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  1. #1
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99
    please notice, that they didnt even list 1/3rd of the jobs in this micro testing phase. there will undoubtedly be 2-3 more updates like this to cover other jobs.... tho i cant help but feel smn is getting neglected again -_-
    (0)

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Why do you need to /sch to deal with Blu? You play a distance game because most Blu spells have limited range. I personally don't see Blu winning if it comes down to being kited, but it'd be a long and boring match though.
    (0)
    Last edited by Neisan_Quetz; 11-18-2011 at 12:51 PM.

  3. #3
    Player Huevriel's Avatar
    Join Date
    Mar 2011
    Posts
    60
    Character
    Hrasvelg
    World
    Cerberus
    Main Class
    COR Lv 75
    Square Enix I asked, but it seems I'll never get that roll I've always wanted.

    Since 75, been waiting for that ONE roll. That one PARRY roll, and SE answers with a Counter roll.

    Screw it, I'll have to level parry without the aid of rolls.
    (0)
    Just a level 75 COR still trying to cap his skills before venturing into level 76. All that's left is parrying.
    SE please give me a Parry Roll or Parry Bonus Job Trait.
    SE Thank you for the COR update that changes Gallant's Roll. You have indirectly answered my prayers for assistance in Parrying Skillups!! THANK YOU SE. -_-

  4. #4
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Umm ... seeing as Gravity II already has a description, and its the same as Gravity I's I'm pretty sure we can bet that it'll have the same effects (movement speed down, minor evasion down, short duration). Which means it'll run into the same game mechanics that had SE nerfed the sh!t out of Gravity 1. Basically RDM's using it to solo things (the only thing it was good for). SE doesn't like RDM soloing things, so their gonna nerf if the same way they did Gravity 1, for the same reasons.

    So yeah ... unless SE goes back in and alters the description and removes the -movement speed effect, it's going to be useless. It mind as well be Diaga II.
    (0)

  5. #5
    Player Xellith's Avatar
    Join Date
    Apr 2011
    Posts
    245
    Character
    Xellith
    World
    Shiva
    Main Class
    SMN Lv 95
    Ok I'm reading the list again two things -

    Summoner

    Fenrir: Heavenward Howl (Lv. 96)
    Grants the effect of HP Drain or MP Drain to party members within area of effect.
    One or the other. None of this moon phase bullcrap. We have asked for this type of thing to NEVER be put in the game since its just annoying. "HEY! LISTEN!" instead of being ignorant. If and I say IF this is moon phase related I am going to be sorely disappointed.

    White Magic

    Cura III (WHM Lv.96)
    Restores HP for party members within area of effect. Afflatus Misery: Increases healing potency.
    Stop giving WHM such useless spells. Cura 1 and 2 never saw any use. What makes you think Cura 3 is gonna be any different? "CURA ALL THE THINGS!" - No SE. No. Useful spells please. No I didn't say "No Useful spells please" I said "NO. Useful spells please". As in "Useful spells can I have it?"
    (0)
    Quote Originally Posted by Frost
    Eleven Fajin boots!
    We did Voidwatch today and Eleven Fajin Boots dropped!! Yay! Thank you Square Enix Incorporated! The Three People that got them today were really happy

  6. #6
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Xellith View Post
    None of this moon phase bullcrap.
    Worry not, friend. Given that the effects are related to HP and MP, it's likely the ability will vary between day and night rather than varying by moonphase.
    (0)

  7. #7
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,350
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Stop giving WHM such useless spells. Cura 1 and 2 never saw any use. What makes you think Cura 3 is gonna be any different?
    I actually used cura and I don't think it's useless. It's a heal spell that's tied to Aff. Misery, that's all there is to it. Cura 1 is basically the best way to wake a whole party up. Cura II is a little more potent but didn't get much use because it wasnt strong enough to be used as a heal and basically only served the same purpose as cura I. Another tier likely brings the cure potency to a more useable level. I wouldn't write it off just yet.

    ----------
    I see a lot of upset people on the various forums acting as if the stuff in the level 99 update post is the only new spells/abilities we're getting at 99. They're not. After the level 99 update iwll be the group 3 merits update. They said during the road map post that this update would outstrip the level 99 update in scope. Basically, I see it as group 3 merits providing stuff that would be given at level 100 if we got that level.

    THESE SPELLS,BPs AND ROLL are NOT the only new spells/abilities that are coming. CHILL OUT, BE PATIENT, your job WILL get new stuff. It just might not be in this next patch.
    (0)

  8. #8
    Player Jerbob's Avatar
    Join Date
    Aug 2011
    Posts
    314
    Character
    Jeral
    World
    Phoenix
    Main Class
    WHM Lv 99
    Cura spells really are absolutely terrible unless you're just messing about. I have no problem with spells being added for unorthodox shenanigans so long as they're treated as such, and not taking up developer time/resources where more useful things could be added. In all honesty it's not even good for waking people up because it's self-target, and on anything where waking people up immediately or at low cost is important you're likely not in range - and if you are in range, you're probably asleep too. If you've got time to run in then things really aren't that critical.

    Yeah, Cura type spells work to an extent - they're not actually broken - but they're not actually useful in any meaningful capacity. They don't add anything to White Mage without simultaneously being a liability except in very rare circumstances or when you're in a situation where anything would do anyway. When I saw Cura II was being added in the earlier cap increases my heart dropped, and now I'm just bashing my head against a wall in frustration. They simply are not worth having, and every Cura spell we get is another excuse for SE not to give WHM something interesting.

    Meanwhile, I see that SCH has stolen yet another spell that should have gone to another job. I know that SCH is hurting for healing at the moment, but really? It's not like WHM has had a mastery over Regen since the game was released or anything. Is there any type of magic that SCH doesn't claim mastery over yet? Regen needs fixing across the board, and this is not an excuse for SCH to vacuum it up.

    I'm sorry to be so negative but this set of patch notes is just another example of SE's competely messed up thinking.
    (0)

  9. #9
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Cura and Cura II can easily be completely free of MP cost, and that leaves room for a different style of WHM play, if only in older endgame play (as it is now in Aby and VW you only cast V and VI).

    In certain VNM fights and Salvage Cura and Cura II spam can lead to the entire party walking out with full MP and full HP.
    (0)

  10. #10
    Player Jerbob's Avatar
    Join Date
    Aug 2011
    Posts
    314
    Character
    Jeral
    World
    Phoenix
    Main Class
    WHM Lv 99
    I will admit from the start that I've not done Salvage before, so correct me if I am mistaken at any point, but I can't imagine for a second that anything being done with Cura could not be done with any other tool just as effectively, particularly when taking any risks into account. As you have said, it opens up the possibility for a different style of playing White Mage - which is fine, and should certainly be encouraged - but it's neither groundbreaking nor revelant for the vast majority of content or players. At best it is an alternative - one with potential risks - and at worst it's seen as a "feature" of White Mage by developers that justifies not creating more interesting spells (or giving them to other jobs, notably SCH).

    I'm not saying it doesn't work - indeed, you've shown that it can and does - just that it's not actually a unique asset for White Mage 95% of the time. With developer time supposedly as stretched as it is, spells like Cura are more likely than not hurting White Mage rather than helping it. It's yet another "well it works on paper!" idea, as far as I am concerned.
    (0)

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