probably mentioned somewhere in this 50+ pages, but I can't find it.
Can we please do something about the enmity system? DDs can hit the cap too quickly, and this causes a whole host of problems). principally, "Tank" jobs not being able to hold hate
probably mentioned somewhere in this 50+ pages, but I can't find it.
Can we please do something about the enmity system? DDs can hit the cap too quickly, and this causes a whole host of problems). principally, "Tank" jobs not being able to hold hate
Although a little late I'd like to address DRG's new 2hr.
-The current effects aren't horrid like BST. Maybe in the first time since I learned how bad spirit surge is post-spirit/soul jump I will have a reason to 2hr on DRG. However, the duration of the 2hr and their effects are still short of what can be considering useful. At best what a DRG can expect out of this 2hr is maybe 200-300 damage in breaths and 3 semi-fast potent cures, I say semi because healing breath has around 2 seconds of "readying" before the wvyern actually heals someone". To be honest the ability as a whole is very lackluster and probably will not see much use. The only times I'd even consider using it is life-death situation solo/lowman or when call wyvern is down in a heavy aoe situation, steady wing/spirit link is on cool down AND if I have no further plans within the next 2hrs.
-Now in the fore mentioned solo/lowman situation I will probably not use this ability for 2 reasons. 1. I now have to wait an additional few seconds before I can actually heal myself, 2 seconds from using the 2hr, then another 4-5 seconds from using one of the JAs and my wyvern to actually use the breath. In the 6-7 seconds it takes to actually gain benefits from using this ability defensively I will more than likely be dead or whoever my intention of saving. Instead of using this ability I would have been better off just using Deep Breathing+ spell trigger or just casting a spell to trigger Healing Breath. JA delay really kills this JA in terms of emergency usage.
-The statistical boost to the wyvern is too weak as it stands even if used offensively a DRG will be able to at best increase it's damage on anything worth using a 2hr on by 2% maybe 4% if the other DDs haven't murdered the mob within 90s. Offensively the 2hr is insignificant. Instead of spending 2 seconds every 30s telling my wyvern to breath on the mob I could more effectively just melee for TP and WS faster perhaps doing hundred times more damage then my wyvern. Considering the above this JA really doesn't deserve 2hr cooldown.
-The ability doesn't resolve the issue of the master/pet suddenly dying to instant death effects and DRG having to suffer a massive penalty to it's performance by lacking a wyvern compared to other jobs when KOed. To further make the ability less disappointing I suggest granting the master a defensive buff, perhaps in def/elemental resistances. Also immunity to both pet and master to most common ailments(ie. paralyze,plague,silence,etc) would make this ability more viable in terms of defense. By adding the above you give the DRG an ability to use in zergs/high end events where he will be able to fight without being severely hampered by having to constantly keep vigilance over his companion.
TLDR: The 2hr isn't as terrible as BST's or RDM's but is extremely weak use utility as there just aren't any situations where it'd be appropriate to use it. As it stands the 2hr is only SLIGHTLY more useful than Spirit Surge on sole reason that it does not devour our pet. Also in terms of leaving a significant impact upon a battle this 2hr and it's predecessor does not deliver. Perhaps the main benefit of Spirit Surge towards the group as a whole is the def down from jump however now that it is possible for Angon to give the mob 2 mins of -25% defense down I see Spirit Surge as a whole worthless and will probably never, ever use it.
It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.
I would love to see the usefulness of Kikoku and Nagi (especially nagi -.-) revised.
Kikoku:
*Aftermath: Enhancing subtle blow is pointless nowadays, given that almost any DD can cap subtle blow in gear alone. Furthermore, when you also take Myoshu: Ichi and Yurin: Ichi into account, it only further highlights the need to revise this aftermath.
Can I request that the aftermath become something more useful, such as a decent evasion bonus, Ninjutsu fast cast, and/or 100% Ninjustu tool expertise, or something else relevant to today's NIN.
*Blade: Metsu is also lackluster and pales in comparison to Kannagi's Blade: Hi, even with the damage boost. Consider making this a multi-hit crit ws like Blade: Jin? The animation looks like the WS should be multi-hit anyway.
Nagi:
*Augments "Mijin Gakure": This needs to be replaced. A boost in damage for a 2hr ability is not a desirable bonus to have on a weapon. None of the other mythics require you to wait 2hrs in order to benefit from the benefits from the weapon.
I would suggest changing this to perhaps an extra shadow on utsusemi (stackable with +2 Empyrean feet), some form of Augments Yonin/Innin and/or Elemental Ninjutsu Damage IV (+40%)
*Blade: Kamu is also lacking compared to Blade: Hi (although I cannot personally speak for what it is like with the damage bonus, from what I have read it is still a second rate WS)
Thank you![]()
Last edited by Mayoyama; 08-25-2012 at 05:07 PM.
As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.![]()
It is then that I know achievement.
Nexus Cape: Please increase the number of areas in the present this is able to be used in!
As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.![]()
It is then that I know achievement.
Some of this stuff has been mentioned in one way or another already but:
Summoner
-Please allow us to use blood pacts more often. 45 seconds is just way too long when any mage can ws more often. It could be a lower BP timer, charges, whatever just something.
- If possible, it would be nice if we didn't lose our BP timer whenever an avatar is: slept, stunned, amnesiac, dies, or the monster being fought dies before it goes off.
