I finally got the medal! Now to get into a party for it. Does anyone know what is considered fair for drop rules on Plucking Wings fights are? The fight isn't exactly and easy two man, and the drop rate is about 20%.
Printable View
I finally got the medal! Now to get into a party for it. Does anyone know what is considered fair for drop rules on Plucking Wings fights are? The fight isn't exactly and easy two man, and the drop rate is about 20%.
That's awesome dude! GL with the fight! As for drop rules, personally, I'd go with friends and make an agreement with 'em to ensure they let the Roundel Earring go to you
The problem with this is that I'd have to convince the few people I know who have high enough rankings to drop two medals to switch to Windurst. I don't really see any reason people from other nations shouldn't be able to participate in Plucking Wings though, even if SE deemed that they'd have to spend twice as many Op Credits or whatever.
Update incoming. It was the last post (even after WAR) but we're getting it at last! Anyone who says we aren't entitled to our own complaints can go attack Nidhogg solo. :mad:
Pretty garbled machine translation, but I'm pretty sure Holy 2 and a bit of Amnesiana (but removed like Doom) is coming.
As a note, random chances are not cool SE. If you really must use them, we won't understand unless you make healing magic skill affect it more. Also, Benediction should be 100%.
To the ones who keep us all safe on the battlefields, white mages, here is your feedback :)
We will be adding this in the upcoming version update.Quote:
Add Holy II.
Though it is planned for a version update in the future, we have already begun to look into a higher tier version of raise.Quote:
Add Arise.
Whether it will be called Arise or not really depends on the adjustments from here on out, but we are looking into making it cover multiple targets and other things. In regards to the stats, we’d like to make it so it has more merits than the currently existing raises, so please look forward to it.
We would like to make it possible to cure Amnesia in the future, but we are planning to make it a type of magic that has a set chance of recovery similar to Doom.Quote:
Add a spell that cures Amnesia.
We currently do not have any plans of adding a spell that cures Terror. Since the effect of Terror is quickly recovered from, we’d like you to just support those inflicted with Terror with cures and such while they are unable move.Quote:
Add a spell that cures Terror.
While it is not limited to Terror, we feel that there are times it is necessary for monsters to have superior status ailments in the scheme of battle balance. As such, please understand that we will not be making it possible to cure every single status ailment.
Since there is also Holy Water when curing this is difficult, we’d like to monitor the current rate. Though it depends on luck and repeated attempts, but the recovery rate was set rather high so it can be cured before the countdown timer reaches zero.Quote:
Make it so the chances of curing Doom increase with higher healing magic skill.
We would like to reduce the recast times for Esuna and Sacrifice to be about the same as Erase.Quote:
Reduce the recast times of Erase/Esuna/Sacrifice.
For Erase, since it is able to cover multiple status ailments, we feel that the current recast time is appropriate.
Since the lost experience points merit has become somewhat weak now, we will look into this. However, as we will not be removing the weakness penalty, we cannot really reduce it too much.Quote:
Reduce the weakness timer or add other merits to Raise II and III.
AoE…Sounds cool. We will look into it.Quote:
Make it so the effect of Divine Caress becomes AoE when using Divine Seal.
Currently you are able to receive a pretty strong effect depending on the bonuses that are given based on your enhancing magic skill. Also, with future level cap increases, you will be able to receive an even higher bonus, so for now we will be monitoring this and make a decision to do something if it is necessary.Quote:
Increase the effect of bar-type spells.
The magic capacity is becoming pretty full, but we will try and look into it.Quote:
Add bar-type spells that protect you from Light and Dark.
This is something that we have been concerned with and would like to make it so they are not overwritten. The concern here is that if it’s not the same effect or higher, if the effect doesn’t wear off or if you don’t cancel the effect you will not be able to reapply it, making it similar to Protect IV and V.Quote:
Make it so bar-type effects are not overwritten by weaker ones.
Since AoE effects are strong, the idea is that you are taking a risk by the effect being centered on the caster. Curega is an exception to this, but it is balanced through a high amount of enmity.Quote:
Make it so enhancing magic AoE effects take place centered on the person targeted.
Since cure potency enhancements were designed to be added through equipment, we do not have any plans of adding it to merit points. Currently you can gain a significant amount of enhanced cure potency by collecting equipment, so please try and collect those pieces.Quote:
Add a category to merit points that enhances cure potency.
I like this. It adds to White Mage's theme without making the status ailment a complete joke.
I like this. Terror is a rare status effect and generally brief, so it would be cool if it remained...uh...terrifying.
Mathematical! While I definitely wouldn't complain if the Erase recast timer were lower, I understand this logic and a lowered recast on Esuna would make the spell much more viable.
Feels good man.
I like both of these because of the general theme of "Expect a player dedicated to the job to out-perform a mule with a Light Staff". Both of these aspects of White Mage are greatly enhanced by equipment, and I'm happier than a clam who has just seen his arch-nemesis baked that meaningful equipment for White Mage has been steadily increasing.
Some new things would be nice just to have variety, though. Any news on the new spell or ability that would increase magic defense, or what became of it?
