Results 1 to 10 of 76

Hybrid View

  1. #1
    Player Silvers's Avatar
    Join Date
    Mar 2011
    Posts
    30
    Character
    Hakkairu
    World
    Bahamut
    Main Class
    SCH Lv 45
    Quote Originally Posted by Fetus View Post
    You're starting to sound like a butthurt kid, sorry. If someone makes an error, I point it out. Don't take it personally. Crimson Arts makes us sound like a RDM? How the hell does Light Arts or Dark Arts make us sound like then? Derp. Again, you're hung up on comparing how similiar jobs are by their available spells, which is dumb. Who cares about the amount of spells BLM, WHM or RDM has that we can't access.

    Some of you guys are demanding some radical changes that just aren't going to happen. They're neat, but impractical or completely unbalanced. Turn SCH into Black Mage without penalty! Turn SCH into White Mage without penalty! Turn SCH into Geomancer! No, wait, we want SCH to be it's own job although we all know it's just a hybrid job like RDM! Some of you seem to forget that the game is about marginal improvements and lots of balance. You can't add something like Crimson Arts without balancing it. Not allowing the SCH to access either Addendum: White or Addendum: Black is a perfect balance. If you can't understand that, then I dunno' what to tell you.

    Have you ever used Accession+En-spells with the maximum amount of Enhancing Magic possible? I mean with equipment, merits and capped skill. Try it some time. You can do it on SCH or RDM. The amount of extra damage is fantastic. When SCH can finally access Haste via /RDM, it'll be even better. When SCH can finally access Hastega via an augmented stratagem through Crimson Arts, it'll be even better. Oh, wait, you wouldn't want that. It would make us too much like SMN.
    Look like you're the one going on a rant like a kid right now, just take what you can from criticism (if there is any in the post). Not everyone going to see things how you see it. If you what to try to more people to, you're going to at least be willing to explain things with more depth than you have.

    You mention about wanting the enhances Regen on AF3 to be swap to Adloquium. Who is to say that will not be in the merit system to come to enhance that, like WHM merits for regen are now? Granted I'm just guess, but it would make sense of what the base was left at a 1TP tic without boosting it on any AF3 either.

    Guess the "turn SCH in to Geomancer" was at me, if that's what got from that post you don't read very well. Taking an aspect or and idea from a job and mod it or apply it differently, is not just copying and pasting. If you know anything about past FF games, SCH had no direct correlation with the use of weather. Geomancer does though, but maybe that went under your radar.

    About the balance you speak of the ability you proposed, "not able to use addendum" is not balancing anything. If "Crimson Arts" is being it's own seperate art, it would be natural you cannot use either. Second, how is it balance if your in your words, "Crimson Arts bestows the same 10% MP Cost Reduction/Casting Time/Recasting Time benefits and penalties to respective spells as Dark/Light Arts. In this case, dark and divine magic would be penalized." SCH has no divine magic, and only aspir and drain natively. Even when you factor in sub, that's not much of a draw back. It could use some more thought about it's balance and practicality. One could just switch Light/Dart Arts to with better results than a lot of what you propose for Crimson Arts do the number of charges needed in it's application. Also for the charges it would consume, the boost to most the abilities are too small to make it practical. For 50%MP stratagems, using HP is different... It seems you're selling Crimson Arts on being able to "Hastega", Warp-ga, "spike-ga" and RR-ga(II) only.

    Perhaps making "Crimson Arts" into a 10min ability with a 5min duration would be a better approach. Having it boost stratagems while Light/Dark Arts are active; but it eats percentage of your HP per tic (1-2% just a suggestion), then also take an additoin percentage per stratagem activation.
    (0)

  2. #2
    Player Fetus's Avatar
    Join Date
    Mar 2011
    Location
    Eh...
    Posts
    85
    Character
    Fetus
    World
    Asura
    Main Class
    WAR Lv 57
    Quote Originally Posted by Silvers View Post
    Look like you're the one going on a rant like a kid right now, just take what you can from criticism (if there is any in the post). Not everyone going to see things how you see it. If you what to try to more people to, you're going to at least be willing to explain things with more depth than you have.
    I never assumed that anyone is going to see anything like I do. I'm am honestly surprised that nobody has suggested introducing the Crimson Arts before me, though. For being such an integral part of the Scholar story, it's like everyone just forgot about it. I'm not sure how much more in depth you want me to be. I've been quite thorough in most of my replies and ideas.

    Quote Originally Posted by Silvers
    You mention about wanting the enhances Regen on AF3 to be swap to Adloquium. Who is to say that will not be in the merit system to come to enhance that, like WHM merits for regen are now? Granted I'm just guess, but it would make sense of what the base was left at a 1TP tic without boosting it on any AF3 either.
    Sure, enhancing the Adloquium effect might be a merit. It might not be. I'm just pointing out that WHM, obviously being the superior user of Regen, has at least two pieces of equipment that enhance Regen. RDM, obviously being the superior user of Refresh, has one piece of equipment that enhances the effect and a load of equipment that enhances the duration. SCH, being the obvious and only user of Adloquium, should have a piece of equipment that enhances it. It just seems a little cop-out to put a Regen-enhancing effect on the bonnet over a Adloquium-enhancing effect.