-Please reduce the charge up time between blood pact use and actual execution. This would alleviate most of the BP issues with BP timers being lost.
Dancer
-Please make spectral jig last for at least as long as the recast is. I know it can be extended with gear on dnc main, and it has no cost, but it's annoying to have it wear off literally one second after use.
-If you are unwilling to separate waltz timers, can you at least make healing waltz have it's own waltz category? I shouldn't have to choose between removing a debuff or curing for the next 30 seconds or so.
Miscellaneous
- Please either increase the frequency of hot spells or up the drop rate on geodes for days of the week
-1500 heavy metal plates is too much for the little gain you get from 95 or even 99 version of empyrean weapons. Please either increase the drop rate to 100% on certain voidwatch NMs or lower the amount required to something more reasonable.
I got more but it will become long-winded and no one will read it.
Make some sort of pulse cell for Sagasinger!
Addendum to my earlier post:
-Please adjust Geirskogul, Camlann's Torment as both Weapon skills are extremely lackluster compared to their peers.
ex. In abyssea I can hardly get Geirskogul to do beyond 1.5k damage, with peaks of around 2k with multi-attack procs. While using the same gear/atmas I can easily push 4-6k using Drakesbane or 3k with Stardiver. How much of a trade off in damage should there be for a mildly weak shock spikes? What exactly makes Shock spikes (for 30 seconds) worth losing 50-70% in weapon skill damage? They don't have a high rate of stunning mobs and the damage from them is roughly 10-15 on anything really. So what makes this WS great enough to be on a relic weapon? I want to know why sub par weapon skills like this haven't been revamped. As it stands this ws might as well not exist as even it's damage modifier defy what DRG is given in terms for weapon skilling or gear in general.
ex. Camlann's Torment and Quietus are far too weak to be worth their effort in comparison to other weapons that share their trials, namely Ukkos and Vere. Also as far as weapons go in their class, the effort to reward ratio is completely horrid compared to Masamune whose ws is very good.
TL;DR: Geirskogul, Camlann's Torment and Quietus and most relic weapon weapon skills in general need to be revamped or buffed as even the weapon skill damage bonuses from their lvl 95-99 weapon versions cannot salvage how lackluster or useless these weapon skills.
It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.
Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru!
Last edited by Godofgods; 08-26-2012 at 12:07 AM.
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Allow us to quest for the Campaign Weaponskills.
Please add quests that allow us to gain the campaign weaponskills. Most, if not all of them are AOE (some cone aoe) and have status effects which would increase our utility. I am fully aware a few of them are limited in availability through Campaign ranking though I am sure the entire player base would be very happy having native, full-time access to them.
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Uriel Blade
Spine Chiller
Cruel Riposte
Great Divide
Prominence
Arrow of Apathy
Amatsu: Tsukikage
Iainuki
Glory Slash
Warden of Terror
Bloody Quarrel
Leonine Legflail
Soulfetter Arrow
King Cobra Clamp
Napalm Tomahawk
Tartarus Torpor
Dark Knell
Divine Malison
Salvation Scythe
Quietus Sphere
and more.
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Expand on Throwing (Job abilities & Weaponskills)
The player-base has been asking for Throwing weaponskills for a long time. The throwing job-abilities such as Angon, Tomahawk, not to mention Volant Angon, Bloody Tomahawk and Napalm Tomahawk serve as examples that can be turned into throwing weaponskills and can further be expanded on for new throwing job-abilities.
- For example: Throwing WS or JA "Napalm Grenade" (Causes AOE Fire damage and Burn) Expends grenade. Jobs: WAR, THF, RNG, NIN
- Throwing weapons such as Boomerangs and chakrams that return to you when thrown can and should have their own WS category. They can range from single target to AOE weaponskills or job-abilities.
- Ninja would also have exclusive single-target and AOE-cone throwing WS with their shuriken.
- Lehko Habhoka's "Iridal Pierce" is a perfect example of what a Throwing weaponskill can be.
With this in mind, shuriken, kunai, knives, grenades, bombs and other throwing weapons would have to become more readily available through synthesis recipes and NPCs. (Don't forget to make them stack to 99 and have bags for them.)
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Introduce new weapon types: Great Hammer and Whip
Great Hammer / Great Club
Used by WAR, DRK, PLD, BST
It would make sense in my opinion to add another two-handed, blunt weapon with the only option now being a staff.
Staff weaponskills are mostly magical in nature with most physical ones being controlled with the mind. Great Hammer weaponskills would be geared towards high physical power, taking advantage of it's blunt/bludgeoning property. It would share a DMG/delay ratio similar to great axes and scythes and would fill in the gap for the high powered, two-handed weapon types.
(I.E Two-Handed, Ranged)
- Slashing - Great Axe, Great Sword, Scythe
- Piercing - Polearm, Archery, Marskmanship
- Blunt - Staff, Great Hammer
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Whip
Used by: WAR, RDM, DRK, BST, SMN, COR, DNC
Whip would have a slashing property and a DMG/delay ratio similar to one-handed swords and katana. I listed the above jobs so that there would be a lot of versatility among the weapon.
Variety in whips could include the following:
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- Leather whip
- Vine whips made of Rafflesia and Morbol vines
- Thorned whip
- Chain whip
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Thank you for taking the time to read and consider this.
Last edited by Tanama; 08-26-2012 at 04:16 AM.
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