Camate, I completely agree and support this update.
If you mean the magic capacity of the entire game... it's because you add a thousand blue magic spells in almost every patch.Quote:
Originally Posted by Camate
Welcome adjustments, but pretty boring as well. Give us something to look forward to.
I can't speak for others but when I mention anything about increasing the effect of bar spells, I'm not talking about the elemental ones, they have enough power....I'm talking about the bar status spells, which are total crap because they don't prevent a damn thing, since being whm we're expected (rightly so) to cure statuses before the barspell gets a chance to do anything....can we get a change to bar status spells where it like, prevents a status flat out for a certain number of times or something?
Double post I know, but I'm just thrilled about the upcoming update....we get to keep cure V :) I can't wait to try the new JA too :)
Multi-target Raises?! Yes Please! ^^
Overall, these should be interesting additions to WHM! Holy II will be added as well I see :) Please pass it along Camate that WHMs need a more reliable way to "boost" their Divine Magic dmg along with our new shiny Holy II ^^ Even with tons of +Magic attack gear and MND stacked up plus the TotMs affinity light staff, Divine Magic dmg is pretty meh. Would love to see more attention paid to our ability to bolster out specialty of Divine magic damage potential areas.
Other than that, See if you can slip in a request for more WHM DD-specific gear too Camate ^.~ Finding WHM leg gear with decent STR on it is like trying to find your missing Left sock... that's been missing for weeks... so y'know... it's like, basically none existent.
Fully Charged Holy is already about ~900 damage outside abyssea and over 2k inside with allure/minkin/beyond atmas. Judging by the version mobs use Holy II fully charged will probably one-shot 'regular' mobs in abyssea if you're geared and atma'd up for it. Overall holy is probably fine as it is.
As far as using Misery to enhance banish I don't think anyone does it. In the rare situations where Afflatus Misery is useful the 'charge' I get from taking damage is almost always used on Cura II. Maybe if we'd got Banish IV it might be worth it but doubt it will ever happen.
And yeah some melee orientated gear would be nice. My DD gear is almost all the same as it was at 75 save for Zelus Tiara and a couple of rings/earrings.
Curaga V is probably overkill and in the dats it costs 450 MP to cast.
I doubt Curaga V will be as useful as Curaga IV if SE makes it anything like Cure VI (overpriced and underpowered). Still, it could have potential, assuming that the cost/potency fits the other Curaga spells, but perhaps with a enmity reduction (this could be a dangerous addition though, in terms of balance). In the rare case where you are full curing an entire party for free (with AF3+2 pants) you still have Curaga IV, but I would like to see a new cure spell that isn't the letdown that Cure VI was.
You must mean something like Cura III!
Really though, I was expecting something like Curasa, where it would have some sort of added benefit (such as a link to solace)
I feel that white mage is pretty complete right now. Maybe a spell or two for completeness, a couple of spells tweeked, and a merit review when it rolls around. Otherwise, white mage is probably the strongest (and most necessary) job in the game.
I felt that the White Mage manifesto may have been a bit unclear at points. As such, here is a question about on particular part that is bothering me.
I interpret this to mean that Healing Magic does not affect the rate of removing Cursna. Is it true that Healing Magic currently does not affect removal rates?
what I'd like to know about that post is what they classify as high....I've had doom counters where there's two or three whms casting cursna and the person in question spamming holy waters and no one can do a damn thing...how the hell does that count as high recovery rate?
I was gonna ask why Benediction doesn't have a 100% chance to remove Doom either, but one step at a time. Maybe our calm reserve will get the community team to bask in some easy questions and answer stuff for us... of course, that is if members of some more hot-headed jobs don't convince them that White Mage is overpowered and doesn't need any attention.
I have been very lucky in that holy waters + cursna combined have always worked great for me!
That's awesome Debbie :D
I just think that it's crap that they claim to have the doom recovery rate set "high" when ppl have to spam item use and spells at the same time to have a relatively remote chance to life....I know this is preaching to the choir, but we're not talking about curing something like amnesia, which can be worked around if we can't cure it, we're talking about a cheap ass move/debuff/spell/whatever it classifies as that can take a completely buffed, 4k HP mnk from 100% health to 0 in 10 seconds, no questions asked...we need to have a better response for such a powerful attack.
The issue is that SE already said clearly that they want there to be super powerful debuffs. While I disagree that anything shouldn't be healable by Benediction (since currently this two hour's only real benefit is being instant), I understand.
I mainly want a very clear answer as to if healing magic actually affects heal rates at all.
While we're at it, maybe we can get a clear answer of if SE was talking about barelement or barailment spells when they answered... I think they answered about barelement, which very few people were asking about increasing the potency of - when most people wanted an answer about barailment spells.
Maybe we won't get our desired changes to the barailment spells (make them useful), but a clear answer would be very helpful for me in deciding if I should ever cast them. Currently, the barailment spells could be removed from the game to make room for other things and I don't think anyone would miss them, however.
I have a couple of queries about some of the recent feedback - which is really great to see, by the way, thank you!
