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  1. #21
    Player Roja323's Avatar
    Join Date
    Sep 2014
    Posts
    196
    Character
    Raijitsu
    World
    Asura
    Main Class
    PUP Lv 99
    A second sub job would be huge amounts of coding,

    Also, wouldnt it be a level 24 sub (99/49/24) ? Not many jobs have anything in the 1-25 range you cant live without.


    Plus i think they said they are limited to the number of job abilities you can have, so adding a second sub would probably only add the passive traits and none of the abilities, in which case it would be really pointless for most combinations. Granted if you took sub2, up to 49, it would have more applications, i just dont see them doing that ammount of code.

    Also why do people think atma would break exp leveling? Currently the only challenge is not dieing of boredom while grinding job points at their stupidly low rate. With atma at least you could have more fun grinding em. Currently i have no desire to go higher than my current 200 something jp and my other jobs will never see jp, because in this day and age, no one has 500+ hours to grind jp for jobs.
    (0)

  2. #22
    Player Obysuca's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    116
    Character
    Obysuca
    World
    Siren
    Main Class
    PUP Lv 99
    Quote Originally Posted by Roja323 View Post
    because in this day and age, no one has 500+ hours to grind jp for jobs.
    That sad moment when I do? lol Only problem is, its so boring :/ with a pt of real people, it's not bad, I could do that all day, but everyone seems to want to stay solo for everything these days


    Anyways >_> Anyone else semi-hoping they reduce the alex cost with a KI? 30k is still doable, but still takes way longer than grinding out a relic/empy. Sure, they said they wouldn't reduce the cost years ago, but who knows now, especially since they removed dyna lockout and reduced a lot of other timers
    (0)

  3. #23
    Player Altered's Avatar
    Join Date
    Feb 2015
    Posts
    7
    Character
    Altered
    World
    Asura
    Main Class
    RDM Lv 99
    would like to see dynamis trusts.
    (1)
    Last edited by Altered; 06-09-2015 at 11:30 AM.

  4. #24
    Player Teleste's Avatar
    Join Date
    May 2015
    Posts
    14
    Character
    Teleste
    World
    Asura
    Main Class
    WHM Lv 99
    Dynamis trusts would be excellent. Unlocking trusts for more and more events would be great.
    (0)

  5. #25
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Roja323 View Post
    No, i think when the updates stop a good amount of people will finish up w/e they are working on and move on. 2-3 months later they will merge servers down.

    Why do you need a challenge of content that is months old when nothing new will be coming out? You will be lucky if in december of 2016 theres enough people for 2 server. 1 year with no major content updates is a long time to expect people to just chill on a game they have to pay for monthly.
    I agree.

    MMORPGs survive on the evolution of the gameplay and content. If that stops: I predict the game will die.
    (0)

  6. #26
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Obysuca View Post
    That sad moment when I do? lol Only problem is, its so boring :/ with a pt of real people, it's not bad, I could do that all day, but everyone seems to want to stay solo for everything these days
    The reason for that is SE has been discouraging general group play.

    As an example: trusts do not give you an exp penalty where as players do. This is especially punishing in Eescha Zi'tah because it will severely gimp your slit.

    They either need to make trusts offer an experience penalty or remove the experience penalty from adding players. One or the other.
    (1)

  7. #27
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Roja323 View Post
    Also, wouldnt it be a level 24 sub (99/49/24) ? Not many jobs have anything in the 1-25 range you cant live without.
    Level 25 has a lot of abilities that are really nice. Whereas I'm still disappointed SE didn't go the way of level 100 jobs for various reasons, there are still a bunch of job abilities that happen before level 25 that would change things massively.

    • Warrior has Berserk and Provoke.
    • White Mage has Divine Seal, Cure I-III, Curaga, basic status removal spells, a couple enfeebles, and all but one AoE barspell.
    • Black Mage has Elemental Seal, Magic Attack Bonus (10), some basic rapid fire nukes, and Ice Spikes. Elemental Seal alone is worth subbing in a lot of cases, but being able to pull with some low level .5 second nukes isn't a horrible option to have.
    • Red Mage has Fast Cast (10/5%), Magic Attack Bonus (10), some enfeebles, and Cure I-II. Fast Cast would be the main benefit, for jobs that need more advanced abilities but could use the edge in cast times.
    • Thief has Treasure Hunter I, Sneak Attack, and Steal. Sneak Attack definitely has its combat uses, and Treasure Hunter is nice to have when farming.
    • Ranger has Scavenge, Camouflage, extended Wide Scan, and Ranged Weaponskill Access.
    • Samurai has Store TP (10), Zanshin, and Third Eye.
    • Ninja has Dual Wield, Tonko (Invisible), and Utsusemi: Ichi.
    • Blue Mage can be crazy useful, and has a bunch of utility spells that are more potent than most jobs get. Furthermore their physical spells tend to be based on your attack, not Blue Magic skill, meaning they'll actually be useful. The main limit are set points, which you get 20 of. Access to spells like Cocoon, Metallic Body, Battle Dance, Head Butt, Healing Breeze, Bludgeon, and Soporific. Did I mention you can set all of those, and setting both Sheep Song and Healing Breeze gets you Auto-Regen?
    • Corsair gives access to ranged Weaponskills for Marksmenship, and you get a single 1/2 potency Phantom Roll, which can have their bonuses granted by having the right Trust available. Drachen Roll, Chaos Roll, and Healer's Roll comes to mind as serious contenders.
    • Dancer gives Dual Wield, Curing Waltz, Quickstep, and Animated Flourish.
    • Scholar has Light Arts and Dark Arts, which are worth it alone, as well as Penury/Parsimony every four minutes, Cure I-II at boosted potency, some status removal, boosted accuracy low level nukes.
    • Rune Fencer has boosted Parrying, Magic Defense Bonus, has access to Swordplay, runes, and Vallation to reduce magic damage.


