The only way i can see the RDM 2 hour being useful is if it adds new and unexpected effects to pre existing ones along with enhancing its current parameters. i have no faith that they will get that right so yeah...
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The only way i can see the RDM 2 hour being useful is if it adds new and unexpected effects to pre existing ones along with enhancing its current parameters. i have no faith that they will get that right so yeah...
No, but way to take a long and thought out post and try to turn it into a joke with 4 words. Care to expand on your bolding a little based on opinions and observations, or you just trying to be a nasty little troll garnering a few likes from other trolls at your vile approach towards another human being? You feel taking the mentally handicapped as a laughing matter amusing? I hope you have an enormous sense of well being following your disgusting attitude. I rarely if ever get annoyed at something someone posts on an internet forum, but your post I found both insulting, and vile.
SMN's new 2hr is only useful IF and only IF the duration is more than just 1 BP and is indeed a true 'Chainspell' like in that there's no limitations as to how many BP you can fire off as long as you have the MP to cover it. Otherwise it'll be as useless as BST (and some of the other jobs).
Here's hoping that it is real and not what ppl are just reading too much and having too much hope/faith.
Whoever says this new pup 2 hour doesn't rock obviosly hasn't put the time into their puppet enough to realize how much the old one sucks. Thanks camate for the update, but the drg one really does seem useless.
BUT I wanted to be a super RDM for 20 minutes.... 10 minutes isn't as fun.....
So RDM's is even worse than I thought.
Ok, the pup correction is an improvement. Now correct the rest of pup's 2 hour so it doesn't suck.
Well, if you want to blatantly ignore every single one of my posts in this very thread because they disagree with you on some part or another, that's fine, but I wasn't trying to troll. I was asking an honest question that I was unsure of, because all of the portions of your post that I bolded are rather... unintelligent. or uninformed. You're not going to be able to successfully guilt trip me, though, given who I am and what I am; I'm just gonna laugh at you, while you sit there on your moral high horse, because I find it comical.
The post was intended to be an insult, though, so mission accomplished, I guess.
That's cute and all, but I'm fairly certain I've put a fair amount of time into my pup, and everyone else's pups, to be qualified to declare that our new 2hour is just as garbage as overdrive.
Wow, the RDM got even worse, and still no mention of being able to apply self-only buffs to other people. This sounds awful. I can't envision a situation where this will be more useful than Chainspell, let alone Tabula Rasa. If this shares a timer with the existing 2 hour abilities, it will never get used. Camate, please tell them to try again.
If you think SE will ever give us un-dispel-able enhancing magic, you either have been drinking too much SE coolaid or haven't been playing long enough.
I'm actually not surprised at all that SE gives RDM ENHANCING 2hr. It fits right into their current mindset regarding RDM, which is basically, it's a job that has near-zero usefulness/uniqueness and no one with their right mind should ever play it. {Before ppl jumps all over me, I do have RDM and had to dealt with doing 5x BLM refresh in dynamis back in the old days. I've also done my share of RDM solo'ing back then. I no longer play RDM anymore because there are so many other job alternative that I can use. Only time I have used my RDM in the last year was when I can't find a RDM for our VW - which we no longer need anymore with the change.}
As bad as RDM has gotten though, they're not alone. Look at BST and SMNs (PUP was taken out from their corner with their pet's AI fix a while ago). SMN still only have their level 72 BPs or their merited level 75 elemental BP. While BST has the jobs most unique abilities taken away from them (from anywhere that is of REAL value. Yes, you can still charm but there's nothing that is worth doing now a day that you have anything that you CAN charm).
So yeah I feel bad for RDM but it's not like RDM is the only job that SE is completely clueless about it.
Hopefully with the new director in place now, things will change. One can only hope.
HAHAHAHAHAHAHAHAHAHAHAQuote:
RDM:
Incorrect: Grants an increase to the effect and effect duration of enhancing magic.
Correct: Grants an increase to the effect of enhancing magic.
The nerfing has begun.
Can't have RDM actually be useful so they made it worse.