The main reason I think the white mage community would like targettable area of effect enhancing magic (especially barspells and auspice) is that sometimes we are literally too busy to worry about moving and losing time better spent casting. If I'm the only healer in a party then sometimes I've got a backlog of three or four spells in my head that I have to get through, all the time. This is especially true for monsters that have AoE status effect abilities, dispelga (or my worst nightmare, Dispel-all-ga) and the like. If I have to run into range, wait for a second so I don't interrupt my casting through lag, cast the spell and run back out of range, I've now got five or six things that need doing. Fast Cast is a godsend but it's not chainspell!Quote:
Since AoE effects are strong, the idea is that you are taking a risk by the effect being centered on the caster. Curaga is an exception to this, but it is balanced through a high amount of enmity.
Please don't misinterpret me - as a white mage I love to be busy, and being able to prioritise spells and remember what needs doing is a skill that we have to learn. The little things are important though, and targettable AoE enhancing spells would be an absolute joy to have. I can appreciate the risk factor, but practically speaking I don't think it makes a difference - a good white mage can tell when it's safe to put up a barspell or reapply shellra and when it's not, it's the time that's the issue. If the developers could reconsider this decision then, like I said, it'd be an absolute joy to use.
I can fully appreciate some status effects like Amnesia being designed to be very powerful and debilitating. However, spamming "Amnesna", as white mages have to spam Cursna for Doom currently, would just be frustrating and would waste time. Perhaps, instead, have "Amnesna" not explicitly remove the Amnesia status but instead have a one-off significant reduction in the duration of the effect after it has been applied - almost a reverse bar-status. This would preserve Amnesia's debilitating effect but avoid the need to spam spells. Even if the duration reduction of "Amnesna" was semi-random - which would be in line with Cursna's effect on Doom - it'd be workable as a compromise between Doom's urgency of removal and Amnesia's high inconvenience but non-critical nature.Quote:
We would like to make it possible to cure Amnesia in the future, but we are planning to make it a type of magic that has a set chance of recovery similar to Doom.
Happy Monday!
In the upcoming version update we will be adjusting the casting range of Holy.
This has already been implemented on the test server, so go check it out :)
Was the casting range of Holy ever a significant issue?
Holy is really strange. It seems positioning is everything. Generally it's pretty small but sometimes if you position just right you can get it to 20+ yalms. I can only do it when I can get some elevation over the monster, I think.
What I mean is, I would rather they have increased the power of Holy or reduced the MP cost or something....range of Holy has never really been a huge deal to me, compared to the other issues I have with it.
The last time SE adjusted something about White Mage (as in not adding something, but changing the way something works) that I can remember was the massive gimp to Auspice. I remember seeing the update notes saying that they were changing the accuracy since it gave a different amount then intended, but the second I read that I knew in my heart that they were gimping it. It was always a pain to keep up full time to keep the accuracy buff, but I was sad to see the change. :(
They'll probably be increasing the range of Holy (I'm not decided on if I should join the test server yet), but it still scares me whenever I see a note about a change without info on it being increased or decreased.
Now that i think about it, why can't benediction remove EVERYTHING including doom, amnesia, it is a 2 hour ability after all and that would be the entire reason for using it other then full hp.
No one testing Holy and Holy II has mentioned a need to stand inside the target's nasal cavity, so I assume the range has been increased. Hopefully it has the same range as normal magic, now.
Now if they'd just give all divine magic more comparable damage to blm or even rdm, maybe there would actually be a point to wanting better casting range. Not expecting holy II to be meteor or anything, but at least get them up to 3/4 the power of similar level/mp cost nukes.
Well that is good news if that means I wouldn't have to get close to Chloris to cast Holy or Flash ;; I've fallen N number of times to his scream already lol
Well, I am used to my bad luck, so for me it is normal that 'rather high' would mean 'very low' but even so, I would hope the chances were at least increased, because most of the time when I have been doomed and literally spamming holy water AND cursna I would still fall to the ground. I actually might consider it the second most cheat move after Death which some monsters use in a form or another...Quote:
Make it so the chances of curing Doom increase with higher healing magic skill.
Since there is also Holy Water when curing this is difficult, we’d like to monitor the current rate. Though it depends on luck and repeated attempts, but the recovery rate was set rather high so it can be cured before the countdown timer reaches zero.
I would go so far as to rather remove the whole ability to cure the effect altogether if it can't be certainly cured, rather than carry stacks of items that may or may not help me against it. Makes me think of monsters who resist most, if not all enfeebling; why give us them at all if you don't wan us to use them? ^^;
Of course instead, we get more spells that "may or may not help you" which is enough said.
Random/Luck based things != Fun evaluates to be true.
Just my thoughts, of course!
Sorry to disappoint any of you who were getting their hopes up, but the release timing for Banish IV and Banishga III are currently undecided.
They are on the test server for you to try out, but we are still in the process of looking into the stats.
Is the development team unaware that light spirit can cast Banish IV in the current non-test version of the game? I've got a whole slew of other smn related stuff on the smn forum if you wanna take a crack at those too.
http://forum.square-enix.com/ffxi/th...ner-Job-Issues