    Quote Originally Posted by Silvers
    Guess the "turn SCH in to Geomancer" was at me, if that's what got from that post you don't read very well. Taking an aspect or and idea from a job and mod it or apply it differently, is not just copying and pasting. If you know anything about past FF games, SCH had no direct correlation with the use of weather. Geomancer does though, but maybe that went under your radar.
    You know what's funny? People who are overly defensive. I said one thing and you feel the need to slip in as many insults as you can in retaliation. If you think I'm attacking you because you made a comment about Geomancer, get over yourself. I don't give a crap about Geomancer or anything that it may or may not have in common with Scholar. I am tired, after years of hearing it, about people wanting to bring stupid jobs into the game like Geomancer, Time Mage or whatever other crap you people want to drag out of the closet and put into FFXI. It's not the same game as it's predecessors. Stop trying to turn it into one.

    Quote Originally Posted by Silvers
    About the balance you speak of the ability you proposed, "not able to use addendum" is not balancing anything. If "Crimson Arts" is being it's own seperate art, it would be natural you cannot use either.
    It balances it perfectly. Example: If you could use Addendum: Black under the effect of Crimson Arts, you would be able to use a augmented Ebullience for +10% more damage on Tier V nukes... Thunder V, for example. That would be ridiculous considering that Scholar can already reach ~ +68% more damage on any elemental nuke, as is. The balance is to remove the ability to access either Addendum and allow the use of "Fusion" magic instead of Tier V nukes to allow for alternative play-style.

    Quote Originally Posted by Silvers
    Second, how is it balance if your in your words, "Crimson Arts bestows the same 10% MP Cost Reduction/Casting Time/Recasting Time benefits and penalties to respective spells as Dark/Light Arts. In this case, dark and divine magic would be penalized." SCH has no divine magic, and only aspir and drain natively. Even when you factor in sub, that's not much of a draw back. It could use some more thought about it's balance and practicality. One could just switch Light/Dart Arts to with better results than a lot of what you propose for Crimson Arts do the number of charges needed in it's application. Also for the charges it would consume, the boost to most the abilities are too small to make it practical. For 50%MP stratagems, using HP is different... It seems you're selling Crimson Arts on being able to "Hastega", Warp-ga, "spike-ga" and RR-ga(II) only.
    Gimping a Scholars Divine Magic skill is about as notable as having it optimized through Light Arts. In either case, it's completely worthless to even talk about it. Something had to go, though. Dark Magic is slightly different. Drain and Aspir are essential spells to a lot of Scholars and the trade off might not be worth it to them. The whole point is to offer more choices. If you don't like X choice, then don't make it. Stick with what you feel most comfortable with. If you're wanting to use augmented stratagems with Fusion Magic, but still have some capacity to cure without penalty, then Crimson Arts wins out.

    And you do play the game right? What's the difference between a Haubergeon and a Haubergeon +1? 1 STR, 1 DEX, 2 Accuracy and 2 Attack. That's it. The price of this meager upgrade is a sizable amount of Gil. In fact, what is the difference between any piece of NQ and HQ equipment? The differences are always small and usually only arguably worth it. That's how everything is in this game. It's about small gains adding up. It always has been. The spells you mentioned are selling points. You're not allured by at least a few of them? Being able to use Fusion spells with augmented Ebullience and Immanence stratagems? The capacity to use certain light and dark magic without being penalized? Other augmented stratagems? I guess those aren't also selling points.

    Quote Originally Posted by Silvers
    Perhaps making "Crimson Arts" into a 10min ability with a 5min duration would be a better approach. Having it boost stratagems while Light/Dark Arts are active; but it eats percentage of your HP per tic (1-2% just a suggestion), then also take an additoin percentage per stratagem activation.
    This is the first real piece of constructive input you've had to offer. Thanks, but I have better ideas. Delete the SCH forum, scratch all of the ideas found in this thread, and replace all of the Scholar JA with these two new abilities:

    I wish I had more MAB and grellow triggers: Turns your Scholar into a Black Mage of equalvalent level.

    Or...

    I wish I could use Curaga, Cure V and Cure VI: Turns your Scholar into a White Mage of equalvalent level.

    There ya' go. Every problem fixed.
    (0)

  3. #3
    Player Silvers's Avatar
    Join Date
    Mar 2011
    Posts
    30
    Character
    Hakkairu
    World
    Bahamut
    Main Class
    SCH Lv 45
    Quote Originally Posted by Fetus View Post
    I never assumed that anyone is going to see anything like I do. I'm am honestly surprised that nobody has suggested introducing the Crimson Arts before me, though. For being such an integral part of the Scholar story, it's like everyone just forgot about it. I'm not sure how much more in depth you want me to be. I've been quite thorough in most of my replies and ideas.
    Most isn't all, and with quite a bite of what you have said people are not going to to see your train of thought.

