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  1. #11
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Kristal View Post
    Changes to group 2 merit spells would be nice too. Likely actually being able to cast full duration/effect Phalanx II, Bio III and Dia III... I'm actually missing Dia III and Bio III because I took Phalanx II to 5, and I rather have 4/6 spells then 1.4/6 spells...
    Screw Bio III but for gods sake get Dia III to at least 2/5. Dia III is your best enfeeble, it's worth more then Slow II and Paralyze II put together. Phalanx II is very bleh due to scaling issues. Your better off going /SCH and accessioning Phalanx.
    (0)

  2. #12
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by saevel View Post
    Screw Bio III but for gods sake get Dia III to at least 2/5. Dia III is your best enfeeble, it's worth more then Slow II and Paralyze II put together. Phalanx II is very bleh due to scaling issues. Your better off going /SCH and accessioning Phalanx.
    Who needs choice when you can be told what to get....
    (0)

  3. #13
    Player Mirabelle's Avatar
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    Mar 2011
    Location
    DeadParrotSociety
    Posts
    354
    Anything that stops TP moves is out the windows, its how SE keeps us in check. Anything that hinders monsters casting is also out the window for the same reason. Anything level based wont work, player vs monster level determines too many things to allow a player to change it.
    I have a little spell called Delta Thrust on BLU. While it doesn't work on all NM's it does work on many. No reason RDM can't get a TP reduction enfeeble as well. SE will just make sure most serious NM's will be immune to it.
    And Addle definitely works on lots of NM's so not sure how you think these things are game breaking.
    (0)
    Yo Ho Yo Ho, a pirate's life for me!

  4. #14
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Mirabelle View Post
    I have a little spell called Delta Thrust on BLU. While it doesn't work on all NM's it does work on many. No reason RDM can't get a TP reduction enfeeble as well. SE will just make sure most serious NM's will be immune to it.
    And Addle definitely works on lots of NM's so not sure how you think these things are game breaking.
    Ok let me make it nice and bold,

    Anything that stops TP moves is out the windows, its how SE keeps us in check. Anything that hinders monsters casting is also out the window for the same reason. Anything level based wont work, player vs monster level determines too many things to allow a player to change it.


    This is in reference to NMs, the same NMs that make most enfeebles useless.
    (0)

  5. #15
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Daniel_Hatcher View Post
    Who needs choice when you can be told what to get....
    You have these choices,

    Dia III
    Bio III
    Blind II
    Paralyze II
    Slow II
    Phalanx II

    Out of those, Blind II is useless. Bio III is only good at 5/5 for really long solos. The leaves Paralyze II / Slow II / Dia III for enfeebles and Phalanx II for buffs. Out of all those Dia III is the most potent and useful. Phalanx is only good at 5/5, so using it requires you to dispose of Slow II / Paralyze II.
    (0)

  6. #16
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    3 Dia 1 slow 1 para 5 phalanx 2.
    (1)

  7. #17
    Player
    Join Date
    Sep 2011
    Posts
    31
    Not to sound like a wet blanket, but all these idea's are potentially game breaking if applied to NM's. And SE doesn't particularly like us breaking NM's, so don't expect any of them to work on NMs. Like I've said in previous threads, make simple things, the more simple it is, the less variables and factors involved, then less room SE has to screw it up.
    I agree with simpler math reduces the chances of programming errors. I also agree with TP moves can't be stopped (though Paralyze can stop TP moves).

    Though, there are examples of spells out there that other classes have access to that act as speed bumps for the foe when building their next TP move. One example is Absorb-TP. It damages the target's current TP and gives the caster an equal value of TP to the caster. So, asking for a TP hindering/damaging move is not too far left field to request for. The math can be made pretty simple.

    Yes, I have suggested a spell that might seem game breaking: Sadness. So, If you don't mind, saevel, I would like to see how you can make this spell idea fit into what your view would be a proper spell to cast on an NM.
    Spell: Sadness
    Element: Water
    Magic Type: Black
    Skill: Enfeebling
    Maximum duration: :30 earth minute
    Cost: ~40 MP
    Method of Removal: Erase
    Description: Under Sadness, the target will not be able to gain TP at a normal rate. Instead the rate of TP the target will be able to gain will be half. The duration is based on the caster's INT versus the target's magic defense.
    The mentality I was going under was short, intense enfeebles. Your view could be what can balance it out. I am curious to see what you have to suggest. I look forward to your response, if you chose to participate.
    (0)

  8. #18
    Player
    Join Date
    Mar 2011
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    1,401
    Phalanx II comes in handy in situations where you can't come /SCH though. To be honest with the ease of EXP gain these days I change my merits daily since I have nothing to spend merits on anyway. If I'm gonna cleave, I'll go 5/5 Phalanx. If I'm gonna burn some empyrean weapon NMs, I'll remove Phalanx 2 and put them in Dia III. etc..
    (0)

  9. #19
    Player Defiledsickness's Avatar
    Join Date
    Mar 2011
    Location
    Asura
    Posts
    208
    Character
    Defiledsickness
    World
    Asura
    Main Class
    BLU Lv 99
    game breaking.. what? you know addle lands on almost every mob right? (even Pil) it slows the mobs casting time so you can easily stun it's spell. and ya blu has about 4 or 5 spells to lower TP. i would think an amnesia spell similar to the current Break spell would fit nicely tho.

    as for merits i just put 5/5 slow2 as it will typically land on most nms and slow is always nice. normally when i play rdm its just for VW or Abyssea so we need the mob alive for triggering. however pil really is a pain :P
    (0)

  10. #20
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Defiledsickness View Post
    game breaking.. what? you know addle lands on almost every mob right? (even Pil) it slows the mobs casting time so you can easily stun it's spell. and ya blu has about 4 or 5 spells to lower TP. i would think an amnesia spell similar to the current Break spell would fit nicely tho.

    as for merits i just put 5/5 slow2 as it will typically land on most nms and slow is always nice. normally when i play rdm its just for VW or Abyssea so we need the mob alive for triggering. however pil really is a pain :P
    Addle ends up being something like 12~20% on NMs.

    Our enfeebles destroy normal mobs, I know this as I've gone Ichi -> Ichi whole holding the mini-Dragon pets of the new Tiamat VWNM. SE has nerfed them into oblivion on HNMs because of people like Avesta. Applying everything we have at max potency would make any NM significantly easier then it currently is, SE doesn't' like that.
    (0)

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