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  1. #71
    Player FrankReynolds's Avatar
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    Mar 2011
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    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Oakrest View Post
    I'm seriously concerned as to who the 5 people were that liked the OP - you either didn't read all of the job 2 hours, or are one of the very few jobs in that list that got something useful (i.e. thf). That, or 5 dev's liked it ^^
    Do you really think trick attack is a good 2hr?
    (0)

  2. #72
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Quote Originally Posted by Tamarsamar View Post
    Honestly, RDMs shouldn't be complaining about the new 2-Hour. We already have the best dang 2-Hour Ability in the entire game, so anything they could've possibly given us afterwards was bound to be worse.
    Honestly to me its a solo 2Hour, Chainspell is more a party 2hour with the use of CSS and all that, but this should make us very powerful when we use this and then buff. Sadly with this we also basically lose any chance at ever seeing Renew because to refresh the duration timers for RDM after this would mean you get super buffs for 2hours, SE would never let us have something so awesome -_-;
    (0)

  3. #73
    Player Cabalabob's Avatar
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    Mar 2011
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    321
    Character
    Cabalabob
    World
    Phoenix
    Main Class
    SMN Lv 99
    Rng looks awful, unless i misunderstand what it's saying it's basically unlimited shot with emp feet on...
    (1)

  4. #74
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    Mar 2011
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    Quote Originally Posted by scaevola View Post
    Slow your roll, dude. It only stops TP moves, many of which can be stopped by Third Eye already anyway.

    It's not the worst of these, sure, but there are still not that many situations where I'd use it over Meikyo (which I consider to be on-the-whole mediocre).
    Think of Ironclads, Harpia, that kinda thing, where all that they use is TPs... oh the wonders...
    (1)

  5. #75
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    Mar 2011
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    Quote Originally Posted by FrankReynolds View Post
    Do you really think trick attack is a good 2hr?
    If its trick attack on every hit for 30 seconds, meaning with the DMG boost from AGI and all that, yeah, could kick some ass!
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  6. #76
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    Mar 2011
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    Think the THF ability is gonna be a fulltime trick attack that doesnt wear off for its duration.
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  7. #77
    Player FrankReynolds's Avatar
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    Mar 2011
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    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Ophannus View Post
    Think the THF ability is gonna be a fulltime trick attack that doesnt wear off for its duration.
    That would kick ass, but I'm 99% sure it's just going to be a more powerful trick attack, that will transfer all your enmity (not just the enmity from that hit).
    (0)

  8. #78
    Player Keyln's Avatar
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    Mar 2011
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    138
    I'm going to talk about the ones that I really care about.

    SMN - Awesome awesome awesome, especially when soloing. Being able to spam Predator claws or some other Offensive BPs is going to be supremely powerful, especially against NMs. Probably won't use, though, in lieu of Alexander.

    PUP - Man, so much haterade on this new ability. I, for one, think this new ability is rather awesome. The way I see it, each automaton is set in a certain way, and emulates certain jobs or certain roles.

    Mighty Strikes - Harelquinn isn't generally a useful automaton. I would use it, though, for this ability. Put it on a Sharpshot frame, and then spam TP moves. When it's done spamming, I would change the auto back to full Sharpshot.

    Invincible - The Valoredge frame is NOT a WAR or a PLD frame, but a tanking frame, and should be looked at. And there is no ability that best helps tanking than Invincible. So, I think it's appropriate, and I would use it if I had the automaton tanking something.

    Eagle Eye Shot - This goes well with the Sharpshot frame, as it's a high physical damage frame. It has potential, considering that the frame doesn't suffer from ranged damage problems that can pop up with Ranger. The only real question is how much damage does it do compared to the weaponskills. If it can't devastate Armor Shatter, it'll be useless.

    Chainspell - Could be useful, especially as a zerg move. Although, if the automaton still is under the global recast, then this ability will be rather useless.

    Benediction - A very useful HSB when soloing. If things go really go south (I'm half dead, and I pulled a link), this can be a lifesaver.

