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Thread: Job balancing?

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  1. #16
    Player OmnysValefor's Avatar
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    Oct 2012
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    1,186
    It's baffling to me that people can't observe the lopsided nature to the synergy of effective strategies in endgame. I've explained it before, several times, but whatever.

    Noone needed to "tell me" that GEO, being a gimpy blm with super buffs, works its best magic (lol) in a party with other elemental magic users, especially when another one of those jobs can create the skillchains that all 4 (counting RDM) of those jobs can work with.

    You can bring melee and leave them buffless, or try to split buffs between the two, or bring two support jobs (two geomancers usually). You can have one geo riding vex/attune, or you can bring a third GEO. You can wait out their amnesia, inconveniently timed stuns, terrors, poorly timed paralyzes (or just slow-reacting WHMs). You can deal with the fact that sometimes they'll die and nothing could have saved them, and you can wait on their weakness. You can wait for the melee to struggle with what-frequently-feels like impossible-to-meet accuracy demands as well, especially in a lowman setting especially if you have a guy that doesn't have that many clears (which again, clears don't seem as vital to mages).

    While you're waiting on these things, you can come to the forums and be mad at players like me for being honest, or you can admit that the imbalance is severely in favor of mages, on many fronts, and that maybe something needs to be done about it.

    Here you go SecondPlanet, here's a few Darknesses. They work either way, hence the <>

    Geirskogul <> Eclipse Bite
    Geirskogul <> Mountain Buster
    Impulse Drive <> Rush
    Impulse Drive <> Spinning Dive
    Stardiver <> Rush
    Stardiver <> Spinning Dive
    (5)
    Last edited by OmnysValefor; 06-06-2016 at 02:39 AM.