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  1. #1
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,174
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    whats overpowered, whats good, whats bad, is completley and utterly wrong.
    You're welcome to your opinion, but that doesn't make it correct. Let me guess, you play BLU in ballista? >.>

    (Pre-cap rise): Disseverment- if this doesn't kill you instantly, the high damaging poison will. Easily the worst spell in PvP <=75.
    Post cap rise: Several new spells that are all considerably stronger than Disseverment will kick your butt.

    The only thing limiting these most powerful spells is short range (which is longer in ballista); The BLU spells do not seem to be affected much by the global damage reduction in PvP, either. This might just be a bug that's never been addressed, but it's a problem either way. BLUs are quite squishy, but they have accesss to a wide array of buffs that help cover that weakness.

    SAMs )especially with RNG sub) are pretty tough customers too, but they are somewhat balanced by having no area effect or multi-hit attacks, so anyone with shadows (be it 60 cap or otherwise) has some defense. RNG/SAM is just about as strong.

    SMN: Very, very weak until lv65 except for 2hour, so horrible for 60 cap. Merit pacts ignore shadows so SMN becomes quite good at 75+ ballista. BLUs and Tachi:Gekko are your worst nightmare though. Sleeping summons is very frustrating with the Smelling Salts being rather rare and the only way to wake them up, usually forcing you to resummon.

    PUP used to be very probelmatic because killing the automaton was so crippling; but Deus-ex automata takes care of that problem and with the skill upgrade, PUP now performs very well in ballista, being able to fight without fear of losing the automaton for a third of the match.
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  2. #2
    Player Harukusan's Avatar
    Join Date
    Mar 2011
    Posts
    186
    Character
    Harukusan
    World
    Ragnarok
    Main Class
    WAR Lv 99
    Quote Originally Posted by Alhanelem View Post
    You're welcome to your opinion, but that doesn't make it correct. Let me guess, you play BLU in ballista? >.>

    (Pre-cap rise): Disseverment- if this doesn't kill you instantly, the high damaging poison will. Easily the worst spell in PvP <=75.
    Post cap rise: Several new spells that are all considerably stronger than Disseverment will kick your butt.

    The only thing limiting these most powerful spells is short range (which is longer in ballista); The BLU spells do not seem to be affected much by the global damage reduction in PvP, either. This might just be a bug that's never been addressed, but it's a problem either way. BLUs are quite squishy, but they have accesss to a wide array of buffs that help cover that weakness.

    SAMs )especially with RNG sub) are pretty tough customers too, but they are somewhat balanced by having no area effect or multi-hit attacks, so anyone with shadows (be it 60 cap or otherwise) has some defense. RNG/SAM is just about as strong.

    SMN: Very, very weak until lv65 except for 2hour, so horrible for 60 cap. Merit pacts ignore shadows so SMN becomes quite good at 75+ ballista. BLUs and Tachi:Gekko are your worst nightmare though. Sleeping summons is very frustrating with the Smelling Salts being rather rare and the only way to wake them up, usually forcing you to resummon.

    PUP used to be very probelmatic because killing the automaton was so crippling; but Deus-ex automata takes care of that problem and with the skill upgrade, PUP now performs very well in ballista, being able to fight without fear of losing the automaton for a third of the match.
    I find this to be a large sum of your opinion, mixed with few actual facts, scrambled up and making no point at all.

    First of all, the thing about BLU: I still believe people give them too much credit for how easy it is to actually NOT die from them. If you get 1-shot by a BLU then you are beyond the worst player, because no one should die in one spell. I'm a Taru, and I often find it takes 3 to 4 spells unbuffed, depending how good the BLU is, to kill me. In the amount of time it takes this BLU to mash their buttons I have several options I can choose to turn this situation around, all vary by different jobs. If I'm on DRK or SAM, my primary option would be to not run away, but face them and spew my TP on them instantly, preventing them from attacking me at all and sending them off with their tails between their legs. In the case they are subbing NIN, it's not very hard to wipe shadows... Weapon Bash > Poisonga > Guillotine. (Sorry I use DRK as a reference a lot, it's the job I have most experience on in Ballista, but not the only job). Simple strategy, I know, but it usually gets the job done. Also, Urteil has mentioned a few times that his main job is also DRK.

    It has been brought up several times before on this thread that no job is overpowered in Ballista. There IS a balance that no one cares to look into, with all the options for gear you can use, and so many truly experienced Ballista players to reference for info, this should be no secret. People can take a job like SMN or PUP for granted and call them weak, but only because some jerkass BLU thinks it's funny to run up behind and Disseverment you all the time, or because SAM almost always has TP, peoples' first thought is to be afraid and avoid them. Their disadvantage is being predictable. Before they even get to you, you should be aware of what they are planning to do, it's ridiculously easy. I can't find the right words to explain anyone's ignorance when they jump to such conclusions that they are "over-powered." Have you ever tried I mean actually tried thinking of other ways to turn the tide of the "over-powered jobs" and demoralize them a bit?

    Ballista is about strategy, you can't just go in without one and expect to win. Likewise, you can't expect to have fun when you get steamrolled because you were unprepared. This is what turns most people off from Ballista. Don't blame the game, there is nothing wrong with it. The problem is you.
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  3. #3
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Alhanelem View Post
    You're welcome to your opinion, but that doesn't make it correct. Let me guess, you play BLU in ballista? >.>

    (Pre-cap rise): Disseverment- if this doesn't kill you instantly, the high damaging poison will. Easily the worst spell in PvP <=75.
    Post cap rise: Several new spells that are all considerably stronger than Disseverment will kick your butt.

    The only thing limiting these most powerful spells is short range (which is longer in ballista); The BLU spells do not seem to be affected much by the global damage reduction in PvP, either. This might just be a bug that's never been addressed, but it's a problem either way. BLUs are quite squishy, but they have accesss to a wide array of buffs that help cover that weakness.

    SAMs )especially with RNG sub) are pretty tough customers too, but they are somewhat balanced by having no area effect or multi-hit attacks, so anyone with shadows (be it 60 cap or otherwise) has some defense. RNG/SAM is just about as strong.

    SMN: Very, very weak until lv65 except for 2hour, so horrible for 60 cap. Merit pacts ignore shadows so SMN becomes quite good at 75+ ballista. BLUs and Tachi:Gekko are your worst nightmare though. Sleeping summons is very frustrating with the Smelling Salts being rather rare and the only way to wake them up, usually forcing you to resummon.

    PUP used to be very probelmatic because killing the automaton was so crippling; but Deus-ex automata takes care of that problem and with the skill upgrade, PUP now performs very well in ballista, being able to fight without fear of losing the automaton for a third of the match.

    I play Dark Knight, and only Dark Knight, and at the max level range whether it was 75,80,85 and now 90.

    If you're getting hit by Blue magic without being slept, or bound. You are doing it wrong.

    I employ 38% PDT with a magian 2-4 Scythe versus Blue Mages, or if I (rarley) feel the need I bump it up to 50% with a Magian Earth scythe and switch the slots around. Dying quickly is.... quickly a thing of the past even if you mess up your movement pattern and stay too long in the short fatal casting range that is a severe weakness of a Blue Mage's physical spells, well who's fault is that.

    Melee range is far longer in Ballista, much longer. There are no modifications to casting distance which is 20'. I do not see or notice a modification for the casting of Blue Magic spells that is any different from outside.

    Blue Mage requires the most strategy, especially the nefarious BLU/SCH, and it goes far beyond that tiny tidbit but nobody wants to read a wall of text. Feel free to PM me though.
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    Last edited by Urteil; 03-17-2011 at 01:41 PM.

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