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  1. #1
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    Mar 2011
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    Quote Originally Posted by Rambus View Post
    most merit spells are useless anyways so it doesnt matter, I am siding with making those merit spells actall spells that jobs can use and getting rid of all spell merits and making them to other job traits like potency traits.

    instead of slow II, you would just have a slow potency trait for RDM and make slow II a learnable spell, same with protecra/ shellra and AM II. The potency traits that could replace AM II is MB potency for a specific element.
    wishful thinking but i doubt it. SE is not gonna change the current merits already in place, and i really doubt you'll see Para III or Slow III make it into the players arsenal of spells
    (0)

  2. #2
    Player Rambus's Avatar
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    Mar 2011
    Location
    Windurst
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    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Quote Originally Posted by Superchicken View Post
    wishful thinking but i doubt it. SE is not gonna change the current merits already in place, and i really doubt you'll see Para III or Slow III make it into the players arsenal of spells
    Then your stuck with level 75 cap concepts.

    my thinging is this, do it right or don't do it at all I still think pasting level 75 was a 1/2 baked idea that wasn't fully thought though.

    your really not hurting anything to change those merits into potiencies, the conpects are still the same, people want a better slow so they will still merit slow potency over other merits. same with old AM II, the idea with AM II was to give a strong MB spell, since those spells are not strong anymore just make am II learnable while giving a MB potency for a specific element.

    I really think if SE wanted to lift cap and do it well they should of think of all aspects like issues like this.
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  3. #3
    Player Yarly's Avatar
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    Mar 2011
    Posts
    276
    Character
    Opto
    World
    Bismarck
    Main Class
    RDM Lv 68
    lol @ people complaining game is boring/tedius but still play
    (1)

  4. #4
    Player Tanathos's Avatar
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    Mar 2011
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    Windurst
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    7
    Character
    Tanathos
    World
    Sylph
    Main Class
    BLM Lv 90
    Well for me a game must be fun, and i dont see the fun to kill 250 same mob.. its like a Wow bashing... of course you need more than 1 trial staff.. if ut was online one yes np but for all element...
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  5. #5
    Player Zarchery's Avatar
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    Mar 2011
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    Character
    Zarchery
    World
    Asura
    Main Class
    MNK Lv 99
    Quote Originally Posted by Tanathos View Post
    Well for me a game must be fun, and i dont see the fun to kill 250 same mob.. its like a Wow bashing... of course you need more than 1 trial staff.. if ut was online one yes np but for all element...
    I'm almost finished with my 9th and final line of staff trials. I have Agni's Staff +3 (Fire), Varuna's Staff +3 (Ice), Vayu's Staff +3 (Wind), Kubera's Staff +3 (Earth), Indra's Staff +3 (Thunder), Soma's Staff +3 (Water), Surya's Staff +3 (Cure Potency for WHM) and Shareeravadi +3 (Magic Accuracy). Right now I've got to kill 250 Leeches for Yama's Staff (Darkness), then scrounge up 55 shadow geodes, and I'm all done.

    I actually agree that it can be kinda boring and it has taken me several months to get them all done (though one line took maybe 10 days total). Agni's Staff and Kubera's Staff were particularly difficult because there are no evil weapons anywhere in Abyssea (for Agni's Staff) and the magic pots in Abyssea (for Kubera's Staff) were far too strong and resistant to nukes for me to solo. Still, I really liked it. I think because it is something you can solo, and you can start and stop at will, and I've always been the kind of guy who liked a simple but repetitive task you can really sink your time in to.
    (0)

  6. #6
    Player Rambus's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Quote Originally Posted by Tanathos View Post
    Well for me a game must be fun, and i dont see the fun to kill 250 same mob.. its like a Wow bashing... of course you need more than 1 trial staff.. if ut was online one yes np but for all element...
    I get the point where this can go..

    I really dislike the magian trails for staffs, and that is why I have not done any yet. ( I made a dagger for THF/DNC and brd melee i guess... and a PDT sword because those are most dire and bring out the best improvement vs what i had)

    you need a light acc one, 6 potency staffs, a dark acc one, earth acc one, some combo of weapons for RDM ( club/shield, i dont know what is best anymore) and having SMN staffs for - prep. Then having MAB swords for blu( light MAB if you want to pad that since holy after curing can be mean >XD) (you can also use the 51 staffs for acc but you are still carrying those 8 + magain staffs)

    so at 75 you where fine with 8 staffs if you had all the mage jobs leveled. now if you want to be good you need around 20+ weapons for mage jobs, I thought SE was suppose to be getting better with inventory management not making it worse.
    (0)
    Last edited by Rambus; 03-14-2011 at 03:25 PM.

  7. #7
    Player Vraelia's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    77
    You guys can rest assured that BLMs will indeed get Meteor. Stop saying 'Please, give BLMs Meteor' If you have read the very first thing that SE said on these new Updates (from last year) is that: 'It is about time we introduced BLMs to Meteor.' So, yeah, take it down an octave. XD lols

    And also, if WHMs get Dia III, RDMs needs to get Dia IV, and along with Dia IV, we must also get Bio IV. (We are the best enfeeblers, not WHMs, so this is necessary.)

    Holy II should go to PLDs and WHMs.

    Ultima should also go to BLMs. Maybe Demi too. And Merton.

    RDMs should get 'Merton' and Demi. And Raise II. And Cure V. And Reflect. And Barrier to let the RDM have both Pro and Shell on, plus give the RDM a resistance percentage to all Elements. Tier III Enspells. Tier III debuff spells (Slow III, Paralyze III, and Blind III.) Also, let the RDM learn the spell Phalanx III, not have it merited.

    WHM should get Cure VII. And Raise IV. And Protect/Shell VI. And Shellra and Protectra VI. And a Null spell to help strengthen Resistance against all Elemental powers/ailments to a %.

    PLDs should get Shell V. Plus a spell like: Gain-Enmity. But a PLD type spell name instead of Gain (Gain being RDM's signature spell name.) And Cure V. (If a PLD casts Cure V, he/she gains massive hate, instead of its less Enmity effect.)

    That's all I can think of atm....lols
    (0)

  8. #8
    Player
    Join Date
    Mar 2011
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    15
    I thought this was a Blm thread, lol. Anyway, Blm should finally get direct damage Dark Magic spells. For example, Shadow1-5, Shadowga1-3, Shadowja, Eclipse(AM)1 and 2. Meteor is a given, but nothing's been said about Comet by Square Enix. Death would be fun, make it like Zantetsuken except not area of effect. Bio3 would be appreciated, as well as Sleep3. No Ultima. One thing I love about FFXI is that nonelemental attacks are few and far between. Why would the masters of Elemental Magic get a spell that is nonelemental?
    (0)
    Last edited by Bejiita; 03-14-2011 at 05:45 PM.

  9. #9
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    Mar 2011
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    Quote Originally Posted by Bejiita View Post
    Death would be fun, make it like Zantetsuken except not area of effect.
    oh i sure hope so with /sch maybe. manifestation and GO!
    (0)

  10. #10
    Player Kuwabaraone's Avatar
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    Mar 2011
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    Currently Windurstian
    Posts
    50
    Character
    Kuwabaraone
    World
    Valefor
    Main Class
    BLM Lv 99
    Well, definitely gonna need Thunder V and Thundaja. And yes, we are overdue for both Bio III and Meteor. AMIII would be nice, but not necessary. Could also get a merit class that provides cumulative boosting to elemental spells too, just for kicks.

    KB1
    (0)

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