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  1. #81
    Player Kaych's Avatar
    Join Date
    Mar 2011
    Posts
    210
    Character
    Kaych
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Nynja View Post
    Maybe its time you level a new job...?
    Quote Originally Posted by Camiie View Post
    One major problem with FFXI is this seems to be a serious answer to any imbalances.

    Thank you Camiie. I completly agree ^_-
    (3)
    Its sometimes best to agree to disagree ^_-
    -----
    "/sigh factor" is when:
    - You are asked to set your HP when you already have your HP set the place you exit. O.o?
    - You need to repeat a quest a 100 times in order to cap your fame >_>

  2. #82
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    Quote Originally Posted by Camiie View Post
    I guess this is what SE is doing, but they and we need to ask ourselves "What is a 2-hour ability supposed to be?" Since it's under such a lengthy recast timer shouldn't it be a "broken" ability that has a very good chance of turning a fight around? Not God Mode like a brew, but something that in almost all situations would be very advantageous to yourself and/or your party? The cost being the 2-hour wait to use it again. That's what I expect a 2-hour to be. I'm not sure what the rest of you think. I'd like to hear your thoughts.
    I'm still asking myself that over the tavnazia armor drops. So they think haste for some 3 minutes, is so awesome it needs 20 hours recast? They think refresh is so awesome it needs to have limited casts before you have to go find a new armor?

    Sometimes it might be better to ask if they think at all, than what they think.
    (1)
    Last edited by Malamasala; 11-08-2011 at 01:37 AM. Reason: Apparently the forum remembers multi quotes forever

    Quote Originally Posted by Camate View Post
    We are currently looking into enhancing elemental spirits.
    Miracles do happen!

  3. #83
    Player Morgantisthedon's Avatar
    Join Date
    Mar 2011
    Posts
    135
    Character
    Morgantis
    World
    Phoenix
    Main Class
    BLU Lv 95
    All I can say about this thread is wow. Nobody is ever happy about anything lol. If you noticed they are adding new updates to the future for merriting 2 hours and a second 2 hour ability. Until then we can only speculate. And as for Drk's 2 hour ability I still find uses for it as all 2 hours. (Hence they are not brew like abilities and dont guarantee you a win. Most are very helpful and do sway a fight) My suggestion would be to lower them to more a one hour ability and incoperate the new ones (not on same timer like you plan) as the new 2 hour ability. Because regardless of what players think every 2 hour ability of all jobs has very good use's. Its the format with which you use it and the dynamics of your group and understanding each others play skills. Thus verstile players who understand this know a 2 hour ability isnt the end all be all. After all we will still get players wanting more, which is fine for avid players wanting this or that to rule #1 job. Which will always happen I think true abilities come with being verstile and understanding dynamics of the game your group and your job. Sure we all want 2 hour instant one shot kill abilities. But each job has pros and cons to it same as its 2 hour ability. Understanding that is whats important. All are good and usefull given the right circumastances.
    (0)

  4. #84
    Player Valonquar's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    46
    Character
    Valonquar
    World
    Phoenix
    Main Class
    DRG Lv 99
    lolDRK.

    I can say that because I lived through the early years trying to scrape by as a DRG main.

    Then again, for pretty much all of the endgame stuff I do, If I mention having everything leveled, no one EVER says to come as DRK, DRG, or most of the regular melee jobs outside of MNK, WAR, or rarely RNG. If I mention I have BRD or WHM leveled I may as well just stay on them.
    (0)

  5. #85
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    They really need to do overall adjustment on this job, BADLY!!!! It's like they have very little clue on how to do it and keep doing halfway efforts in the past 10 years. Warrior, Sam and Monk are great perfect examples on how to do perfect fine tune on melee jobs. Those three are the best melee DD jobs so far with good useful abilities that sets them apart. Drk on the other hand is like a bastard frankenstein effort to fuse warrior with black mage and the result is neither this or that with a bunch of semi useful abilities and nothing specials on most of their spells. We need new sets of Dark exclusive spells other than absorb and abolish the elemental tier spells (these are pathetic, useless and NOT needed). The existing Dark Spells are good, just need more tweaks. Also for the love of god, give something useful on the AF3 please... Compared to other melee jobs, DRK AF3+1 sets are a bit underwhelming. Lastly just tweak their job abilities and it should be good. Minor updates but yet no one over there seems to even have the capabilities to do it.
    (2)

  6. #86
    Player Kimble's Avatar
    Join Date
    Mar 2011
    Posts
    817
    Character
    Jimb
    World
    Asura
    Main Class
    COR Lv 99
    DRK is like, one of the best DDs in VW. Its right up there with WAR, SAM, MNK, not below it.
    (0)

  7. #87
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,420
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    DRK is mostly fine outside of abyssea. In abyssea, it gets trounced because of crit and crit damage dominance.
    (0)

  8. #88
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    DRK is more than fine outside. That's really the worst part about all this whining.
    (5)

  9. #89
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,420
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Greatguardian View Post
    DRK is more than fine outside. That's really the worst part about all this whining.
    There are still things, such as the two hour, as well as other minor stuff, that could use adjustment. It's just not vital to the job's performance.
    (0)

  10. #90
    Player Hayward's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    325
    While I agree Blood Weapon needs a twist to it to make it worthwhile again without it being exploited (I also agree with removing the job from the Kraken Club or limiting BW to the 1st hit of a multihit weapon), I can't agree with the argument that Dark Knight is underpowered. There's no logical basis for it. With the tools that a Dark Knight has, I'm shocked the other jobs aren't looking for boosts to match it.

    Here's some 2-hour abilities that need a look:

    *Blood Weapon (too short for DRKs main weapons to be effective)
    *Eagle Eye Shot (doesn't scale properly in terms of damage)
    *Overdrive (Overload-prevention gear pretty much obviates this JA as things stand)
    *Invincible (Let's have some truth-in-advertising if spells are going to continue to get past this JA)
    *Perfect Dodge (see above. Spells I can understand, not so much when it comes to shots)
    *Familiar (If Charming's a thing of the past, let's modify this to benefit the jug pets a little more)
    (2)
    Hayward: Cerberus-San d'Oria

    5/5 +1: Cirque [4/5], Tantra [4/5], Ferine [4/5], Estoqueur's [1/5], Sylvan, Navarch's [1/5], Savant's, Orison [1/5], Charis [2/5]

    5/5 +2: Creed, Caller's, Unkai, Iga, Raider's, Lancer's, Mavi, Ravager's, Goetia, Bale, Aoidos'

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