Nah, you took what I said out of context, but that's a norm around here. I was only speculating about it. Not saying it. No worries tho
That kind of thing would be a complete let down, in less It keep mob's from overwriting the spell's as well. Thought could be a little note worthy.
To the Dev Team:
I kinda like the general direction where you're going with DNC's new two-hour, but I'm hesitant on a few things. Flourishes, as you know, are shared between three different categories. If this new two-hour resets all Flourish recasts, it'll only be genuinely useful for three different Flourishes at that moment. It sounds a little iffy in a sense it'd be pretty useful already, but you have to keep in mind what those decisions are between.
The first category is the choice been weight, a weaker provoke, and stun, which wouldn't benefit too much from an instant recast reset except in a one-use crisis where you'd need to Stun in that moment. In my experience, the recast on Violent Flourish is so low it's never been an issue that DNC can't already take to the face as it is. Anything beyond that usually can't be reliably stunned without preparation, or are immune to stun altogether, and in a situation where an instant stun would be worth it, I don't know if I'd want to sacrifice the ability to use my Waltzes with a minimal recast timer and no TP cost for two hours just to do so.
The third is the decision between forced criticals on the first strike of your main hand, a one-time forced double attack, or a one-time forced triple attack. The recast timers on those are rather long, and none of them would be genuinely nice to stack together, because even if you had Climactic Flourish to Tertiary, you'd still only get a guaranteed critical on the first hit of the three strikes. In Abyssea, with the right Atmas, Striking and Tertiary are usually unnecessary, since I almost always swing in multiples on my main hand.
Those two categories I mentioned above are the only two I can see gaining minimal to no benefit from the proposed two-hour. The second category, however, can gain a minor amount of benefit on one part; the zero cost of Finishing Moves in order to act. The ability to use Reverse Flourish to regain TP without consuming all of your Finishing Moves is inviting, especially with the idea of tacking Building Flourish on the front of that. Wild Flourish hasn't been useful for a long time to me, since it not only can't do a Lv.3 skillchain closure (like SAM's, which hurt my feelings a bit since I thought WF made DNC unique when it came to skillchains), but the recast time it incurs is the same as Reverse Flourish and I can simply self-skillchain with Reverse Flourish to make Darkness on my own and do more damage in the same amount of time.
Now with all that taken into consideration, it's time I looked at the zero cost to Finishing Moves. This idea is enticing when it comes to Reverse Flourish, but in all honesty, by the time I can re-use any of the categories, my Finishing Moves are already capped. Presto and No Foot Rise even without full merits can make me Building Flourish to Reverse Flourish in the exact same amount of time. With a Terpsichore, this two-hour is rendered completely ineffective in regards to this, as a full set of five Finishing Moves is ten seconds and 10% TP away.
To wrap this up, I think the idea you're looking for is great. It's on the right track, but it's not doing much except pointing out what a Dancer can already do if they put their heart into it. If you have the time to test it, I'd try taking a closer step towards what Trance accomplishes. If you were to cut the recast down of all Flourishes to... maybe... five seconds? Better yet, to try to balance it out, put all Flourish categories on a shared timer, one singular timer, and have a five-second cooldown or something similar. I just wouldn't go over ten seconds. If you did that and maybe reduced the cost of Flourishes to one Finishing Move instead of zero, it'd push the Dancer to have to continually work for it if they're using it to its maximum potential, and it wouldn't be broken.
The only Flourishes a Dancer would really look into using this for during practical everyday use is for Building and Reverse in order to weaponskill more. If you make sure the delay is long enough that they can't self-skillchain with Reverse Flourish to Reverse Flourish, it wouldn't come near SAM's original two-hour, but it'd stand its ground next to Trance as a decent, functional two-hour to use in both a planned situation and in a desperate one. I apologize if this post is a little too lengthy for your already busy schedules, but I thought it'd be important to break down the functionality of what you were proposing and what Dancer already can accomplish.
Boo, none of these sound interesting.
Effectiveness will all be in the numbers, which we'll have to wait for. My disappointment is that the effects don't sound that creative. I was hoping to see more fun moves like Embrava and Kaustra.