    Manafont - Similar to Chainspell, it'll only be useful if the automaton is allowed to cast quickly.

    DNC - Similar to trance, it could be useful to spam finishing moves willy-nilly. The only limitation, though, will be the recast timers on Finishing Moves. While the timers are reset, they probably won't be set at 0 for the duration of the move.

    SCH - I think it's useless, even if Embrava wasn't there. Any tank worth his salt will be hitting the enmity cap very quickly in a fight, and the only thing this ability might do is temporarily remove hate from other party members. Maybe if it increased the enmity cap of the person receiving the hate, then I could see it being useful. Add in Embrava, and it's really useless.

    Overall, I'm fairly impressed with the new abilities, and I can't wait to test them on the test server.
    (0)

  9. #79
    Player Hashmalum's Avatar
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    Apr 2011
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    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by detlef View Post
    BRD new 2hour sounds great if you have way too many BRDs. This seems to happen all the time and I'm glad somebody finally addressed it.
    Actually, I believe that was the purpose of the new SCH 2 hour.

    More seriously: New WHM 2 hour needs to remove status when used if it doesn't already. New RDM 2 hour needs some kind of ability to cast self-only buffs on others. New BST 2 hour needs to be put to sleep (to grant the dev team reraise and full HP). Reserving comment on the others.
    (1)

  10. #80
    Player Theytak's Avatar
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    Mar 2011
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    485
    Quote Originally Posted by Zhronne View Post
    I think they meant it as a tank-like ability. That probably was their idea altough... since when do you rely on a job who can tank once every 2hrs supposedly for 1 min or slightly more?
    Since when does MNK need this to keep hate from other jobs?
    Still, it's a defensive additional option, why not having it and using it situationally.
    Another good part of having enmity is that the mob will be facing you => you will be countering => more damage.
    You can't counter if mob is facing someone else of course.
    I dunno, this is probably not what I was looking like but it has potential.
    Yea, that's kind of what I was getting at. It's one thing as a defensive ability, but that's different from a tank ability. I'm not saying the enmity's necessarily a bad decision, I'd need to see it in practice to decide that, but it's still... weird...

    I think you're greatly underestimating this.
    It depends on how much it lasts of course, but think about a good sam with a good defensive setup, like the ones we used to have when we killed Atoreis with SAM tanks, imagine them using this skill and shooting powerful WS.
    It depends on a lot of factors like how long it lasts and how much it boosts WSs, if this boosts "reset" when you take damage etc.
    But potentially it's a pretty awesome alternative to Meikyo Shisui.
    SAM already has an awesome offensive 2hr, this one just offers a defensive/offensive alternative, I like it a lot on paper.
    It's entirely possible I may be underestimating it, and I hadn't considered the possibilities using it against something like an iron clad with TP moves for regular attacks, but it still seems like glorified Seigan-3rd eye to me, so I really don't know.

    Incredibly useful? Really? To be able to move enmity on someone? So much enmity that probably would go mostly wasted because of the enmity cap?
    And you can use it once ecery 2hr? Sounds pretty preposterous to me lol
    I said "incredibly useful in theory" Obviously the enmity would go to waste, but at the same time, it would also mean that suddenly everyone not-the-target would be reset to 0/0 enmity, while the target's capped on both. That at least gives the group a little bit of breathing room while the melees are re-building hate, meaning it could do a tank 2hour's job of saving everyone's ass in a sticky situation. Giving it to sch, though, means it'll never be up in those situations, because embrava. I'm not saying it's amazing, just that it makes no sense that they gave it to sch.

    Why not? Sounds nice to me, not just "better than EES". I like it personally. Won't gamebreaking but it looks like a nice 2hr, especially for Annihilator owners!
    Why not? Because I'm a pessimist.