    Other jobs have some situational usage:

    • Monk has Boost. It's situational, but never knock an extra 12.5% Attack for that WS you need to do.
    • Paladin has Shield Bash.
    • Dark Knight has Weapon Bash, Last Resort, and Desperate Blows, and a couple low level nukes to toss out.
    • Beast Master has Charm, and some killer traits.
    • Bard has access to Threnody spells.
    • Dragoon has Jump, and access to the Wyvern Earring latent.
    • Summoner has avatars which have useful effects for pulling, as well as Thunderspark as an AoE attack.
    • Puppetmaster can summon an automaton at reduced level.
    • Geomancer has some low level Indi-spells available as well as some low level nukes.


    Some notes:
    • BLU and RUN both give good damage resistance boosts as the low sub, expect survivability to increase.
    • NIN as well. It's not a lot, but a few shadows can help.
    • Dual Wield from either Ninja or Dancer opens up a lot of options for two handed jobs without it. Red Mages could go RDM/WAR/NIN for more effective damage for example.
    • White Mage's debuff removal is often essential, but is low enough that having it as the low sub grants it. RDM everywhere could have access to Stun and status removal spells via RDM/BLM/WHM, as well as AoE barspells. Most jobs would do it for the status removal.
    • Light Arts is amazing for White Mage, and always having it available basically opens up a lot of subjob options.
    • Warrior's abilities are nice even at low level. Being able to sub something like JOB/SAM/WAR would have some nice benefits, as would being able to bring Provoke to tank when doing something like JOB/RUN/WAR.
    • Samurai everywhere could have SAM/WAR/RNG available for situational fights.
    • Mages could got JOB/BRD/JOB in a lot more causes.
    (0)
    Last edited by Economizer; 06-17-2015 at 05:21 PM.

  8. #28
    Player BurnNotice's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    241
    New KI: Heavy Metal Pouches, Riftdross, Riftcinders drop from all VWNMs and Abyssea zone bosses and increase the drop rate at a reasonable rate. {Drops the mic!}
    (1)

  9. #29
    Player Sandmaste's Avatar
    Join Date
    Jul 2014
    Posts
    56
    Character
    Sandmaster
    World
    Sylph
    Main Class
    SAM Lv 99
    I don't know wht ppl complain about the JP ggring, they comlpetely took away exp-ing, which was the gring of the game, and the enjoyment of hitting that next level with that next super cool JA, spell, WS. Capacity points are receiving buffs left right and centre - those are what we gring out today, and before beginning of june I had very little in any job, talking ~10 or less. When I heard June was double XP/CP again, I've been solo (sometimes party for job that benefits more) CPing, and doing a lot of Skirmish. I set those two things as my aims now im happily somwhere between 100-200 JP's in MNK/SAM/COR(don't have nin gearered yet) and i'm very happy going out to Woh Gates on SAM when I get on, picking up 15-16 JP's in an hours work then heading onto the next thing to do or have a break. Now compare that to gaining 1-2 JP's/hour not so long agao and it is a great improvment. Actually doing it in party mode allows you to farm double that an hour so while its double CP instead of moaning, go and have fun doing the current FFXI grind and ONLY grind left in the game.

    Without Job Points - the game wouldn't have much of a pull factor after a coulpe of moths of play.
    (0)

  10. #30
    Player Roja323's Avatar
    Join Date
    Sep 2014
    Posts
    196
    Character
    Raijitsu
    World
    Asura
    Main Class
    PUP Lv 99
    Quote Originally Posted by Sandmaste View Post
    I don't know wht ppl complain about the JP ggring grinding, they completely took away exp-ing, which was the gring the only source of grinding in the game, and the enjoyment of hitting that next level with that next super cool JA, spell, WS.

    Capacity points are receiving buffs left, right, and centre center. Those are what we gring grind out today, and before the beginning of June I had very little in any job, talking ~10 or less. When I heard June was double XP/CP again, I've been solo (sometimes party for job that benefits more) CPing, and doing a lot of Skirmish. I set those two things as my aims. Now I'm happily somewhere between 100-200 JP's in MNK/SAM/COR(don't have nin gearered yet) and i'm very happy going out to Woh Gates on SAM when I get on, picking up 15-16 JP's in an hours work then heading onto the next thing to do or have a break. Now compare that to gaining 1-2 JP's/hour not so long agao and it is a great improvment. Actually doing it in party mode allows you to farm double that an hour so while its double CP instead of moaning, go and have fun doing the current FFXI grind and ONLY grind left in the game.

    Without Job Points - the game wouldn't have much of a pull factor after a couple of moths of play.
    Sorry but its "grinding"...not sure what gring or ggring are...

    Here is the thing. Capacity points aren't fun. 'Needing' 500+ of them, per job, is monstrous. Sure 'they don't add much, so you don't have to do them'. At the same time, if I should choose to do anything in this game it sure as heck ain't going to be grinding 1 hr a day for 50 days for a total of 20 more acc/atk/mediocre stat bonuses etc. If I am going to churn out 50+ hours of grinding, then I want to see some reward for it. The issue isn't that grinding sucks, its that there has to be a meaningful reward to do it.

    For how mediocre the reward is, the rate of gain for JP is still really low in my honest opinion. With the exp ring + double cp + 50% cloak + RoE bonuses, it is approaching a reasonable rate.

    I feel like the cp bonus you get on each job, should roll over to all jobs. So if you have +20% from mnk and sam, then when you go to grind jp on your 3rd job you start at a 40% bonus, and by the time you've done 12 jobs, the 13th should fly by.
    (1)

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