I think Yurin is a proc isn't it? if not, yah, all can be done /NIN, But it'd be a b*tch and a half to land the Debuffs XD.the spells can be done any job /NIN.
I think they removed Merit spells for the reason that they weren't very fair in the first place. I know a few jobs lose exclusiveness with it, but I merited 5/5 N.T.E and 5/5 Hyoton back in the day, I planned on keeping them.
RDM is hit the hardest i think. But RDM is already dead, So its like they're just kicking the body now.
That statement about RDM is dead on lol. Yurin and Aishia Ichi are both procs. And yes I agree /nin skill lvls will make it very hard to proc with. But still it's a hard hit for both of those jobs.
The AM 2's being taken out isn't a bad thing for BLM's though lol. 1 less spell they have to worry about per element.
Alustriel Of Alexander
WAR WHM RDM RNG SMN SCH MNK BLM BRD SAM BLU PUP DNC 99 PLD 95 BST 87 NIN 80
Greetings!
With the version update that has taken place today, we have implemented the final chapter of Voidwatch as well as the content that was mentioned previously.
※We have found a bug where when using the periapt of sapience key item in the final chapter of Voidwatch, familiar and automaton weakness triggers will not be displayed correctly. Specifically, the hints for familiars and automatons will be displayed as they would originally. The displayed hints are still not updated and “Sheep Charge” and “Armor Shatterer” will be the only options needed to exploit weaknesses as stated last week.
Now them, on to some answers to questions we have been seeing.
• Temporary items
There have been some of you who are worried about whether temporary item distribution would be eliminated or not. There will be no changes to this. Besides the listed changes, the effects will be the same as always.
• Automaton weakness option
All of the previous options have been consolidated to only the Sharpshot frame weaponskill “Armor Shatterer”, making only one option for automatons to exploit an enemy’s weakness.
• Other familiar pets besides sheep
Since the Voidwatch participation level is 75 and we did not want to have a jug that cost too much, as a result of comparing the higher level pets for that level, we decided to pick Nazuna. However, this is something that can be changed. We’d like to look in to this based on your feedback, so if you have an opinion please let us know. (It won’t make it in time for the final chapter, but we would like to look into it for the future of existing Voidwatch content.)
• Voidwatch key item category
If possible we would like to address this in the next version update. We will be sure to let you know any information on implementation timing once we know.
• Making blue alignment and red alignment max at the beginning
This is currently only at the brainstorming phase, but this is one of the things we are thinking about to help low man groups and also players that get into Voidwatch later.
• Exchange tickets (name pending)
We are currently finalizing the specifications and will be able to announce some information in the very near future. We will be refining the exchangeable items to those that are difficult to obtain.
• Enfeebling magic resistance
Not only for Voidwatch, but for all battle content, we are proceeding with the enfeebling magic adjustments mentioned previously.
We will continue to make adjustments to existing Voidwatch content moving forward, so please continue to submit your feedback.
Devin "Camate" Casadey - Community Team
This I consider a bad idea. One thing that was really done right with VW is it allowed for variety. It allowed much more freedom with job choices. If you change it so that red and blue start capped, this event will turn like all the others, in that players who don't want to level and gear sam, mnk, cor or whm will become unwelcome to these events.
I really see no point in a game with 20 different jobs when only 4 or 5 actually count for anything.
There was no diversity in VW, ever. There was no need for BLM, SMN, RDM, BLU, etc. There was only a need for their proc spells. I don't know about you, but I didn't feel like playing BLM when I was BLM for VW. I felt like I was forced to abuse my job to fit into the system proposed by VW. And that I didn't enjoy. I don't know about other people, though.
And aside from that, it limited job selection a lot more than any other event. Only it didn't limit it to a few jobs, but it forced a lot of other jobs, which, in turn, forced some people to come on jobs the group didn't have. I wanna come WAR or THF to VW, how often do you think I was either? Rarely, it's my BLM, SCH, SMN or BRD they want. Again, I can't speak for others but personally I wasn't happy about this. It forced jobs just as much as any previous system, only the other way around.
Capping red and blue light would help in that regard, actually. It would still require some proc jobs to be able to keep temporary items up (as they just said they won't change that, if I understood it correctly), only it wouldn't force you to cap red and blue lights specifically, meaning if you're after items you'll only need enough proc jobs to stay alive, not enough to cap everything out. For that I think it's a good step.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
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FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
Maybe that's just your experience. In mine people have a certain freedom to choose the jobs they want/feel most comfortable with. I've never felt that not wanting to level sam (or mnk or w/e the bandwagon of the week is) should automatically disqualify me from participation and I never will. Now obviously the real solution would be to close the gap between jobs, balance things out so that any DD/healer/support/whatever can do just as well as any other in their given role, but we'll see giant pink marshmallows falling from the sky before that happens. So that being the case I fully support a system that punishes overspecialization. It's the closest thing to "balance" we'll ever see
Nursery Nazuna caps at level 86 without Beast Affinity merits and requires 4 Beast Affinity merits and augmented Monster Gloves +2 to cap at 99. Given that some of the stuff we bring our Voidvoyeurism to bear upon is hard to hit already and that Sheep Charge requires 100 TP, I could seen even a level 96 sheep being slightly more horrible than a level 99 sheep. Keeping in mind that pets can't drink Stalwart's Drink, a level 86 sheep would have a terrible time gaining the TP for Sheep Charge.
Lucky Lulush is available at the same level as Nursery Nazuna, almost as cheap to produce or buy, and has a much higher level cap. It also has a physical, single-target Ready command that's very similar to Sheep Charge.
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