I've never fought it but what about the tier IV VNM, I always thought that was a darkness wyrm?
I've never fought it but what about the tier IV VNM, I always thought that was a darkness wyrm?
New content release? Anybody else catch that? ...I have hope.
Haiku's are easy
But sometimes they don't make sense
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Azdaja is a different kind of mob from faf/nidh/vrtra/etc. He shouldn't be included in this list.Azdaja in Abyssea-Grauberg
nitpicking aside: This is a big woot. new dragons to slay! Wyrms have historically always been fun fights in the game. Except 7 hour tiamats...
I have been thinking about this, and I think that new Wyrm's would be a great idea, but something needs to be done about HOW you fight wyrms.
It is well known by now that you fight wyrm's on their feet. I would like to see some system implemented that counters this. Tiamat uses counter but that isn't what I mean. What if the Wyrm's stomped their feet if players were standing at them. It could cause a short stun that went through shadows (doesn't have to wipe them, it's just something for wyrm's could have to fight against it's weakness).
The more important issue though is I would like to see melee and mages work together more. Wyrm's should be one of the most feared creatures in vana'diel and when a wyrm is taken down by nothing but mages it kinda... belittles it. I would like to see a system for wyrm's implemented for all wyrms.
As a Wyrm takes dmg, it keeps track of what type of dmg it is taking. If a team is using too much of one type of dmg (magic or melee) then it starts to reduce the dmg of the excessive dmg to the point where it stops taking dmg entirely of that type.
For example, if a team had nothing but mages it would start reducing magic dmg very quickly since there isn't any melee dmg being delt. The more magic dmg delt the stronger it resists it and pretty soon it will do 0 dmg on everything. The only way to dmg it would to have physical dmg delt, and it would be normal dmg, nothing like double dmg since magic is at 0.
This system is about balance, so players work together and we don't take down a Wyrm like we do with tiamat and just magic dmg mostly (although its fun fighting it with melee's on it). I think that SE imagined that we would work together when creating this game, and this would be the perfect enemy to put this into place during a time when we aren't doing anything like this anymore.
I know that SE has put systems into place where there are phases. For instance after certain amount of time it starts to take just magic dmg or just physical dmg. I don't think that would be appropriate for this idea. First of all what is to stop them from just waiting it out and then using the dmg they are using again once it wears off. It should be cooperation, working together.
There shouldn't be phases where it just takes one or there other. It should be a process where we work together and when one side is doing too much they back off little to make everything neutral again. As it stands now it would be much easier to deal more physical dmg than magic dmg, that would be an issue with the system but that also would mean that we would have to work together even more. If we keep both sides equal for example then we would be dealing faster than if we had one side out dmg the other.
I hope I didn't go on too much, it's only two ideas but the second is more complicated.
Fix cure lock.
lol Wyrm battle! Long fights! Once Again! WOOT
There's already a wyrm there: Odzmanouk. Quite friendly as long as you bring some shell bugs for her to snack on![]()
Abyssea, limbus and BCNM wyrms are non-standard and shouldn't be considered, but it matters little since the current 5 elements are still covered with Ouryu, Fafhog, Jormy, Tiamat and Vrtra.
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screw elemental wyrms, bring the four fiends insted. Scarmiglione of Earth, Cagnazzo of Water, Barbariccia of the Wind, and Rubicante of Fire
90 WHM BLM RDM SAM DRK THF NIN 90
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