche improved more via RDM's set bonus, or a SCH using perpetuance. That said, I think a 5% minimum potency suffices, although I don't agree with a maximum potency of 25%, as I feel that it would pigeonhole more jobs into /sch for an automatic higher enhancing skill.

edit:// Grammar

i really think more magic should be Enhancing skill dependend. I mean comon the only 2 spells that are enhancing skill dependend are barspells and boost/gain spells and they cap at 500 enhancing magi skill (if you dont cap on stonekins at lvl 99 I dont know what to say ¬.¬). However the last thing I would like to see is gimping the spells for other mages that sub whm or rdm. I would rather like to see an enhancement in duration on spells like haste shell etc. (like it does that on barspells).

Maybe add Haste II that caps at 25% and is dependend on enhancing magic skill. Stoneskin II wouldnt be bad either. Its just a bit depressen haveing all this enhancing magic skill+ gear on me and it only being usefull for 2 spelltypes I use -_-

Economizer
02-10-2012, 08:42 AM
Maybe add Haste II that caps at 25% and is dependend on enhancing magic skill.

Part of the issue is that SE has stated they have a limited number of spell slots to work with. That's part of the reason people are so hot and bothered to have spells like Aquaveil, Blink, and Stoneskin increase in effectiveness with skill.

Still, if there was a Haste II maybe it should cap out at 30% and stack with Haste. :p I'm joking... sheesh.

Daniel_Hatcher
02-11-2012, 03:22 AM
Part of the issue is that SE has stated they have a limited number of spell slots to work with. That's part of the reason people are so hot and bothered to have spells like Aquaveil, Blink, and Stoneskin increase in effectiveness with skill.

Still, if there was a Haste II maybe it should cap out at 30% and stack with Haste. :p I'm joking... sheesh.

They say that, then add junk that they could save space on. Such as the same spell line but in single-target and AoE form. That'd free up 15+ spaces by just using the same spell for both jobs.

Kitheren
06-30-2012, 05:10 AM
I wouldn't mind haste lasting longer. Back in HNM days it was the RDM hasting people, not the WHM. Now it's the WHM. I see so many of them not even bothering. So figure my party is set up with me (WHM), a BRD or COR (or both, sometimes) and the rest DDs. That is a lot of hasting. By the time I'm done with my haste cycle (keep in mind I am hasting in my haste gear which is like 26% haste!) I have about a minute to rest up until I have to start it over again. I'm not asking for a HUGE increase in the duration but even a minute would make a huge difference! Don't really need haste to give more haste though. Just want a longer duration.

Also, stuff like Boost STR... why do I never see WHMs casting it? With 500 ENH you give your DDs (or w/e) +25 of that trait! It makes a difference.

Zerich
06-30-2012, 12:57 PM
I wouldn't mind haste lasting longer. Back in HNM days it was the RDM hasting people, not the WHM. Now it's the WHM. I see so many of them not even bothering. So figure my party is set up with me (WHM), a BRD or COR (or both, sometimes) and the rest DDs. That is a lot of hasting. By the time I'm done with my haste cycle (keep in mind I am hasting in my haste gear which is like 26% haste!) I have about a minute to rest up until I have to start it over again. I'm not asking for a HUGE increase in the duration but even a minute would make a huge difference! Don't really need haste to give more haste though. Just want a longer duration.

Also, stuff like Boost STR... why do I never see WHMs casting it? With 500 ENH you give your DDs (or w/e) +25 of that trait! It makes a difference.

sounds like you pt with some shitty whms

Kitheren
07-24-2012, 05:29 AM
sounds like you pt with some shitty whms

Lazy ones, yeah.

Elaric
04-12-2013, 12:49 AM
Stoneskin.
Caps at 350 and has done so since the level 75 cap. Basically, I'd like to see this closer to 600 with gear that boosts Stoneskin being more effective. I'm also open to the idea of a Stoneskin II with the stoneskin effect regenerating if it's not completely broken.

Blink.
More shadows relative to Enhancing skill like Blue Mage's Occulation would be nice.


I completely agree with this. Stoneskin has not ramped with the level cap increase and needs to be adjusted. A cap to ~600 not including gear would be reasonable. Capping at 600 with gear I feel is still too low at 99. Not sure about the regeneration as that is a pretty powerful effect. Stoneskin II isn't needed if Stoneskin calculations are revamped correctly.

Another option if they don't want to raise the cap is lower the casting time by half, reduce the recast time and extend the duration to 30 min. The whole reason we have it up is because we are squishy and need another layer of protection.

Blink with more shadows at higher levels would also be welcome.