    Well if it makes your shield activate more than an Ochain, lasts long enough and returns A LOT of damage, it could be nice.
    Honestly I was expecting them to give PLD a magic damage Invincible, guess that would have been too obvious...
    My guess is that since they've yet to introduce an ability to proc shield 100% of the time, shield, parry, and guard, are subject to a proc cap, similar to evasion. This ability is, essentially, the same thing as palisade, with a little bit extra, and kind of spits in the face of everyone that put the work in to get an Ochain, since I sincerely doubt the difference in block rate is going to be noticeable at all for them. As for the magic-damage invincible, I'm expecting that to rune fencer's 2hour, lol.

    As much as I agree with the points you exposed earlier and with this JA looking nice to who doesn't know PUP very well but being shit in reality, I don't agree with your extreme pessimism.
    Doesn't look worse than Overdrive to me. Benediction is cool (did you seriously expect them to give us a full party benediction? Can you imagine the rants from WHMs?).
    Invincible on Valoredge is a bit... ehr... well let's say it's not completely useless, depending on how much it lasts, but try not to be too much disappointed just because you "wanted Mighty Strikes for VE".
    EES won't necessarily do less damage than Armor Shatter. If the damage is interesting you could use it right after an armorshatter and stack a lot of spike damage in a few seconds. Not awesome but, again, sounds better than Overdrive.
    Chainspell too looks really nice on paper to me, altough MP might become an issue there. Doubt we'll be able to ADD and keep the 2hr buff up.
    All in all the spiritreaver one looks the most ridiculous to me because, like you already said, we virtually have infinite MP in most situations.
    For BLM doll Overdrive is probably a better 2hr, especially with the +15 additional seconds from AF. Alllows to spam Ice Maker for 60 seconds etc.
    lolOverdrive ist better for Valoredge too if you want damage, but the new 2hr gives you an ADDITIONAL option, while the new 2hr looks much better for Stormwaker, Soulsoother and lolHarlequin.

    Dunno, this is not an awesome 2hr but it looks better than Overdrive.
    What were you expecting for PUP, seriously?


    What leaves me a bit skeptic is the fact that, imho, these 2hr will have to be unlocked with merit points just like WS, and there will be a cap so you won't be able to get all of them =/
    Considering that Overdrive gives the puppet a fairly significant boost in attack speed (read: Haste), as well as a fealty effect, it's still stronger than this. And fuck what the whms think, us have benediction wouldn't suddenly make them not completely over powered. Also, it's not so much a matter of "I wanted mighty strikes on VE" as it is "VE is the only puppet that can actually make use of mighty strikes" because with harlequin, and the other frames, mighty strikes won't make any significant difference in over all damage. For EES, if it works the way EES works for rng, that means it will basically be a 5x damage ranged attack. That means a little over 1k damage for pup, depending on what you're fighting. I'm honestly not even sure it will be able to compete with armor piercer, let alone armor shatterer. Your point with chainspell is one that I forgot to make, though, and is also important. That said, between buffoon's collar, AF gloves, Cirque body +2, and Heat sink, all overdrive would do is allow you to keep using maneuvers for the 3rd or 4th nukes. You know, Aspir and Aspir II.

    I was expecting something less aggravating than a shitty gimmick that we've already told them would be terrible. At least over drive gives the puppet haste and enfeeble immunity. That's fucking something. This is basically like giving a teal rdm mighty strikes and saying to go melee.

    Quote Originally Posted by FrankReynolds View Post
    Do you really think trick attack is a good 2hr?
    Like someone else said, it seems like it's going to give a TA-style stat=+weaponD boost for it's duration, which, given thf's attack speed at haste cap, is a significant damage boost, even more so if it applies to WS (or specifically, more than the first hit). Just think about what it would mean if suddenly, in addition to atk/fSTR, 1 AGI = 1 Dmg for all melee hits. At 99, that's basically giving your daggers an extra 100 damage rating. If it applies to WS, think about what it means for Exenterator; it would effectively give exenterator a > 200% AGI mod, since the extra dmg from the 2hour wouldn't be subject to the alpha's 15% reduction in WSC.
    (0)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

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