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  1. #51
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    I forget where I mentioned this at but isnt it time for SE to expand the beast chart to include all the new types such as elemental, firebrand, etc. Also, shouldn't something be done between beast men clans, so that much like animals bluemages can exploit clan moves against other clans?

    For example, Goblins & Moblins (dark based) weak against light < Porogoo(water/light based) weak against ice/thunder<
    gig as(ice) weak against fire < troll/Orc(fire) weak against water < sahgain/Quadav(water) weak against thunder < etc etc.
    Most would have to be slightly reworked but most people get the general idea.
    (0)

  2. #52
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Are you guys serious?

    Your manifesto was one of the only ones that made sense.


    SE:

    GIVING BLUE MAGES MORE BROKEN SHIT.

    GRATS.

    Love,

    SE.
    (1)

  3. #53
    Player Defiledsickness's Avatar
    Join Date
    Mar 2011
    Location
    Asura
    Posts
    208
    Character
    Defiledsickness
    World
    Asura
    Main Class
    BLU Lv 99
    dont be jealous cuz they arent announcing Kraken Club trials to level 95 :P
    (0)

  4. #54
    Player Kegsay's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    13
    Character
    Kegsay
    World
    Quetzalcoatl
    Main Class
    BLU Lv 99
    Spells wise I think BLUs could really do with a form of Phalanx, especially since SE have in the past been trying to make us not use /nin (giving us dual wield, giving us occultation, etc). There's still a bunch of people who like BLU/WHM, so tossing in a Protect/Shell type move (even if the strength is one tier below WHM) would also be nice.

    One thing I think SE has forgotten is the whole Monster Affinity thing, which made our AF1 head and Tier 1 merits. I would like to see a rethink of this 'trait' since quite frankly, it's terribly implemented at this point in time. Whilst I know Undead destroys Arcana, I'm never ever ever going to set Blood Saber or any kind of undead spell, because the multiplier is just pathetic. Since it's tricky to boost damage (and make it worth the set points) for casting, I think it would be better if it gave an 'intimidation' effect (maybe 25% proc rate) for even a short period of time (30 seconds even). You could then even make AF1 head and T1 merits increase the duration of this intimidation effect. This way, there's incentive to think what is good against what, whilst giving a noticeable reward for your effort, AND it makes AF1 head and T1 merits more relevant than it is currently.
    (0)

  5. #55
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    I forget which mob(Ahriman or pots) gets which abilties, but ther are 3 damage negation moves of "range" barrier, magic barrier, and physical barrier. Each with a 30sec duration would be cool to have.

    How about either rapido cactaur or that Mamool JA who "flees" move? (Watch the thieves cry foul even though this would be a spell with long recast).
    (0)

  6. #56
    Player Defiledsickness's Avatar
    Join Date
    Mar 2011
    Location
    Asura
    Posts
    208
    Character
    Defiledsickness
    World
    Asura
    Main Class
    BLU Lv 99
    i dont think rapido 'casts' his flee though. and the point isnt to make blu not need a SJ, but we do need more defensive tools to compete with nin (not so different of a job). i'd love to get a -massive damage spell ^^ they can always add new mobs with new spells after all.

    / to the monster affinity talk so far. i used to set spells based on monster type back at 75, but now i dont even notice the family when setting spells. and the only decent dmg drain spell is the new one which works off of Blue Magic Skill and isnt undead type. blood drain rocks for farming, but idc about the mob family.
    (0)

  7. #57
    Player Draylo's Avatar
    Join Date
    Mar 2011
    Posts
    778
    I would love protect/shell, even if its like II or III only. That would make /nin play more safe with shell if you don't have a WHM (soloing). I would also like Phalanx type spell too.
    (0)

  8. #58
    Player Kwate's Avatar
    Join Date
    Mar 2011
    Location
    ***The Immortal Sanctuary***
    Posts
    303
    Character
    Kwate
    World
    Sylph
    Main Class
    BLU Lv 95
    I think at this stage we could safely expect Pro/Shell IV. But any damage reduction buff with at least a 3~5 min duration is very welcome.
    (0)

  9. #59
    Player Kyte's Avatar
    Join Date
    Mar 2011
    Posts
    84
    Character
    Kyte
    World
    Siren
    Main Class
    BLU Lv 99
    Quote Originally Posted by Zagen View Post
    How so? As far as I can see RDM refresh gear is just as easy to get as BLU can get...
    Hairpin = +1
    Emp Body+2 = +2
    Hands/Feet = +1
    Subligar = +1

    All of these are RDM and BLU friendly what am I missing?

    Edit: Just in case, I'm not trying to be sarcastic or anything like that I'm just curious what I might be missing for my RDM.

    The ease of getting RDM pants +2 or Relic hat does not in any way compare to getting random augments on the hairpin and subligar.
    (0)

  10. #60
    Player Zagen's Avatar
    Join Date
    Mar 2011
    Posts
    1,165
    Character
    Zagen
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Kyte View Post
    The ease of getting RDM pants +2 or Relic hat does not in any way compare to getting random augments on the hairpin and subligar.
    I'll assume you're saying Relic Hat and +2 Legs(which don't give auto refresh) are harder to get than the annoying augments on pin/subligar.
    (0)

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