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  1. #311
    Player
    Join Date
    Mar 2011
    Posts
    48

    BST Idea

    Here's an idea:

    To increase the Beastmaster's defensive capabilities, why not make the new "2 hour" a reverse Snarl while retaining the enhanced stoneskin?

    Scenario:

    My pet is about to die! Not good for BST! Oh no, still have 30 seconds left on Reward and my moogle drank my last DM! That's right, SE just gave me this new ability to save my hide in an oh-**** situation! *Uses new 2hr* Great, now the monster is focused on me instead! This stoneskin is keeping me alive just long enough to use Reward! *Uses reward* Great my pet is healed! *Uses Snarl* And the monster is back on my pet instead of me, just in time too because the last hit ate right through that stoneskin effect and nearly squished me!
    (2)

  2. #312
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Looks like the JP thread says stoneskin will be half the pets hp.
    (0)

  3. #313
    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 FrankReynolds View Post
    Looks like the JP thread says stoneskin will be half the pets hp.
    So Faithful is about ~2400 StoneSkin.
    (0)

  4. #314
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    That's more useful for zergs than Familiar, but it still wouldn't really give BST a place in zergs.
    (2)

  5. #315
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    So Faithful is about ~2400 StoneSkin.
    Yeah, I don't think that will keep you alive for long vs anything that made you need it in the first place ; ;
    (0)

  6. #316
    Community Rep Okipuit's Avatar
    Join Date
    Apr 2012
    Posts
    285
    Greetings!

    During this week’s Test Server update we will be making the below changes and additions to the new 2-hour abilities.

    New 2-hours will be added to the below jobs:
    • Bard/Samurai/Blue Mage/Corsair/Scholar
    *Currently there is a known issue wherein using the 2-hour abilities for bard, blue Mage, and scholar via the action command menu will result in not being able select the target properly. (In regards to blue mage, the spells for Unbridled Learning are grayed out and cannot be selected.)
    We apologize for this, but please use the above job’s abilities and blue magic with either command line execution or macros.

    Effect adjustments:
    • Paladin
      Addition of an enmity increase effect equivalent to Invincible
      (We understand the feedback about the enmity cap, but we would like to look into and address this separately from the 2-hour abilities.)

    • Beastmaster
      Reraise effect will be changed to a Stoneskin effect
      (The strength of the Stoneskin effect will differ depending on the type of jug pet called, and will be half of the pet’s max HP.)
    While this week’s update will only encompass the above changes, we are continuing to look into other jobs as well, so there is a possibility for further changes and adjustments.
    (5)

    Okipuit - Community Team

  7. #317
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Okipuit View Post
    [*]Paladin
    Addition of an enmity increase effect equivalent to Invincible
    (We understand the feedback about the enmity cap, but we would like to look into and address this separately from the 2-hour abilities.)
    I'm sorry Oki but you need to tell the devs this is a bad idea. They can not move forward with any enmity based abilities without first establishing that enmity in itself is worth paying attention to. As of right now as you said you have feedback about the enmity cap, I would suggest that be focused on rather than making abilities based around enmity itself because so long as more things are made for enmity its just more things that will need to be changed and tweaked again in the future if enmity itself is fixed.

    If this ability is released before changes to enmity I fear the ability will be pointless until such a change is made, at which point the ability may function under a new law of order and not work properly or in a balanced nature. So while I am happy to hear you have heard the feedback players have given on the subject of enmity, I regret to say the 2-hour should probably be held back a bit until this issue is resolved, or it could have problems following the update that fixes enmity.
    (4)

  8. #318
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Okipuit View Post
    Greetings!

    During this week’s Test Server update we will be making the below changes and additions to the new 2-hour abilities.

    New 2-hours will be added to the below jobs:
    • Bard/Samurai/Blue Mage/Corsair/Scholar
    *Currently there is a known issue wherein using the 2-hour abilities for bard, blue Mage, and scholar via the action command menu will result in not being able select the target properly. (In regards to blue mage, the spells for Unbridled Learning are grayed out and cannot be selected.)
    We apologize for this, but please use the above job’s abilities and blue magic with either command line execution or macros.

    Effect adjustments:
    • Paladin
      Addition of an enmity increase effect equivalent to Invincible
      (We understand the feedback about the enmity cap, but we would like to look into and address this separately from the 2-hour abilities.)

    • Beastmaster
      Reraise effect will be changed to a Stoneskin effect
      (The strength of the Stoneskin effect will differ depending on the type of jug pet called, and will be half of the pet’s max HP.)
    While this week’s update will only encompass the above changes, we are continuing to look into other jobs as well, so there is a possibility for further changes and adjustments.
    Wanna throw Dark Knight a bone???
    (0)
    Last edited by Cljader1; 08-17-2012 at 11:20 AM.

  9. #319
    Player Kari's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Aisaka
    World
    Fenrir
    Main Class
    DNC Lv 99
    Quote Originally Posted by Okipuit View Post
    • Beastmaster
      Reraise effect will be changed to a Stoneskin effect
      (The strength of the Stoneskin effect will differ depending on the type of jug pet called, and will be half of the pet’s max HP.)
    Are the devs really ignoring us this hard, that this is making it to testing?
    This job ability is WORTHLESS.
    It would still be worthless on a 1 minute timer.
    It would still be worthless if it DIDN'T kill your pet.

    There is no BST anywhere that cares for a heal + stoneskin at ANY POINT when they have a PET.
    BST needs an entirely different 2 hour, as well as DNC.
    (9)
    /人 ‿‿ 人\


  10. #320
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Wanna throw Dark Knight a bone???
    Are you trolling? The DRK 2hr is probably the best of the new 2hrs and is potentially one of the stongest 2hrs in the game in terms of how it increases your damage and how it inhibits the enemy. Testing shows it drains 30-50 TP per hit which means now only are you gonna be WSing a lot more, but the mob's TP moves will be completely inhibited. Throw on Tactician's Roll/Adoloquiem/Embrava and this new 2hr and you're gonna basically be spamming weapon skills. Now imagine 5 DRKs in an alliance using this move during perfect defense embrava. Normally during perfect defense the mob only had TP moves to really hurt an alliance, now the alliance will be impervious for those 30 seconds while the DRK's plunders all the TP the mob has been getting from being hit by zerging DDs. Now compare that to the DRG 2hr which just enhances the wyvern and heals it to full(Spirit Link heals 90% of its HP) and it gives stronger breaths(breaths that were resisted like nuts for 10-90 damage will do 200ish for 60 seconds..whooo and healing breaths heal a bit more which is moot outside of solo or failwhms.)
    (5)

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