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  1. #31
    Player Zagen's Avatar
    Join Date
    Mar 2011
    Posts
    1,165
    Character
    Zagen
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Yinnyth View Post
    The 0 recast is most likely a glitch, as Zagen said. If it's not a glitch, that would make rune enchantment the first ability ever with no recast on it. Would also be a little broken for generating hate.
    If generating hate was the issue with tanking I would agree about it being broken but that has never been an issue as getting to the cap even after the changes is still easy. It could be a little "broken" for hate reset monsters but even then that's only true if it resets hate on multiple targets.

    I really hope it isn't a glitch as it potentially brings up an interesting gameplay change to RUN.

    Quote Originally Posted by Cljader1 View Post
    Battuta is even better than I thought, if your /nin and have shadows up, the mob must get through your Battuta first before it can remove a shadow. The lines of protection is like this "Evasion > Battuta > Shadows" before you take a hit.
    Now this is very interesting if only it lasted longer :/ Definitely a step in the right direction towards actually making this a tank job. Utsusemi's utility on the other hand is somewhat limited even against the new monsters as some still do the stupid aoe/fan normal attacks that wipe shadows.

    Oh thanks to those who've been doing the testing and posting about it definitely nice to be able to read about it.
    (1)

  2. #32
    Player Darthmaull's Avatar
    Join Date
    Apr 2013
    Posts
    37
    Character
    Darthmaull
    World
    Asura
    Main Class
    RUN Lv 99
    But even with AOE mobs, the recast for Utsusemi is now so much faster that it shouldn't be a problem to put up more shadows. Hopefully the artifact armor will have some way of extending Battuta and that should make playing RUN more useful against Physical damage.
    (0)

  3. #33
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Cljader1 View Post
    Just did more testing, the zero rune recast timer is not a glitch. With 5/5 rune enchantment effect you will get zero recast on the timer, I subtracted the merits 0/5 from rune enchantment effect and the recast timer was 10 seconds. In essence, the reduction is 2 seconds per merit, this is a must have.
    This doesn't mean that it's not a glitch, just that it's a glitch with the merits, not the ability itself. It would be nice if it's not a glitch, but I can't see it somehow.

    Quote Originally Posted by Cljader1 View Post
    Next Gambit and Rayke are completely different. Gambit effects elemental defense which in turn increase lunge potency and enspells damage where as Rayke reduce elemental resistances and does not increase lunge damage or enspell damage. Rayke seems to me to lower the mob's ability to resist magic, in other words magic accuracy up for lunges and elemental magic of party members. In my personal opinion Rayke is not worth a merit point, I would pass it up.
    Lol, thanks for clearing up that reducing a mob's resistance will reduce it's ability to resist. ;p

    Quote Originally Posted by Cljader1 View Post
    Battuta is even better than I thought, if your /nin and have shadows up, the mob must get through your Battuta first before it can remove a shadow. The lines of protection is like this "Evasion > Battuta > Shadows" before you take a hit.
    Battuta is essentially parrying, and this has always been the way that defenses proc; Eva > parry > utsusemi, so it's not surprising.
    (2)

  4. #34
    Player Zagen's Avatar
    Join Date
    Mar 2011
    Posts
    1,165
    Character
    Zagen
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Darthmaull View Post
    But even with AOE mobs, the recast for Utsusemi is now so much faster that it shouldn't be a problem to put up more shadows. Hopefully the artifact armor will have some way of extending Battuta and that should make playing RUN more useful against Physical damage.
    I understand the recast is lower but that means nothing when normal hits that are aoe/fan are coming in at 2-4 second intervals. Like I said "a step in the right direction" but we're still far from becoming a go to for the 2 reasons people even use a dedicated tank in ffxi.
    (0)

  5. #35
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    I'm nervous to use liement ward, as it still wipes wards upon its use, and almost under no circumstance while tanking can I afford to be without inspire on fulltime. SE needs to fix liement ward from wiping vallation and valiance, it only last 8 seconds, liement ward should not feel like such a gamble which is not worth wiping vallation or valiance.
    (0)

  6. #36
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Greetings,

    1. Physical damage mitigation
      Moving forward we plan on adding more equipment that reduces physical damage taken for all jobs, not only rune fencer.

      The fact that paladin is the job that is most apt to deal with physical damage will not change; however, our goal is to bring other jobs closer to where paladin is currently.

      Rune fencers are not supposed to be strong defenders against physical damage, and as such we have no plans to add stats that will make them like a paladin.

    2. Comparisons to paladins with Aegis/Ochain
      When comparing magic defense between the current rune fencer and equipment to a paladin that is completely decked out, a paladin with Aegis will be better at reducing the magic damage of all elements. However, since rune fencer excels at elemental defense, they are also extremely strong towards status ailments in addition to elemental damage.

      Also, the effects of Aegis only apply toward the paladin, while rune fencers are able to spread the elemental damage reduction effect to party members making them extremely beneficial in party situations. When adding job-specific equipment to rune fencer moving forward, we will be paying careful attention to the balance between them and Aegis/Ochain and be making necessary adjustments.

    3. Rune fencer stats
      We understand that there are aspects that make it difficult for rune fencer to act as a tank and players often see them as being in a support role instead.

      With the addition of the rune fencer merit point category as well as artifact equipment, we plan on making adjustments to make it more possible for rune fencers to tank and shine even more on the support front.

      These are not the only adjustments that will be made, so rest assured that we will continue to adjust this job.
    (15)
    Devin "Camate" Casadey - Community Team

  7. #37
    Player bigdave's Avatar
    Join Date
    Mar 2012
    Posts
    47
    Character
    Bigdave
    World
    Cerberus
    Main Class
    MNK Lv 99
    so far run is a let down thanks once again se
    (7)

  8. #38
    Player Kojo's Avatar
    Join Date
    Jul 2011
    Location
    Here
    Posts
    544
    Character
    Kojo
    World
    Phoenix
    Main Class
    DRK Lv 99
    With "No plans" to enhance RUN against physical attacks, I don't see RUN being very successful as a tank, I'd recommend adding some DD gear for them so they will perhaps have some use as a light DD.
    (2)
    Quote Originally Posted by SpankWustler View Post
    Can you imagine waking up each morning knowing that you would have to wrestle a man-sized radish to death in order to eat?
    Sorry, had to.

  9. #39
    Player Zagen's Avatar
    Join Date
    Mar 2011
    Posts
    1,165
    Character
    Zagen
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Camate View Post
    Physical damage mitigation
    Moving forward we plan on adding more equipment that reduces physical damage taken for all jobs, not only rune fencer.

    The fact that paladin is the job that is most apt to deal with physical damage will not change; however, our goal is to bring other jobs closer to where paladin is currently.

    Rune fencers are not supposed to be strong defenders against physical damage, and as such we have no plans to add stats that will make them like a paladin.
    First on the note of PDT gear for other jobs unless the developers are being obtuse every front line job can effectively cap PDT to swap into place as needed. Many of the front line jobs not only can cap PDT they can do it in a hybrid armor setup meaning the could keep the gear on a more full time basis than just swapping into it for "oh crap" moments.

    As to bringing other jobs closer to PLD for physical damage mitigation: Are you actually trying to completely kill off the need for a PLD it's already very very small and RUN fills none of those reasons?

    As to RUN not supposed to be strong against physical damage then unless the developers plan on adding monsters that do exclusive single element magical damage or a way for RUN to convert physical damage into magical damage you've killed the job's potential of being a tank for those few situations where a tank would be considered over a heavy melee damage dealing job.


    Quote Originally Posted by Camate View Post
    [*]Comparisons to paladins with Aegis/Ochain
    When comparing magic defense between the current rune fencer and equipment to a paladin that is completely decked out, a paladin with Aegis will be better at reducing the magic damage of all elements. However, since rune fencer excels at elemental defense, they are also extremely strong towards status ailments in addition to elemental damage.

    Also, the effects of Aegis only apply toward the paladin, while rune fencers are able to spread the elemental damage reduction effect to party members making them extremely beneficial in party situations. When adding job-specific equipment to rune fencer moving forward, we will be paying careful attention to the balance between them and Aegis/Ochain and be making necessary adjustments.
    The thing is there isn't a need for an additional aoe single element magic damage mitigation job. The job does poor damage when compared to an accepted heavy damage dealer and the specialty of reducing damage of magical damage is easily replaced by a WHM, SCH, BRD, and even COR. Now you could argue that RUN could compliment these job's abilities but the thing is these jobs are already going to be in the party meaning that you aren't taking a party/alliance slot to add their buffs but with RUN you will be doing just that.

    As to the status aliment issue, that's great if it were actually true to the degree GEO's enfeebles work. In other words if RUN could 100% remove the chance of paralyze landing on the party or amnesia or any other enfeeble that could be deemed a threat to the party a WHM and various supports casting ~na/erase or DDs using Remedies or Panacea avoid the need to take up a slot on RUN.


    Quote Originally Posted by Camate View Post
    Rune fencer stats
    We understand that there are aspects that make it difficult for rune fencer to act as a tank and players often see them as being in a support role instead.

    With the addition of the rune fencer merit point category as well as artifact equipment, we plan on making adjustments to make it more possible for rune fencers to tank and shine even more on the support front.

    These are not the only adjustments that will be made, so rest assured that we will continue to adjust this job.
    Actually when RUN (currently all new content) has difficulty acting as a tank the players leave it at home because it isn't worth losing a support role slot.

    I really hope that the AF gives RUN a chance to tank but considering the responses in points 1 and 2 I won't be holding my breath. Merits were a step in the right direction but that's just it, they are a step and well you've got quite a few steps to go before it fills any role besides "fun job" or "abyssea tank", in either case both are useless roles when compared to the other jobs available.

    As to fitting the "support role" unless you're planning on giving RUN a way to increase Attack, Accuracy, TP, Multi-Attacks, etc. it won't be filling a support role slot. Only helping mitigate magical damage when getting to 50% Magic Damage Taken isn't hard, where existing support roles can already offer the DDs a way to further mitigate magical damage while still providing damage dealing buffs isn't enough.
    (8)

  10. #40
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Camate View Post
    Greetings,

    1. Physical damage mitigation
      Moving forward we plan on adding more equipment that reduces physical damage taken for all jobs, not only rune fencer.

      The fact that paladin is the job that is most apt to deal with physical damage will not change; however, our goal is to bring other jobs closer to where paladin is currently.

      Rune fencers are not supposed to be strong defenders against physical damage, and as such we have no plans to add stats that will make them like a paladin.

    2. Comparisons to paladins with Aegis/Ochain
      When comparing magic defense between the current rune fencer and equipment to a paladin that is completely decked out, a paladin with Aegis will be better at reducing the magic damage of all elements. However, since rune fencer excels at elemental defense, they are also extremely strong towards status ailments in addition to elemental damage.

      Also, the effects of Aegis only apply toward the paladin, while rune fencers are able to spread the elemental damage reduction effect to party members making them extremely beneficial in party situations. When adding job-specific equipment to rune fencer moving forward, we will be paying careful attention to the balance between them and Aegis/Ochain and be making necessary adjustments.

    3. Rune fencer stats
      We understand that there are aspects that make it difficult for rune fencer to act as a tank and players often see them as being in a support role instead.

      With the addition of the rune fencer merit point category as well as artifact equipment, we plan on making adjustments to make it more possible for rune fencers to tank and shine even more on the support front.

      These are not the only adjustments that will be made, so rest assured that we will continue to adjust this job.
    First off Thank You Camate for the response, and I'll like to thank SE for the additions they made in the test server its definitely a huge step in the right direction. Physical damage reduce is not runs strength, however I like the idea of evasive tanking, especially with runs new ability with inspire to utilize shadows more efficiently than any job in the game. Battuta is for good crowd control and added protection to reapply buffs and shadows. With that being said I have a few criticisms below.

    SE runs still gets raped by statuses, we do not have that much protection from mob inflicting a multitude of negative statuses on run. Secondly, under no circumstance should pld be better at mitigating magic damage over run, run should be hands down the best in this field of battle. Next Liement Ward needs to be adjusted, is should not wipe other wards like vallation and valiance. Vallation/Valiance with inspire is needed for tanking and Liement ward should not interfere with that but rather be a added benefit. Finally run could use more original magic, I would like to see run get new useful magic that it exclusive only to run.
    (1)
    Last edited by Cljader1; 06-18-2013 at 07:11 AM.

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