Drk's new 2 hour needs to be at least doubled in duration, if not tripled. 90 seconds would probably be really good.
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.
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
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'!
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!
Last edited by deces; 08-15-2012 at 07:08 AM.
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.
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.
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.
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |