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  1. #1
    Player Aurara's Avatar
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    Jun 2011
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    227
    Character
    Aurara
    World
    Odin
    Main Class
    WAR Lv 90
    You dont have to melee for those spells to be useful you know.
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  2. #2
    Player Rayik's Avatar
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    Apr 2011
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    230
    Character
    Rayik
    World
    Cerberus
    Main Class
    RDM Lv 95
    Quote Originally Posted by Aurara View Post
    You dont have to melee for those spells to be useful you know.

    And I don't have to stand in the back line motionless, either. Well, okay, depends on the mob.
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  3. #3
    Player Thunderlips's Avatar
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    Jun 2011
    Posts
    20
    Character
    Thunderlips
    World
    Odin
    Main Class
    RDM Lv 95
    Quote Originally Posted by Rayik View Post
    And I don't have to stand in the back line motionless, either. Well, okay, depends on the mob.
    One question I have been thinking of is how much damage are you going to be adding when swapping weapons to cast spells (staves/clubs+sheilds/PDT/MDT options) or are you going to forego bonuses from those slots to keep your TP from resetting?
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  4. #4
    Player Rayik's Avatar
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    Apr 2011
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    230
    Character
    Rayik
    World
    Cerberus
    Main Class
    RDM Lv 95
    Quote Originally Posted by Thunderlips View Post
    One question I have been thinking of is how much damage are you going to be adding when swapping weapons to cast spells (staves/clubs+sheilds/PDT/MDT options) or are you going to forego bonuses from those slots to keep your TP from resetting?
    If I'm meleeing, I'm not swapping staves. I personally have pairs of MAB and M.Acc Shamshirs, just in case my spells need a boost. Really, if I'm meleeing it, chances are my capped and merited enfeebling skill is landing my spells just fine. If I'm having trouble landing spells, then I'll change up gear as needed. If I'm still not landing them, it's either highly resistant or flat-out immune. Don't really need M.Acc to land Cures and buffs, MND and enhancing gear swaps take care of that.
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  5. #5
    Player Supersun's Avatar
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    Mar 2011
    Posts
    522
    Quote Originally Posted by Thunderlips View Post
    One question I have been thinking of is how much damage are you going to be adding when swapping weapons to cast spells (staves/clubs+sheilds/PDT/MDT options) or are you going to forego bonuses from those slots to keep your TP from resetting?
    Because we need more macc?

    Seriously, if we can land it, we're going to land it with or without a staff.
    From there the extra mind froma weapon slot is going to add like what? .3% more slow?

    (Slow is really only so useful up until the point that your DDs can recast Utsu between swings.)
    (1)

  6. #6
    Player Rearden's Avatar
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    Jun 2011
    Posts
    458
    Character
    Rearden
    World
    Lakshmi
    Main Class
    PUP Lv 1
    Quote Originally Posted by Supersun View Post
    Because we need more macc?

    Seriously, if we can land it, we're going to land it with or without a staff.
    From there the extra mind froma weapon slot is going to add like what? .3% more slow?


    (Slow is really only so useful up until the point that your DDs can recast Utsu between swings.)
    Someone's never fought a monster outside of Abyssea
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  7. #7
    Player Supersun's Avatar
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    Mar 2011
    Posts
    522
    Quote Originally Posted by Rearden View Post
    Someone's never fought a monster outside of Abyssea
    Someone's missing the fact that it's pretty easy to cap our enfeebles with or without a wand.

    I mean when I first saw the Esto neck piece I just facepalmed because I realized that in 99% of situations it would be virtually worthless due to how easy it was to cap spells. Monsters really don't have high enough mnd in general to pose a problem.

    GG is right about one weapon and that's the Cure Staff. That's a weapon that's slightly hard to get around. At the same time though we aren't asking to melee on every monster in the game. If there's something that is mean enough that it would warrant stepping back and using a cure staff that's not a problem.

    We aren't and have never been asking to melee on HNMs. If somethings dicky enough that a blue mage has to step back and cannonball spam like the ACP crystal that's fine. At the same time it would be SLIGHTLY nice to have the bar for acceptable meleeing raised slightly higher then just exp.

    There are plenty of non HNM level mobs that would be nice to have some level of acceptable melee. A common motto has been "Melee fodder, Magic bosses" Fodder doesn't apply to just exp, there are plenty of NMs that most people would dump into the fodder category. It would be nice to receive some level of buff at least to accommodate those.

    Hyrist also mentioned that someone told him to not even bother with that parse until he has an Evi set for 75.
    (0)
    Last edited by Supersun; 07-19-2011 at 11:11 AM.