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.
lol @ people complaining game is boring/tedius but still play
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.
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.
Last edited by Rambus; 03-14-2011 at 03:25 PM.
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
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?
Last edited by Bejiita; 03-14-2011 at 05:45 PM.
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
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