It seems almost everyone agrees already, but I really can't see choosing SCH's new 2-hour over Tabula Rasa ... ever. What's the reason for any of these sharing the same timer as current 2-hours? Balance is a boring answer. If the enmity redirection thing remains, please make it potent and long enough that SCH doesn't get stuck with another pretty name like Modus Veritas, Adloquium, or Animus Augeo that doesn't actually do anything people care about. I know other jobs have the same problem, but I don't care about them :p
Many of the 2hours are great, but some aren't so great.
I think the optimum example at this point is Monk's which gives the player a choice between a very good offensive option and a very good defensive one.
That said, some jobs, no matter what you give them, you'd be hard pressed to give them something better then their two hour.
Summoner and Scholar come to mind, but with Summoner the 2hour option is actually really good - you get an offensive option that also finally makes Tarutaru's high MP useful, for once (well, at least until you go /RDM and use Convert on a non-Galka race...).
Scholar... well, I can't pretend to be upset since the job already has a great 2hour, but swapping enmity around doesn't exactly Scholarly. Obviously whatever is given is very likely to not have as much utility and power as Embrava if the game is to retain some semblance of balance from one of the most powerful classes, but I think Scholar could use something else more suited to it, or some more tactical element could be added to the proposed 2hour, such as also (in addition to the enmity swap) Scanning the enemy for strengths/weakness, current buffs/debuffs and stats, or also (in addition to the enmity swap, but instead of Scan) slightly buffing the player who got all the enmity with some sort of enmity based buff that wears off as the player loses the main aggro focus. Nothing major, just something more "tactical" to reflect Scholar, not because it needs more power, but because it would fit flavor better.
Anyways, while I also disagree with some assessments of certain 2hour abilities, I'll reflect on White Mage's and Red Mage's 2hour abilities.
While just about anything is better then Benediction (which is very situational at best for various reasons), I'd like to point out that this souped up Divine Caress is roughly (maybe exaggerating to make a point here, but still) useless unless it covers EVERY debuff. Perfect Defense exists (and to a lesser extent, the Chainstun combo), so it isn't like 2hour abilities aren't allowed to break monsters. Really, Benediction should remove Doom with perfect accuracy, but since that's been denied White Mages, they should be able to prevent it with this new 2hour, along with Zombie, Amnesia, Charm, Muddle, Max HP/MP down, Petrification, Gradual Petrification, Weakness, and maybe even Death (spell). If that's all really an issue, just make it not stack with Perfect Defense and you have a reasonable tradeoff.
I really think White Mage deserves a good 2hour that isn't just instantly doing a couple spells while stealing hate from the tank.
Yeah, so Red Mage's 2hour is going to be interesting. If it doesn't let you cast self-cast spells on others, those spells should get a much, much bigger boost then others.
If something like that happens, Red Mage could get Haste, Refresh II, Phalanx II at reasonable amounts for the party for what others essentially call a mini-Embrava, but also get highly souped up Barspells for itself and possibly the party... and then for itself get insanely buffed Temper, Phalanx, Gain-STAT, and Enspells.
Basically, if these spells are still self-cast for the 2hour, a well equipped Red Mage should get 100% Double Attack rate, 50~100+ damage Phalanx, at least doubled Gain-STAT (~50+), and Enspells that make Rainemard blush. I think if this was the case, this would be a great 2hour, since you'd be able to toss a few boosted buffs on your party, then become a demigod for a short amount of time. Melee Red Mages would finally have their time to shine, and without hampering the party to do so.
Yeah, I think RDMs can complain just a little bit now.
What was initially posted was already (relatively) bad, and the correction just made it ever-so-slightly worse.
I agree with this very much.
I just made the assumption that the new White Mage ability will block all status ailments completely for the duration, because if not, it will be worse than Perfect Defense across the board. That outcome just didn't seem like a possibility at the time.
After taking in some of the more lackluster abilities and it thinking about it, that seems like a possibility now. I HAS A SAD.
