Please fix automaton's AI before anything else for pup, this is THE priority for pup job update.
please give us attachments that can reasonably reduce idle time between each spell cast.
Please fix automaton's AI before anything else for pup, this is THE priority for pup job update.
please give us attachments that can reasonably reduce idle time between each spell cast.
recently returned player
Rdm - seems you can give us all the enfeebles in the world, but just give us something to get us back in the game. My poor Rdm hasn't played in months, has been over a year since Rdm went to Abyssea, there doesn't seem to be a need for us anymore, except Dyna. I have blm, Whm, Blu and Thf they get to play all the time. Lol, funny how my rdm has the most af3 gear and only wears it in the mh.
Hmm i liked this. I think this is actually something that would benefit everyone. It certainly allows more tactical use of some nearly useless weapons (pdt magians for one). Mages could realistically benefit from their empyrean staff ws (and even other ws that drain mp). As a thf main, this would be like the manna from heaven. We would no longer get annoyed about full timing such an outdated weapon like Thief's Knife for TH purpose.Originally Posted by AyinDygra
Just need to correct you there:
Spirit Taker doesn't drain MP, it converts damage delt into MP for the mage. Mystic Boon does the same for Club.
Myrkr is basically a glorified Starlight, where it does no damage but recovers MP (and in the case of Myrkr, removes one bad status effect).
The weaponskills you are refering to are Energy Drain/Steal from daggers, which the only mage to benefit from this is RDM. Unless you have a SMN or BLM who actually uses dagger that is.
PUP: Fix the AI!! -nas shouldn't be prioritized over cures when a light maneuver is up and Damage Gauge is equiped.
SCH: The plague spell they may add better be quite potent, or it won't matter a bit: Absorb-TP from DRK has a recast of 1 min and I've seen it drain upwards of 100 TP on the attohwa boss. Let's assume that was a fluke and 60 TP is more reasonable: the minimum the plague spell had to do to be somewhat useful would be -3 TP/tick. Considering how Adloquium is only +1 TP/tick... somehow I doubt it u_u
There's also the mysterious Tabula Rasa only spell: It better be some awesome thing that is a good curaga and a potent nuke at the same time, or some stupid sh*t like that, because otherwise it would be a let down.
And, despite of what I said, I'm fairly optimistic about SCH. We don't really need new revolutionary spells and JAs to be again sought after. We need, however, to ride carefully the line that makes us almost as good as WHM and almost as good as BLM in our respective arts. Too much and we're stepping on other jobs toes, too little and we're not worth carrying around even taking into account our versatility. I think that the addition of one or two spells (mainly from white magic, specifically Cure V, even if it's nerfed somewhat) and tweaking up some of our existing ones (the animus spells and adloquium need their potency to vary with enhancing magic) we can be a good, useful, and competent job again.
Frejan from Ragnarok, at your service.
yeah, i was not talking about a staff ws specifically. My parenthesis reference was indeed towards energy drain/steal. My intention was to say if a mage has any ws that affect mp they will be more likely to use it. And whichever is best for that specific job or situation.
For some reason this discussion made me remember that, for those that have it, occult acumen would suddenly make much more sense too.
Last edited by Laphine; 07-16-2011 at 11:41 PM.
Overall, the "Manifesto" was above average in my opinion. Unfortunately, without providing "Hard Numbers" many of the "Manifesto" idea seem underwhelming at this point in time.
In my opinion the one phrase that sent shivers of joy down was the whole,"...up to this point SE focused on balance between party members, and moving forward we'd like to "power up" each job"(to paraphrase).
This was one of the major themes of disappointment in my book, up to this point. Here we are approaching lvl 99 and still jobs are being held back for "balance" sake but not for level sake. SE bonus whether gear or /JA have always been lack luster for the most part. 30sec durations, decaying effects, bonuses of +5-8 per stat, etc. All seem weak in my opinion.
If one is worried about balance, if all jobs get overpowered EQUALLY, then their still in balance. Even with this overpowerness, players would still not approach the levels of some of the NM's and HNM's. Speaking about Summoners spirits lack of physical down, someone mentioned that the difference between a players spirit def and a mob elemental defense is something like "40/400 defense" in favor of mobs. That a regular mob, Not even NM. Mob MP pools are already infinite, and their HP are in the +10k range.
Playerd SHOULD feel like "...Demi-Gods". We've already faced Promathia, Bahamut, HNM's, "Sky Gods", "Sea-Gods", innumerable quests, we've saved nations in the present as well as past, unburying weapons and gear of legends...heck we've even faced a demented version of Shantoto and lived to tell the tale.
Players who think this is just some theoretical thing they're tossing around in Japan should probably take a look at the video at the end of Spira's datamine.
Maybe they're still debating the exact mechanics, but the animations are made and on your computer.
I think that's going the wrong direction with monk, honestly.
Invigorate as it is only helps with solo. Even regen II is more powerful. Unless there's a plan to make it more powerful than mage regen, I don't see the point, as mage regen would always be preferred and honestly, there are better classes for soloing than monk. While it'd be nice, I wouldn't want to waste an update for something that's more geared towards solo.
As far as subtle blow goes, it's already incredibly easy for mnk to hit the cap and penance already reduces monster tp gain. I could see something like a stronger penance working very well, because that helps w/ TP fed from all of your group, but adding more subtle blow, that is only for the mnk himself, I feel is pointless, because it's already so easy to cap as it is now.
To expand on counter, though, it would be nice to see TP gain from countered attacks (i mean, even the enemy gets TP when you counter their attack) or possibly a higher level counterstance job trait, could say counterstance II for example, that's not stackable with the lower level version and is basically just an improved version for higher levels (for example, not reducing your defense to levels so low, the enemy's attack is always capped vs you).
I spoke of the regen effect of chakra, but did not of chakra itself. For Chakra, the HP returned is more than fine, provided you have a decent VIT build (which not very many mnks put their effort into, hence their low returns). That being said, it would be nice to see more ailments be removed with chakra, such as plague or doom. That, in my eyes, would be a very useful addition to chakra.
To be fair, as far as Monk goes, our last "Manifesto" had us getting evasive stun type deals reminiscent of FF14 while we ended up getting Impetus.
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