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  1. #291
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Minikom View Post
    Why remove reraise effect, that is really something good in this new 2 hours, sacrifice your pet to gain reraise effect, think i read about sic and ready timers being reset to 2 hours, that should be the problem with bst 2 hours, not reraise
    It was kind of rubbish when Twilight Set granted that.
    (1)

  2. #292
    Player Siiri's Avatar
    Join Date
    Mar 2011
    Posts
    233
    Character
    Siiri
    World
    Bismarck
    Main Class
    WHM Lv 99
    Drk's new 2 hour needs to be at least doubled in duration, if not tripled. 90 seconds would probably be really good.
    (2)

  3. #293
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Yeah these new 2 hours are mostly rubbish, 30 seconds are not enough time to make substantial change when you see other jobs got a nicer 2 hours that last 3 minutes - and all of those are the original 2 hours which as of now still far better than the new ones ever will be. They should at least make it 90 seconds for most of these 2 hours - so far they are all pretty much short duration, good to rubbish ability between all the jobs.
    (3)

  4. #294
    Player Chamaan's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Chamaan
    World
    Valefor
    Main Class
    PUP Lv 99
    War: Commented earlier in thread. 100% (or very high) TA rate, bonus to +WSD%,

    Mnk: A bonus to HTH base damage (at least +30-40dmg, could base it on Mnd/Vit stat or something) for 3 minutes

    Thf: Make the trick attack reset the entire hate list except for the person who was tricked onto

    Cor: Anything less than a half hour duration will be pointless, should even be active until death honestly, like old Drg two hour was

    Bst: Consumes one equipped jug to give your pet bonuses (which last for the duration of the pet) according to the job type of the beast summoned by the jug Example: Falcorr eats a Gorefang jug (WAR), gains DA and attack bonus; Raphie jug (PLD)=Def/HP bonus; Dapper Mac jug (MNK)=Counter/-attack delay; Falcorr eats an additional Falcorr jug (THF) and gains further enhanced evasion and TH2
    (7)

  5. #295
    Player Falkirk's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Falkirk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Quote Originally Posted by Xilk View Post
    Additional Ideas for BST 2-hour abilities:

    Feral Scream: Apply a 75%~80% Killer Instinct effect instead of a 15%. A big boost in enmity as well. 2 min duration.
    This has potential - if they placed the focus on maxing out our killer effects across the board, it would fit in with SE's vision of a defensive buff for the master. And then as a side effect we could benefit from Gausape +2 usage for a 25% damage spike, while we intimidate the heck out of our foes. I would still lament that it only affects 7 mob families, but it'd be better than Stoneskin... and it would be more... Beastmaster-y. I dunno! Keep those ideas comin'!
    (3)

  6. #296
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Siiri View Post
    Drk's new 2 hour needs to be at least doubled in duration, if not tripled. 90 seconds would probably be really good.
    Most of the new 2-hours are compatible with the AF2+2 duration extensions, which are sometimes considerable. Smn Horn +2 doubles the duration of the new summoner 2-hour, for instance.
    (2)

  7. #297
    Player deces's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Deces
    World
    Lakshmi
    Main Class
    BST Lv 99
    Quote Originally Posted by Camate View Post
    Greetings!

    The Development Team has returned from their summer break and has started preparing their responses in regards to all the feedback we have been receiving on the new 2-hour abilities.

    To start off, I like to first share some changes that are being planned. [*]Beastmaster
    We will be keeping the HP recovery and status ailment recovery as is, but we will be changing the reraise effect to a stoneskin effect. The strength of the stoneskin effect will vary depending on the pet. The idea is that Familiar will increase the pet’s offensive capabilities, while the new 2-hour ability will enhance the master’s defensive capability.
    Finally, I have one request when submitting feedback. We have been seeing comments stating that “we don’t want this” and “totally remake it.” Your feedback is something we wish to utilize in our efforts to make the game better, so instead please try to be as specific as you can with how you’d like it aspects to change.
    You want feedback here you go..
    http://forum.square-enix.com/ffxi/th...-After-Testing.
    http://forum.square-enix.com/ffxi/th...hour-abilities

    I do not think it is unreasonable to just merge this concept for the 2hour with wild run into one JA and make it something actually useful. and completely start over. With that said, Wild Run should of never been as bad as it is and this wtf JA will only dwarf it in failure. While the two combined could be useful in bad situations I don't see this warranting a 2hour restriction whatsoever.

    Proposed 2 hour Primordial Instinct
    If you really want to make it up to us Jugtmasters for your lies and nerfs, why not make a the new 2 hour boost whatever Job Traits the jug has to a higher level for a said amount of time? This would offer us the ability to maximize what each jug has to offer, every 2 hours. It is not game breaking for yully or falcorr to have THIII for when we are fighting a 24 hour spawn NM we need a drop from.
    Job traits such as double Attack, fencer Tripple Attack evasion bonus Stout Servant would also get reflected boosts and whatever else jugs have that you keep hidden from us that we will never figure out.

    PS: NO PET POOFING!
    (2)
    Last edited by deces; 08-15-2012 at 07:08 AM.

  8. #298
    Player Vagrua's Avatar
    Join Date
    Mar 2011
    Posts
    191
    Character
    Vagrua
    World
    Lakshmi
    Main Class
    SAM Lv 99
    I don't see any reason to use the new BST 2-hour over Familiar with AF2+2 legs granting Haste+10 to my pet for 40 minutes. You should go back to the drawing board on it or just make it a separate ability with its own recast timer imo.
    (4)

  9. #299
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Byrth View Post
    Most of the new 2-hours are compatible with the AF2+2 duration extensions, which are sometimes considerable. Smn Horn +2 doubles the duration of the new summoner 2-hour, for instance.
    Shouldn't need to gear swap the body piece only for a little extra time on drk's 2hour, last I checked it was stated abyss cuirass +2 only gave 10 extra seconds to BW, unless that was proven wrong. The 10 measly extra seconds is the reason why I didn't complete this piece.

    SE Please Read
    What hell is drk suppose to do in 30 seconds, cmon SE show drk some respect. Every since the BW SE kraken club bulls**t you guys have had it out for drks. For example haste cap, Soul Eater nerf, AbsTP nerf, Its not too much to ask for extend duration for our 2hr, we have a high delay weapon and sec 30 seconds....does that make since too you.
    (2)

  10. #300
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Byrth View Post
    Suggestion: Reduce Flourish recasts to 4 seconds while the new Dancer 2-hour is in effect.

    Suggestion: Allow the Warrior 2-hour to extend to Weapon Skill damage and extend the base duration to 1.5 minutes.
    Until people messed with these on the test server, I actually assumed the Dancer and Warrior two-hour abilities would function the way you're suggesting they should. My thinking was that if they didn't affect recast and weapon-skills respectively, what would the point be in adding them at all?

    As these abilities are at present, they just don't make sense. No one is going to use a damage-dealing ability that is the same as nothing five seconds in (Dancer) or worse than another option in every way (Warrior).

    The horrible duration of the Warrior ability does make sense compared to other new abilities, at least; horrible durations seem to be the norm. I'd like to think there's some reason for that.

    There isn't, of course, but I need to tell myself that there is.
    (6)

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