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  1. #1
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99

    level 75 merit changes to allow progress for spells, and other progress consderns

    Since SE made the game go past 75 now I think its time to change all spells gained though merits into potency traits. AM II is useless, protect and shell are useless, it would be nice to see slow II for other mage jobs then rdm and give rdm slow III.

    The idea of chaning level cap is to give progress and you need to give progress in all areas.

    for merit spells, repalce all spells gained though merits into trait potencies and make all the said spells learnable at 75.

    RDM:
    dia potency
    bio potency
    slow potency
    paralyze potency
    palanx potency ( you can aoe phalanx as /sch no reason for a weaker spell)
    blind pontecy

    This will allow to:
    freedom to give rdm slow III
    freedom to give rdm paralyze III
    freedom to give rdm blind III
    freedom to make phalanx II better then Phalax I and have phalax buff way better then SCH
    freedom to give rdm dia IV
    freedom to give rdm bio IV

    in the meantime you can allow WHM have paralze II, slow II, dia III. allow DRK and BLM to have bio III

    BLM:
    AM II merits changed to MB potency for a specific element, make all am II learnable at 75. ( it seemed the idea for BLM merits was to give a good MB spell correct? well AM II is worthless now so my concept keeps that intent of having stronger MBS)

    WHM:
    protectra and shellra merits changed to protect and shell potencies. this will aloow freedom to give a higher line of buff spells without hurting WHM's old merits. furthermore a WHM single target will have the same power as the AoE spells so this allows a full powered buff to be cast on a tank at a distance in case of dispel spammy mobs that whms may not want ot run up too all the time.


    ---general traits and spells---
    progress means giving traits and spells to main jobs that surpass stuff gained though subjob. this means xxx/whm would not have the same cure as main job. (looking at RDM/SCH/PLD that are still locked in cure IV)

    Haste spell off sub should be different then main job. ( maybe 10% sub, 15% main)

    THF and BLU needs more then dual wield I/II as a main job, there is no reason to have that trait as a main job when you can simaply do /nin for dual wield III

    BLU/MNK/SAM/NIN needs more then skillchain bonus I, why give these jobs this trait when its the same power as /dnc?

    PLD, RDM, SCH needs cure V at lest, like i said ealier all aspects need progress, not giving these jobs these spells shows a level 75 mind set. to fix balance with WHM in letting these jobs have cure V let cure V loose the static enmity and applay a cure enmity trait to WHM that works outside enmity down caps.

    Also change cure VIs mp to cost lower.

    Add holy II, banish IV, banishaga III, with possable holy III, banish V, banishaga IV

    bar II spells? you have carol II spells
    bardark/ barlight spells

    having SCH cast IV spells without addendum black as rdm learns IV spells, exmaple:
    Stone IV:
    BLM 68/ RDM 77
    SCH 70( addendum: black)/ SCH 76


    BLU in general need higher levels of traits when using spell combos, level 1 traits really do not cut it at 90 and will be increacing useless at 99. some newer traits does not fit this but stuff like accuracy bonus, attack bonus, magic attack bonus and other such basic traits needs increasing upgrades.

    new conserve mp tairs for BLM,SCH,BLU

    maybe double attack and tripple attack upgrades? my consern for this though it seems its high enough and atmas in abyssea stacks on that issue. however I am hoping 90 and 99 wont have anything to do with abyssea.
    (0)
    Last edited by Rambus; 03-15-2011 at 04:47 AM.
    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.