One thing I'd like to see is a trait for PLD that makes our cures generate more enmity. My paladin is hardly a healer, but if I'm saving someone's ass, I should be rewarded. Another option would be to give PLD's cures a trait that lowered their target's enmity.
Enmity changes with adoulin seemed to be heading in the right direction, but a lot of things were broken as well. Bst'ing dynamis built my aegis, but today's the first time I've seen bst in dyna since update, and paralyze was pulling off mobs that falcorr had put some hurt on. Pre-update* once a good Ruinator was snarled onto the pet, the pet was tanking.
Bst was OP in dyna pre-update. Changing the job so that it requires skill is fine. Breaking the job sucks.
And those poor poor summoners... As an Ochain PLD, I'm really not scared of anything, so I take on a VT malboro, a passing smn friend offers help. Well it's a stalemate. I'll never die, but he'll never die. I tell the summoner I'm going to just let it kill me so we can move on. He says ok. I die, Malboro never faces Smn's garuda but goes straight to the summoner and murders him. I get back up and guard the summoner while he stands back up and we move on.
Had Garuda out-hated me, would the malboro have just taken off for the smn? Sad.

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; however, just 2 quetions (both still regarding SMN); is summoning magic enmity going to be decreased, there is a whole other thread just regarding that question... it seems that most of us smn solo artists are having difficulty keeping enmity on our avatar while camping, due to the fact that we are getting too much enmity just by casting the summons. Second question is you did not include assault in there, is that going to remain the same where it's an introductory very minimal hate generator, or does it produce a lot more now, and we just have to hope the monster gets enmity on us for the pet to auto-attack.