    Quote Originally Posted by Fetus View Post
    Sure, enhancing the Adloquium effect might be a merit. It might not be. I'm just pointing out that WHM, obviously being the superior user of Regen, has at least two pieces of equipment that enhance Regen. RDM, obviously being the superior user of Refresh, has one piece of equipment that enhances the effect and a load of equipment that enhances the duration. SCH, being the obvious and only user of Adloquium, should have a piece of equipment that enhances it. It just seems a little cop-out to put a Regen-enhancing effect on the bonnet over a Adloquium-enhancing effect.
    SE most likely has their plan for it, there is still a lot to be added. Until we know more about what's to come, it's too early to ask for chances in exsisting gear. Why not ask for another piece entirely then to do the job (which is a good possibility). I just try to look pass the here and now.

    Quote Originally Posted by Fetus View Post
    You know what's funny? People who are overly defensive. I said one thing and you feel the need to slip in as many insults as you can in retaliation. If you think I'm attacking you because you made a comment about Geomancer, get over yourself. I don't give a crap about Geomancer or anything that it may or may not have in common with Scholar. I am tired, after years of hearing it, about people wanting to bring stupid jobs into the game like Geomancer, Time Mage or whatever other crap you people want to drag out of the closet and put into FFXI. It's not the same game as it's predecessors. Stop trying to turn it into one.
    Overly deffensive is what you are being now, and it seem you're the one stuck on yourself. In your other post you call someone immature, and then be that way yourself. About insulting you, only talked on what I saw once. You can put yourself in your "funny" people category. I don't care if you was trying to attack me or not, and didn't see it that way. Even if you was, such the empty words about an my idea can't be taken seriously. You missed the point entirely; taking an aspect or and idea from a job (this game or another), and mod it or apply it differently. You know, so it fits more into this game and into this class. It's pretty much the foundation of SCH, part WHM and BLM applied differently.

    Quote Originally Posted by Fetus View Post
    It balances it perfectly. Example: If you could use Addendum: Black under the effect of Crimson Arts, you would be able to use a augmented Ebullience for +10% more damage on Tier V nukes... Thunder V, for example. That would be ridiculous considering that Scholar can already reach ~ +68% more damage on any elemental nuke, as is. The balance is to remove the ability to access either Addendum and allow the use of "Fusion" magic instead of Tier V nukes to allow for alternative play-style.

    Gimping a Scholars Divine Magic skill is about as notable as having it optimized through Light Arts. In either case, it's completely worthless to even talk about it. Something had to go, though. Dark Magic is slightly different. Drain and Aspir are essential spells to a lot of Scholars and the trade off might not be worth it to them. The whole point is to offer more choices. If you don't like X choice, then don't make it. Stick with what you feel most comfortable with. If you're wanting to use augmented stratagems with Fusion Magic, but still have some capacity to cure without penalty, then Crimson Arts wins out.

    And you do play the game right? What's the difference between a Haubergeon and a Haubergeon +1? 1 STR, 1 DEX, 2 Accuracy and 2 Attack. That's it. The price of this meager upgrade is a sizable amount of Gil. In fact, what is the difference between any piece of NQ and HQ equipment? The differences are always small and usually only arguably worth it. That's how everything is in this game. It's about small gains adding up. It always has been. The spells you mentioned are selling points. You're not allured by at least a few of them? Being able to use Fusion spells with augmented Ebullience and Immanence stratagems? The capacity to use certain light and dark magic without being penalized? Other augmented stratagems? I guess those aren't also selling points.
    Again, where is your balance in using almost your whole spell list on sch without a draw back? Divine magic as you put it is "useless", then what are we giving up for balance ... just dark magic. Your defensive was, "something had to go", there are still other skills that could be penalized like enfeebling. Where is your pracaticality for when adding another 10% to dmg (using 2 stratagems for 30% boost without af3) when using the 2nd charge on another spell would be more benefically (be it for Ebullience or Immanence). As you say, using on tier 5 "is ridiculous". How less "ridiculous" does it make it for anything else, like the tier 5 replacement fusion spells? It's the same premise. How does the you brought up armor fit into this picture? I'll go with the connection you was trying to make. Yes there are differences in NQ and HQ pieces their difference between them doesn't always make the HQ a good choice to warrant paying their cost. Kind of like how I described stratagems above. The concept of fusion magic or double helixes (which has been around for years) will probably see the light of day without Crimson Arts. What warrants the implementation when it does not hold to the balance or particality of the game in it's use how you describe it.

    Quote Originally Posted by Fetus View Post
    Thanks, but I have better ideas.
    Well lets hear them, because your Crimson Arts needs more structure and depth. At this point, it's shallow, flawed, and unbalance. On a side note; for someone who dislikes readapting ideas to the job, you sure like to do so to from others. Anyway that's not being evaluated. Not saying there isn't some potential in it, but Crimson Arts is not what you say it is in it's current structure. Can take that any you want to.
    (0)