what mage is gonna cast cures when they dont get any exp
what mage is gonna cast cures when they dont get any exp
I get fine exp and bayld on my geo 99. I built a geo melee set and went on geo/dnc. I support my friends with my auras, the regen aura is really nice to keep up as well as the acc or refresh aura, then I hexa Strike/Realmrazer away. Its fun/easy and the points just rain in. Sure I probably don't get capped exp every evaluation but I get 500 bayld often during these evaluations. Also be warned, geo has almost 0 defense options as geo/dnc. Geo/dnc is best in a group to provide buffs / haste samba. That is all, have fun o/!
If anyone has trouble with doing no damage on the tangled roots for evaluation at a colonization reive, then you need to do the quest to obtain "logging". You wont be able to do any damage at a reive on the roots until you do. Speak with the hume npc at the back of the tent at bivouac number one in Ceizak.
Also, mage pdt- and mdt- sets are your friend!
Yeah the imbalance is crazy my support mages received half of the rewards of my heavy dd. Plus what sucks its that holding the mobs off the people killing the nest or knotted root helps as much as directly damaging the root. Since tanking multiple mobs allows people to kill the nest/root easily the people killing the mobs shouldn't be penalized its stupid if that is how it is working thank goodness for the pld super tanking when we didnt have enough peeps and was wiping like crazy....However, separate from this rule, evaluation will take place to estimate how much you accomplished the original goal.
Colonization reives’ main purpose is to clear the way of things that are obstructing colonization, so the goal would entail how much HP you cut off the obstacle. For lair reives, the goal entails how much HP you cut off the monster’s lair. Depending on how much HP you are able to damage these for, you will be able to receive a proportionate amount of experience points and bayld; however, if you are unable to damage their HP this will not be factored into your evaluation.
There are two coins to this issue.
The way it's set up now will benefit different groups and playstyles very very different. I see it as it's insanely hard to balance this. They wouldn't put up an equal reward system, people could just stand at the edge doing a dia at the root and wait for everyone else to to their job.
I think they will keep balancing this and look at it. But for now, find a way that works for you. Not much else to do.
One complaint I have is that if you partake a long time and die, and get up you somehow reset the end bonus and reive momentums. I can understand that, but it's a bit unfair. Especially when you aren't relieved of Reive status when you are dead so you can be raise from outside. BUT you lose it and get it back when you get up. That's a bit of a dick move, better have some momentums/bonus left as you get up.
There's a fairly simple fix to this: Make enfeebling magic give more exp/bayld, but only if it's not resisted, or has no effect. This prevents mages sleeping a mob and spamming spells on it, as eventually it will have all the buffs on it that it can have. Secondly, make curing spells offer more exp. Maybe not massively more, but at least some. If a lvl 50 whm comes out to spam cures on a super-tanking PLD so that they take no hate, let them get their 150 exp/bayld, they've still earned it.
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