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  1. #91
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    I can't speak for others but when I mention anything about increasing the effect of bar spells, I'm not talking about the elemental ones, they have enough power....I'm talking about the bar status spells, which are total crap because they don't prevent a damn thing, since being whm we're expected (rightly so) to cure statuses before the barspell gets a chance to do anything....can we get a change to bar status spells where it like, prevents a status flat out for a certain number of times or something?
    (5)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  2. #92
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    Double post I know, but I'm just thrilled about the upcoming update....we get to keep cure V I can't wait to try the new JA too
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  3. #93
    Player kingfury's Avatar
    Join Date
    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    Multi-target Raises?! Yes Please! ^^

    Overall, these should be interesting additions to WHM! Holy II will be added as well I see Please pass it along Camate that WHMs need a more reliable way to "boost" their Divine Magic dmg along with our new shiny Holy II ^^ Even with tons of +Magic attack gear and MND stacked up plus the TotMs affinity light staff, Divine Magic dmg is pretty meh. Would love to see more attention paid to our ability to bolster out specialty of Divine magic damage potential areas.

    Other than that, See if you can slip in a request for more WHM DD-specific gear too Camate ^.~ Finding WHM leg gear with decent STR on it is like trying to find your missing Left sock... that's been missing for weeks... so y'know... it's like, basically none existent.
    (1)

  4. #94
    Player Alkimi's Avatar
    Join Date
    Mar 2011
    Posts
    186
    Character
    Alkimi
    World
    Asura
    Main Class
    WHM Lv 99
    Quote Originally Posted by kingfury View Post
    Multi-target Raises?! Yes Please! ^^

    Overall, these should be interesting additions to WHM! Holy II will be added as well I see Please pass it along Camate that WHMs need a more reliable way to "boost" their Divine Magic dmg along with our new shiny Holy II ^^ Even with tons of +Magic attack gear and MND stacked up plus the TotMs affinity light staff, Divine Magic dmg is pretty meh. Would love to see more attention paid to our ability to bolster out specialty of Divine magic damage potential areas.

    Other than that, See if you can slip in a request for more WHM DD-specific gear too Camate ^.~ Finding WHM leg gear with decent STR on it is like trying to find your missing Left sock... that's been missing for weeks... so y'know... it's like, basically none existent.
    Fully Charged Holy is already about ~900 damage outside abyssea and over 2k inside with allure/minkin/beyond atmas. Judging by the version mobs use Holy II fully charged will probably one-shot 'regular' mobs in abyssea if you're geared and atma'd up for it. Overall holy is probably fine as it is.

    As far as using Misery to enhance banish I don't think anyone does it. In the rare situations where Afflatus Misery is useful the 'charge' I get from taking damage is almost always used on Cura II. Maybe if we'd got Banish IV it might be worth it but doubt it will ever happen.

    And yeah some melee orientated gear would be nice. My DD gear is almost all the same as it was at 75 save for Zelus Tiara and a couple of rings/earrings.

    Curaga V is probably overkill and in the dats it costs 450 MP to cast.
    (0)

  5. #95
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I doubt Curaga V will be as useful as Curaga IV if SE makes it anything like Cure VI (overpriced and underpowered). Still, it could have potential, assuming that the cost/potency fits the other Curaga spells, but perhaps with a enmity reduction (this could be a dangerous addition though, in terms of balance). In the rare case where you are full curing an entire party for free (with AF3+2 pants) you still have Curaga IV, but I would like to see a new cure spell that isn't the letdown that Cure VI was.
    (0)

  6. #96
    Player Retsujo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    235
    Character
    Retsujo
    World
    Carbuncle
    Main Class
    WAR Lv 99
    You must mean something like Cura III!

    Really though, I was expecting something like Curasa, where it would have some sort of added benefit (such as a link to solace)
    (0)
    Through the confinement of Valefor I found myself in the depths of Hades. It was there that I was thrown into Cerberus' Den. Only through Carbuncle's light could I find my way.

  7. #97
    Player Ahrana's Avatar
    Join Date
    Mar 2011
    Posts
    69
    Character
    Ahrana
    World
    Cerberus
    Main Class
    SCH Lv 96
    I feel that white mage is pretty complete right now. Maybe a spell or two for completeness, a couple of spells tweeked, and a merit review when it rolls around. Otherwise, white mage is probably the strongest (and most necessary) job in the game.
    (0)

  8. #98
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I felt that the White Mage manifesto may have been a bit unclear at points. As such, here is a question about on particular part that is bothering me.

    Quote Originally Posted by Camate View Post
    Make it so the chances of curing Doom increase with higher healing magic skill.
    Since there is also Holy Water when curing this is difficult, we’d like to monitor the current rate. Though it depends on luck and repeated attempts, but the recovery rate was set rather high so it can be cured before the countdown timer reaches zero.
    I interpret this to mean that Healing Magic does not affect the rate of removing Cursna. Is it true that Healing Magic currently does not affect removal rates?
    (0)

  9. #99
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    what I'd like to know about that post is what they classify as high....I've had doom counters where there's two or three whms casting cursna and the person in question spamming holy waters and no one can do a damn thing...how the hell does that count as high recovery rate?
    (1)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  10. #100
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I was gonna ask why Benediction doesn't have a 100% chance to remove Doom either, but one step at a time. Maybe our calm reserve will get the community team to bask in some easy questions and answer stuff for us... of course, that is if members of some more hot-headed jobs don't convince them that White Mage is overpowered and doesn't need any attention.
    (1)

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