I can't really see the SCH 2hr being used much - only time I'd probably use it is if some idiot annoyed me ... I'd stand there and watch them die :)
Lol, they realized the possibility of RDM's new 2hr having some sort of use~ so they *Fixed* it~
This is NOT okay. This BLOWS. Are you kidding me?? What happens when the enemy runs out of TP to steal? This is just another completely useless ability given to DRKs. YAY. -.-Quote:
DRK: Steals an enemy's TP through regular attacks while the effect is active.
I must say that not ALL of the 2 Hours look useless.. But the majority looks REALLY bad.
PLEASE Square Enix PLEASE reconsider most of them. PLEASE
PLEASE
Warrior two hour is not competitive with Mighty Strikes. The number of mobs that use Invincible or have shields that can be bypassed by non-ele damage AND are powerful/relevant at 99 enough to necessitate a two hour activation can be counted on one hand. And even then these effects can be gained by Monks using Formless Strikes, Darks using Twilight Scythe, and Cors using Quick Draw, without the use of their two hour abilities.
Please change it to 100% DA/TA activation with the Acc bonus or keep the faux-Formless Strikes and change the Acc bonus to a Weaponskill Damage bonus %.
I don't understand SCH`s new 2hr, since when did they have anything to do with hate, bar 1 spell? And completely stripping hate from the WHOLE party? THF would like to have a word with you.
As a THF i`d rather be able to redirect party hate to a single player than a second trick attack.
SE's vision for THF was hate management, then they broke the hate system and the abilities we have right now don't help manage any hate at all, so why if they`re going to add a 2hr like this do they give it to SCH?
And then you feed on them!
It was pretty grim the first time I read it, but your way of thinking might be more... acceptable, haha!
I'm also one that is very interested on the Red Mage's ability. Could it possibly grant a stronger haste than usual for example? I do doubt that, however, and with that said, I'll wait to test them all on the test-server before I say anything more about them.
Though I'm still disappointed even the old ones are '2-hour' abilities in the first place. 30 minutes would be enough to 're-charge' them in my opinion! And no, I'm not saying that because of Nyzul II. I am not even investigating those parts!
Blubb. >:[
assuming you have dAGi caped, subtle blow capped,penance, yurin (and that they stack) 430delay weponQuote:
Originally Posted by bgwiki
(11+3)*.5*.5*.6=2.1
at least 2.1TP from your last hit to drain
2.1 is low but:
-DRK is not a big AGI job (won't cap dAGI)
-DRK doesnt have subtle blow trait, and doesnt use a lot of sb gear
- you can ask your mnk nin thf whm to not use subtleblow effect on a fight you 2h
-other people might have hited it
-monster get tp from its attack
there is little odds that it doesnt have any tp(1st hit after it tp moved on shadows/3rd eye/inv/miss; it used dmg nullification and didnt get any from its attack)
They're supposed to be battle-tacticians, it actually makes sense for SCH, it just wont be used when the first 2-hour is a damn sight better.
This is very on the mark what they wanted SCH to be.
PS. Technically they proved this with two spells for hate gain and reduction, and Libra.
Unless you're fighting solo, you're going to be having a LOT of people attacking the enemy, enemy TP should NOT be a problem.
D: What the happened here Camate? This does't have anything to do with Beastmaster! Ok fine we do have a pet... but since when do Beastmasters eat their pets?
Looking back at the history of Beastmaster I am very curious as to the trail of thought SE had with the Beastmaster Job. 1-75 Beastmasters rely on Charming pets to exp, utilizing jugs when they have no other choice. Then come 75+ Charm is rendered useless and we are told Jug Pets are the new thing with no Charmable mobs in new content. Now SE expects Beastmaster to call up their pets (this does cost gil to do) then dispose of them to heal ourselves (of hp and status aliments) along with a reraise effect?
No were in Beastmasters history do Beastmasters rely on themselves instead of their pets. Beastmasters work alongside their pets, letting their pets take the majority of damage while the Beastmaster does what must be done. This is the one fact about Beastmaster that has remained consistent through all the twists and turns SE has thrown at the job. For laughs I'd love to hear how the current Job Overview of Beastmaster reads.
