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  1. #1
    Player Malamasala's Avatar
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    Mar 2011
    Posts
    1,261
    SMN gear is horrible for melee. Best that SMNs can get is either 22% haste or ~40 accuracy. Nothing to melee on Orthus with.
    Works perfectly to melee on Alfard though. As always you got to pick your mobs. Most would claim you feed too much TP though, so regardless of NM, they want you away from it. SE really needs to make SMN completely TP free, so we don't have to listen to the whining of others. We are perfectly capable of whining ourselves, you know.
    (2)

  2. #2
    Player Razushu's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    Quote Originally Posted by Malamasala View Post
    Works perfectly to melee on Alfard though. As always you got to pick your mobs. Most would claim you feed too much TP though, so regardless of NM, they want you away from it. SE really needs to make SMN completely TP free, so we don't have to listen to the whining of others. We are perfectly capable of whining ourselves, you know.
    It would be nice if they gave our avatars Subtle blow traits, our make them BLM/MNK or something that improves their DPS.
    (0)

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

  3. #3
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by Razushu View Post
    It would be nice if they gave our avatars Subtle blow traits, our make them BLM/MNK or something that improves their DPS.
    That would be very nice.

    But consider this, a back line SMN with Cure IV is basically a MNK without Victory Smite but elemental damage "WS" instead that can do upwards to 11k constantly, but can also help cure others and doesn't need a raise if dead, nor is weakened after "reviving." The only thing this type of MNK can't do is counter.
    (1)

  4. #4
    Player Korpg's Avatar
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    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by Malamasala View Post
    Works perfectly to melee on Alfard though. As always you got to pick your mobs. Most would claim you feed too much TP though, so regardless of NM, they want you away from it. SE really needs to make SMN completely TP free, so we don't have to listen to the whining of others. We are perfectly capable of whining ourselves, you know.
    Hope you are meleeing on the tail, and not in front though.

    Although, cap enmity and you are dead. Not even 2k HP buffs can save you there when you have the def of a soggy paper bag.
    (1)

  5. #5
    Player Logandor's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    156
    Character
    Tigeriss
    World
    Siren
    Main Class
    SMN Lv 99
    About the update, looking forward to the new stuff for whm but still feeling like drg is getting a little short ended again :/ Granted we can go into aby and support our own on most mobs but to be honest even with me taking extra care to ensure my comrade (Ember) survives she still dosen't breath hard enough on her breath attacks to make too much of a difference. I am glad to see they are looking into helping us keep our little flying buddies alive but may I please stress if her healing breath was 4 or 5 it would make soloing aby pages a little more simpler on us who are not wanted in aby parties mainly do to fact we can't survive on our own or can't help the alliance. -->has seen this happen before to more then a few dragoons, more then once. Any who I am glad they are at least not leaving drg out on the update. This should be helpful in at least one way or another.
    Whm oh hell yeah when I saw that I was going sweet man can't wait. Is there though ever going to be something we can do to help our tanks on the tiger nm out in the range on amnesia though so they can proc for the atma? Just wondering.
    Thf well it sounds interesting though sense I have not personally been on thf long enough to have an opinion on it just say lets see how it goes.
    All the rest, curiosity killed the cat and can't wait to see.
    (0)

  6. #6
    Player
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    Mar 2011
    Posts
    280
    We plan to broaden the range of monsters that beastmasters can coax into becoming their pets.
    Very cool that we'll get more charmables. Probably only the greater beast that should have been charmable in the first place, yet weren't for some reason, though. Peiste, gnats, bugards, gnoles, etc. We still won't have any undead/demon/arcana/dragon/beastmen/sea/empty/abyssean pets I wager.

    My main question is, "will this be at all useful?" Will we ever be able to charm these things for anything but for fun? There are no charmables in dynamis/ limbus/ sea/ indoor sky/ salvage and nyzul (despite 90% of them being charmable elsewhere)/ voidwatch / einherjar/ abyssea/ and just the vast majority of normal zones. So there are no charmable monsters in the game, functionally, since there are no charmable monsters in any zone anyone spends any time in. Even in events that take place in normal zones full of charmables, such as voidwatch and field parchment fights, the confrontation status effect disables the charm ability. (because you cannot act on non confrontation enemies)

    Will I simply go charm a buffalo, giggle to myself, then leave it and forget this adjustment? Or is SE going to remember that ability BST has had since level 1 when designing content?
    Furthermore, we'd like to see beastmasters shed their reputation as lone wolves by endowing their pets with more abilities that provide assistance to party members.
    Do not redo Avatar's Favor. Do not redo Avatar's Favor. Do not redo Avatar's Favor. Do not redo Avatar's Favor. Do not redo Avatar's Favor. Do not redo Avatar's Favor. Do not redo Avatar's Favor. Do not redo Avatar's Favor. Do not redo Avatar's Favor.

