Since they are for magical defence, my money's on this job will be the one to get Reflect.
Since they are for magical defence, my money's on this job will be the one to get Reflect.
Not that im disagreeing with you Demon but i'm under the impression that runic knight's damage will be more spell blade style (mystic knight FFV style) so its not exactly en spells... on the other side of things though you could probably view these as Enspell 3 with a different name /sigh.
In anycase mystic knights spell blade converted all their damage to the element of enhancement VS additional damage... this'd make them potent vs high PDT- mobs, and as far as the magic tank totally with ya there, they'd have to make them stupidly broken to beat out aegis pld.
On a side note making protectra V fully merited 4x as powerful think that might actually make defense relevant again?
It might, problem is that it being so strong though sounds like if it is more relevant a WHM casting it on everyone in the party will be needed, which means less spots for other jobs, or more annoying cycling like with COR & BRD. I do like the fact they have seemed to take notice that some things are not as effective as they need to be and are trying to improve, like with Cure1~4 and now Protect. Somewhat surprised they didn't just make it PDT like shell is with MDT though, or perhaps thats when they meant and threw a random number at us, who knows.
sorry, but RDM tanking died when they reduced enmity from enfeebles. i hope you didn't think that rdm melee was ever strong enough to keep hate on anything with real dd's on it...the concept that rdm melee being a relevant magic tank is as real as whm melee tanking all enemy magic attacks (btw they can absorb more magic damage than rdm) not going to make any statements, but i'm sure that runic is intended to be magic-def tanking, however will probably find some other niche place in the game, unless it comes with respectable DD qualities.
i'm not trying to fight, just pointing stuff out that you might overlook.
Last edited by Zerich; 06-25-2012 at 07:31 AM.
Haven't seen anything about this so far, so I'm not quite sure I heard it now, but on the NA stream didn't they mention that they could put barriers around party members to protect them from magic damage? That sounds like it could be useful, maybe it'll help with magical AoEs at least. ^^
Yes the live feed did say this. It immediately gave me the impression that this "tank" class would be less like the traditional "Keep the mob's attention and avoid/endure its attacks" and more focused on protecting the party from the recent waves of massive AOE. I get the feeling that old hate mechanics will not be expected to return and that they're going with a different idea of tanking here.
I remember posts after BLU and DNC were announced, and people weren't even close on how those jobs were eventually implemented. Whatever pessimism I have about these new "play as monster" and outpost building systems, I've seldom been disappointed in the dev teams' ability to make a creative and fun new job. They might not always be the flavor of the day, but in my experience they're always enjoyable to play, regardless of how some people end up feeling screwed for whatever reason.
I don't think any of the fears posted here are going to be lost on the developers. Well maybe the "RDM marginalization" one, but I don't care about that. For example, my first thought about GEO auras was the need to stand in AOE range, then I noticed the description said the spheres would be "large". I might be reading too much into that adjective, but I really think that they'll handle the damage proximity issue pretty quickly if half the job's functionality is rendered useless.
Last edited by Merton9999; 06-25-2012 at 09:36 AM.
Given how well Blue Mage and Corsair and Puppetmaster and Scholar and Dancer worked before a number of adjustments and additions, particularly Puppetmaster and Scholar, I am expecting both Rune Fencer and Geomancer to be mediocre at absolute best for the first six months of their existences.
That said, I've found all of the newer jobs to be very involved and fun to play, even in their early periods when some were average performers and others were flat-out useless. Of course, fun is a super-duper subjective thing.
ya know just had a thought, probably been put before but honestly considering we can just party cycle anyways to accomplish the same basically why cant they make aoe buffs allinace wide vice party wide...
Main issue i could see with that would mean you'd only need 1 smn and sch for a full alli... was thinking in terms of geo cor and bard type buffs however along with protectra... anyways ill refrain from discussing that here further since its off the topic.
Consider this, Rotation takes time to set up. Especially if you're aiming for 2x11s rolls with a COR and rotations only work as a pre-fight set-up. You cannot do a rotation after the fight has started... vs a constant stream of buffs where everyone constantly has ~6 bard songs (even more if bard has emp99), and 6 Cor Rolls for however long the fight/event lasts. In a rotation, if the Song/Roll effect gets dispelled or wears off you're out of luck for the remainder of the fight. In a system where songs/rolls hit alliance members it does not matter because a brd/cor would simply reapply the buff and it would hit all alliance members in range. Long story short.... broken.
Last edited by Mavrick; 06-25-2012 at 07:04 PM.
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