As for the idea of this new 2-hour, Beastmaster's wouldn't so much as touch this. Realistically, when are Beastmasters to use this? We can't use it to save ourselves in a tight spot once our pet dies because we need a pet to discard to use it. Additionally we can't use it to heal ourselves with our pet taking damage for us...
So someone please explain to me what happened here! :confused:
Camate, please tell the Devs that this new Beastmaster 2-hour is unacceptable. From neither a Beastmaster gameplay standpoint and a storyline standpoint does this 2-hour remotely make sense. In the bolded font just above you say "the effects may be adjusted" we need to see this --> "Absorbs the pet and recovers both HP and removes status ailments. Also, the player will receive a Reraise effect." completely removed and redone with a useful ability Beastmaster can utilize.
Apart from Beastmaster (which i stress because it is my main and favorite job within the game) there are many other 2-hours that I believe need to be taken back to the drawing board. BLM, RDM, BST, DRG being what I believe need the most attention and should be completely redone. Before questioning the other 2hours I'd like to know what the plans are for these jobs obtaining these 2-hours? If Merits what would Meriting these 2hours do to better them? Also will these 2-hours share a timer with the current 2-hours or will they be on a different 2-hour timer? Additionally can we get the duration time of each of these 2-hours as it is vital in discerning the effectiveness of most of these 2-hours.
A good question was raised as to whether these new 2-hour abilities can all be unlocked and utilized or if it will be similar to the new merit-able weapon skills where you have to decide which ones you want to unlock.
Once the level requirement is fulfilled for each job, you will be able to use all of the new 2-hour abilities. Also, just to reiterate what was stated quite a while back, these new 2-hour abilities will share the recast timers of the original 2-hour abilities, so players can choose which one to use based on the situation.
We are also planning to introduce a way to enhance the abilities via merit points, which will be the next step for adjustments planned for the latter half of 2012. While the specifics for this have not been decided at this time, the plan is to add this to each job category. Also, there won’t be any restrictions on which jobs you can enhance as it will be possible to put merit points into each one.
Finally, in regards to a question about thief’s ability:
The major damage dealt will be a single attack. You can kind of think of it as the way Sneak Attack is used.
...Yea, see, most of these 2hours are complete garbage, that won't ever be worth using over the already existing ones. Many of them are slightly stronger repeats of abilities we've already received (whm (divine caress), pld (palisade/reprisal), nin (issekigan), drg (spirit link), apparently thf (since it's just TA2)). C'mon now, camate, the devs can't seriously think reskinning JOB ABILITIES for the same jobs that already have them is acceptable, or anything other than absolute laziness, can they? Gear is one thing, but job abilities? We've been waiting for ages for these new 2hours, and they're so disappointing that it's painful, don't the devs have anything to say on all of the negative feed back?
So SCH's will never be used among others then.
Outside of Aarahs' note on use (in which case Embrava is still better since melee will cap enmity within a minute anyway regardless) there is one other reason that this is a very nice ability. Whenever you have a party member that you find really really annoying, just slap this ability on them and watch that HP bar plummet.
Dear Camate;
Would you be so kind as to provide any further details about Dancer's new two-hour? I was curious as to the possibility of meriting down the recast timers of Flourishes while under the effect of the new proposed two-hour, or if there's a possibility of this coming naturally with the job ability, possibility at a weaker state to enhance further at a later date. I think this would enhance the two-hour as it is enough to really prove useful to many different Dancer builds regardless of their main focus.
I was hoping Developers would have known by now the utility of Eagle Eye Shot, which is, none. Just a glorified weaponskill.
If the Developers are out of ideas for useful THF 2-hour, here's one, modified version of yours:
For 45 seconds every attack done by a THF from behind the enemy will be treated as a Sneak Attack (including weaponskills) and modified by DEX the same way as Sneak Attack is. If there is another character between THF and the enemy, every such attack will be treated as Trick Attack, and modified by AGI. These effects will stack, so if THF is behind the enemy AND has someone in front of them to transfer hate, both SA/TA effects will occur with DEX/AGI modifiers stacking.
There, THF becomes useful in party situations, zergs AND becomes master of hate management (as promised long time ago by the Devs) for 45 seconds.
In before we promised no such thing.