    Seriously, do not make us weaken our pets to buff the party. Have the party enhancements be ready moves. Have the party enhancements be a job ability. Have them expend an item, (that is cheap and stacks to 99) I don't care. We're already weak enough, do not weaken us further just for a party buff.
    A new ability to call forth pets that, like the avatars Odin and Alexander, immediately use their characteristic ability then disappear.
    Choco-meteor/ white wind (full hp/mp refill)/ 10,000 needles anyone? Don't even care if I have to use familiar first to do that.
    Adding more pet-specific abilities.
    If we're a WAR that focuses on pets instead of wepaons, a pet specific berserk/aggressor/bloodrage would be easiest. Spur was a good start. Don't weaken the master to enhance the pets though, or you're going against your second previous sentence.
    Revising the effects of the Familiar ability.
    About damn time. All it does to jugs is max pet hp+10%. If the pet isn't at full health when you use it, it doesn't even refill the hp. Having your pet use it's 2 hour ability would be nice. Ex. Perfect dodge for yuly, hundred fists for merle, mighty strikes for everything else really, all of our current jugs are WAR.
    Weapon skill refinements
    Please, oh please be talking about cloudsplitter!

    Who's bright Idea was it to make an empyrian ws weaker than Primal rend? How is the nyzul ws stronger than the one on a weapon that beats relics? When every other empyrian ws reliably does 2k-5k damage (with occasional 10k damage ukko's) how is an 800 damage ws at all acceptable? And it does half that on anything with magic defense bonus/lightning resistance/ shell. Raging axe does more damage most of the time, for Pete's sake! You know, the level 1 WS?

    It's not like elemental ws's suck. Primal rend does about 100-200 more than cloudsplitter, and I'd be happy with that. Hell, you'd be hard pressed to do less than 1500 with wildfire. Bump cloudplitter up to 1200 damage naked with no atmas, or just make it physical damage, please!
    (0)
    Last edited by Louispv; 07-18-2011 at 09:07 PM.

  7. #7
    Player
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    Mar 2011
    Location
    Windurst
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    2,169
    So you can spam Cure 3 with your awesome B+ healing skill and use Carbuncle once every 45 seconds really?

    If Smn is going to be healing they'll be tied to /Whm period.
    (0)

  8. #8
    Player Rosina's Avatar
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    Jul 2011
    Location
    Bastok
    Posts
    762
    the way I read the changes, nothing was set in stone. They just gave us examples of stuff they might add/do. I think they are trying to make each job seem different with a clear role and play style. much like what they are doing for ff14.

    Pretty much read the top part of the announcement. It does state something along the lines of "this isn't set in stone, take all info with a grain of salt."

    I more or less didn't get what was writen. What the stuff I did understand, seemed pretty good.

    I wouldn't assume the examples are official. More or less put to gage raction or to explain what they are wishing to do.


    Stuff I would like to see though are:

    A bit better melee skill for red mages. Red mage from what i know from final fantasy and the 2 tatics games (red mage=fencer) Always used their swords. Back when i started @ ps2 lauch I've also used my sword with red mage. I had no issue fighting with my group while casting my spells.

    more automaton frames to be similar with ther various jobs of ffxi for puppetmaster (mostly for fun and different looks instead of the same 3)

    I would like a new weapon added for dancer, pretty muchtaking a page out of eternal sonata. March and salsa were basicaly two dancers and used the hand to hand/ dual blade charkem (sp) style weapons. Similar to the ring like throwing disks, but with a handle. Pretty much in my eye a dancer can play just like a thf just with those buffer dances. There really is nothing unique. I think with its own weapon type and a new dance motion style of combat. I think this can give dancer a needed boost to set it self apart.

    Anway that is my 2 cents.

    I'm not really caring if anything I said will be added. Just felt like giving my 2 cents
    (0)
    Last edited by Rosina; 07-19-2011 at 02:59 AM.

  9. #9
    Player Supersun's Avatar
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    Mar 2011
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    522
    Funny, as long as MP isn't an issue Smn/Whm is actually a better healer then Rdm atm.
    (0)

  10. #10
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Just curious why did you cut my post short of where I mentioned smns high mp and auto refresh?
    (0)

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