It was translated independently here. That's definitely what they meant.
as a thief main i want to know about the new ja war and monk seem useless so far to me
IMO it will be 0sec on a 5min recast because 5min abilities are not special abilities
else i agree
same answer for other JAs will do nothing
+ we don't know yet if merit delay reduction is static or %, we know you can lower it to 30 min but it can be -10% per merit
if its % and added in the same term than corsp2 it's also a full reset
the only thing i pretty sure about is that you won't be able to cap SPDR on every SP
I think people haven't looked enough into evoliths since SP delay reduction info.
1 min on 2hr was stupid, 1 min on 1h is not a lot better
but you can get stronger evolith, etch on on each visible armor slot=> maximum delay - (full ebur, max sized evo in each) is 12min
2hr-12min is still lol, 30-12 or (60-12)/2* isn't
Both DRK SP abilities are very lackluster and as it currently stands despite being on separate timers they can't even be used at the same time for dual benefit.
Just as you cannot have multiple additional effects proc on a weapon HP drain + TP Drain is not possible (it also renders Endark useless).
I really hope the new DRK ability will be revised. When every single one of these new SP abilities was pretty bad (save a couple) it seemed good by comparison, now it is very lackluster and not even compatible to be used at the same time.
Blood weapon hardly qualifies as an SP as it is, Soul Enslavement is looking pretty grim.
Last edited by Urteil; 11-16-2012 at 09:09 PM.
The fact that RDM's SP2 is still subject to Half Resists adds insult to injury. Let's look at the benefit of RDM's enfeebles in endgame(Legion), assuming 100% chance of landing.
Paralyze II -Paralyze doesn't block TP moves which is what cripples an alliance, not auto-attacks from the mob(which wouldn't be blocked anyway since auto-attacks are counted as frontal cone-aoe TP moves for most Legion mobs.
Slow II - Damage incurred by players during Legion comes from big AoE Spells or TP moves, very rarely do players get hit directly for very much damage due to stuns/Perfect Defense. Even with those two abilities gone, TP attacks are what kills players for the most part.
Poison II - Negligible if it lands, 10 damage/3 seconds is not worth wasting a 2hour on.
Dia III/Bio III- Lands always anyway.
Blind II- Accuracy isn't an issue since these NMs are such high level that decreasing their accuracy by 30-40 would barely make an impact in their hit rate. Also most NM's TP attacks are magical based, so Blind II does nothing against them.
Addle- Addle has extremely high accuracy already and I've almost never seen it resisted. Additionally its usefulness is small as even with mobs that cast, they're often stunned anyway.
Bind/Sleep/Sleep II/Gravity/Gravity II/Break/Silence - Worthless since 99% of NMs are immune.
Am I missing any enfeebles? Basically we have a 2hr that gives us a 100% chance to land Paralyze/Slow/Blind/Addle/Poison(still subject to half-resists).
Camate Wrote:
you will be able to greatly impair and neutralize monsters.Please tell me how Slow/Paralyze/Poison/Blind 'greatly impairs and neutralizes monsters', unless we're talking about Even Matches or Decent Challenges, none of RDM's spells are capable of impairing anything. In fact the only spells that would actually neutralize or impair a monster would be spells that NMs are oft immune to i.e Break/Sleep/Bind/Silence/Gravity.Neutralize: To put out of action or make incapable of action
You know how sometimes you get hit with a tp move that paralyzes you or a mob casts paralyze on you and all you see in the chat log is "player is paralyzed" until it either wears off or someone casts paralyna? That's what RDM`s new SP should add to enfeebles, increased potency so they actually do something.
When a mob casts paralyze 1 on me I often can't do anything because it procs so much, when I cast paralyze II on a mob it does nothing. You seem to like the word Balance SE, try using some here.
Honestly, maxing enfeebling potency while still being able to land them on almost anything isn't that hard. You just make a MAcc magian staff and stack MND everywhere else. Even without that (using Chatoyant), I'm able to Blind non-immune Legion monsters on Scholar without even specifically gearing for it when I pull them.
Soaring Dvergr - Resist
Soaring Naraka - Immunobreak
Veiled Ixion - Blinded x4
Veiled Alicorn - Blinded
Veiled Ironclad - Immunobreak x4
Mired Mantis - Blinded x3
Lofty Harpeia - Blinded
Lofty Zilant - Immunobreak
Veiled Sanguiptere - Immunobreak
Veiled Gigaworm - Blinded
Paramount Harpeia - Blinded, Resist
Paramount Mantis - Blinded x2, Resist
Paramount Naraka - Resist, Immunobreak
If I had a real set / was on Red Mage, I'd doubtlessly see even fewer resists. So I don't know what monster SE is imagining that we need this SP ability for. Is it just for landing Paralyze on Ganaub? RDM's SP ability shouldn't be a substitute for a MAcc staff, let alone Elemental Seal.
Slow is kind of useful against Legion monsters because it does delay their attack rounds, but I'm pretty sure Paralyze literally doesn't work on them. Like, you can Paralyze their magic but never their attacks.
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