Page 33 of 85 FirstFirst ... 23 31 32 33 34 35 43 83 ... LastLast
Results 321 to 330 of 847
  1. #321
    Player Patrik's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Patrik
    World
    Bismarck
    Main Class
    RDM Lv 99
    i realize that everyone will want info for every job. but it would be nice to hear something of rdm... for once x.x. i only feel i should say this, because of all the info we will get, rdm is the one i doubt we will hear anything from. Its pretty much always been that way. So i say this now, since rdm is no longer a god among jobs, can we PLEASE get some info from devs about what will be done? I'm aware that the community reps read all this and report it all, so all i can ask is that you try to stress the desire for info on rdm.

    The job's usefulness has dwindled more and more since level cap raises, not being the only job that can solo everything is fine. But i just don't wanna ask for a pt, tell them I'm rdm and hear "um... sorry, whm only please." At the very least i would hope we get Cure V when 95 cap is added, cure IV is damn near useless now... Though if we get new and actually useful enfeebling spells, that'd be great, but don't kill our ability to be a "jack of all trades" that was what i loved about rdm.
    (0)
    Last edited by Patrik; 07-29-2011 at 08:04 AM.

  2. #322
    Player Gokku's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    481
    Quote Originally Posted by Leonlionheart View Post
    At the point WAR and MNK are now, if they left them at 90 and gave everyone else 95, they would still be better.
    i just wanna make sure they arent fucking with monk or giving us another useless JA *footworks* again.
    (0)
    Last edited by Gokku; 07-29-2011 at 08:18 AM.

  3. #323
    Player Draylo's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Cure IV is only useless in certain end game abyssea fights. Otherwise it is still efficient. My rdm can get around 40%+ cure potency and that is 550+ cure4's. Two of those is enough to cap most DD HP from a ws or so. There is only a 4 second recast time or so as well. WHM should be the premier healer anyway.
    (1)

  4. #324
    Player
    Join Date
    Mar 2011
    Posts
    319
    I'm not sure the 2hr revamp is that promising.

    During a zerg, 2hr BRD + Haste is capped magic haste. Prior to that, you will prefer the BRD over a SCH for NQ marches. Prior to that, you will prefer a WHM for superior healing, but even if SCH is healing, normal haste will cap you. Some instances where this will change the PT dynamics:

    * SCH as main healer and BRDs do not have/use 2hr (Requires Haste + 2hr + Marches to hit the magic cap, which is not difficult since Marches + Haste nearly get you there)

    The regain value will skew the benefit of haste in that a 100TP regain (Very unlikely) will undermine the impact of having haste. Conversely, high haste will undermine the regain if the value is "normal" (1 TP/tick).
    (0)

  5. #325
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Yugl View Post
    I'm not sure the 2hr revamp is that promising.

    During a zerg, 2hr BRD + Haste is capped magic haste. Prior to that, you will prefer the BRD over a SCH for NQ marches. Prior to that, you will prefer a WHM for superior healing, but even if SCH is healing, normal haste will cap you. Some instances where this will change the PT dynamics:

    * SCH as main healer and BRDs do not have/use 2hr (Requires Haste + 2hr + Marches to hit the magic cap, which is not difficult since Marches + Haste nearly get you there)

    The regain value will skew the benefit of haste in that a 100TP regain (Very unlikely) will undermine the impact of having haste. Conversely, high haste will undermine the regain if the value is "normal" (1 TP/tick).
    If Bravery is over 15% haste, stacking with Haste and Marches, you can Minuet instead of march1 one of those songs.

    It's a 2hour, we can assume the Regen is high enough to out perform Regen IV, and/or stacks with Regen IV. Regen IV can already be bumped up to 39HP/tick, which is significant outside Abyssea.

    Regain spell+Regain earring would only need 3 ticks of regain to bump Ukon up a xhit assuming the common 6hit builds (which depends, however, on DA, TA, and Retaliation).

    However, if it's potency is anything less than posted, it'll be useless.
    (1)

  6. #326
    Player Tezz's Avatar
    Join Date
    Mar 2011
    Posts
    99
    Brave
    Target: Single (Can be made AoE through the use of stratagems)
    Effect: Regen + Regain + Haste (Values/duration are under development)
    Usage Level: 5~ (Under the effects of Tabula Rasa only)
    Skill Type: Enhancing Magic
    Interesting for the "Light" side of things. I'm not immediately displeased with this one.
    I would hope that this Haste bypasses other forms and even allows beyond the cap, or make the regain actually worth a damn.

    Merton
    Target: Single (Can be made AoE through the use of stratagems)
    Effect: Damage + Damage over Time (DoT effect depends on the initial damage)
    Usage Level: 5~ (Under the effects of Tabula Rasa only)
    Skill Type: Dark Magic
    SE doesn't want us using Helices on enemies, and now they do? This one also just doesn't seem 2hr-worthy, imo. Feels like a quick slap on.

    At best it would probably be initial damage comparable to T3~T4 range and a few ticks afterward or active while 2hr is still in effect. I know this isn't classified as Helix, but assuming 8-10~sec/tick = 5-7~ procs while 2hr active.
    As long as NM's aren't resisting, it would be great for soloers or for quicker hate-free low man attempts. If good enough, it could also be a sort of mini-brew, but i doubt it.

    Finally, it could be a great way to AoE groups of monsters in Abyssea. Relying on 2hr chest spam.

    At worst, the initial damage is crap and the procs resisting too much. More monsters making the AoE less & less forcing this method useless.
    (1)

  7. #327
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    There is actually a SCH specific manifesto post. Wonder why they didn't post it there.

    Can't say I'm overwhelmed with joy at this info, but I wasn't expecting much to begin with.
    (0)

  8. #328
    Player Coldbrand's Avatar
    Join Date
    Mar 2011
    Posts
    472
    Character
    Golovko
    World
    Leviathan
    Main Class
    DRG Lv 99
    Also please keep the regain an even number that works well with 6 5 4 hit builds so it's actually worth a damn for well geared players. You should also look into this adjustments for the COR roll.
    (1)

  9. #329
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
    Posts
    130
    Quote Originally Posted by Raksha View Post
    There is actually a SCH specific manifesto post. Wonder why they didn't post it there.
    D'oh! My bad, I searched and didn't find it. Sorry about that. I didn't want to hold onto the information longer than I already had after it was compiled. (I blame Camate, honestly.)
    (4)
    Matt "Bayohne" Hilton - Community Team

  10. #330
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by Bayohne View Post
    I blame Camate, honestly.
    Doesn't everyone?
    (3)

Page 33 of 85 FirstFirst ... 23 31 32 33 34 35 43 83 ... LastLast

Tags for this Thread