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  1. #31
    Player Zepheron's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Zepheron
    World
    Lakshmi
    Main Class
    BLM Lv 99
    Runefencer Reality
    I find it odd that there has not been anything said that invokes the obvious. I have leveled RUN to 99, bought the Dux set, FLume belt, Dark rings, emboldened protect5, Ate a taco, had perpetuance regen 5, phalanx, etc.. Then there comes the rub. IN all of SoA, there are very few mobs that use magic on us. The mojority of status effects put on us are via the mobs tp moves or its job abilities. Real magic tanking happens in final stage fights, Sky, Sea, Abyssea, Voidwatch, Dynamis, NNI, you get the picture.

    SO how are we supposed to play a job that we spend millions of gil and hours of time refining a skill that really isnt required in the day to day playing of the job. It's called a paradox. This job was advertised and sold to provide elemental magical defence to self and others in fights. Until Runefencer can mitigate itself from the ja's and tp moves that are common everywhere, especially in SoA, then it will remain nothing more than a paper tiger. A half baked drk with some cool rdm spells and no self sustaining abilities without a subjob and a lot of support.

    My observation would be this:

    1) Give the job the ability to ride 1 or 2 of it's ja's similar to Sam Seigan/3rd eye to mitigate being overrun by physical attacks.

    2) Understand that if you give Run a ja that will dramatically pull hate from the 2 handers in a physical fight,,,,,,,, lol dont make me wait another 10, or 5 minutes to put up a thing that only lasts for 30 seconds. This lends itself to every dd adn mage in the game saying LOL What!

    3) Run is a great idea. Sombody just forgot to mention that very few people in ffxi ever and i mean ever setup a group of 6 or God forbid an alliance of 18 to do anythign anymore. Ergo lol What Legion........ ZNM....................ANNM....yes that was an endgame event once it lasted about a month.


    I love this game more now a days to play with friends. Making new friends is also nice. Seeing everyone I have played with over a decade leave from boredom and/or frustration with SE listening /slap to complaints and suggestions is growing old.

    You want us to play new content and new jobs and continue to spend money on your game please understand that when you brought in abyssea you basically killed HNMLS'. I dont miss them at all. I love cooperative play. You have to bring the game down to smaller party size and pick up groups now that you let the genie out of the bottle with Abyssea and Meebles.

    End of Rant.................. Great to play with all my friends and acquaintences over the years.
    (0)

  2. #32
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    I really don't like the fact that run have a extremely hard time protecting itself against mobs that cast magic of multiple elements. Shields need to be improved because we really cannot complete at all with a aegis pld. We also need more effusions, run should have an effusion in which we consume runes for HP. Moreover Liement Ward should be 1 minute long in which run can absorb spells throughout the entire minute.
    (1)

  3. #33
    Player Delvish's Avatar
    Join Date
    Mar 2011
    Location
    Bastok Rank 10
    Posts
    338
    Character
    Delvish
    World
    Asura
    Main Class
    SCH Lv 99
    Quote Originally Posted by Zepheron View Post
    Runefencer Reality
    Rant
    /rant
    ^ Long double post ^

    I wouldn't get too hyped up over RUN nor the things it is missing until we have the merits/JSE. Looking at my own gear between SAM/SCH/THF, I'm 70% JSE (SCH is closer to 90%), so don't count it out of the fight yet. Additionally are you referring to Wildskeeper Reives when you say very few mobs are magic based. I don't know much about them but I'm certain those boss mobs are going to have some pretty significant elemental properties if SE stuck to what they said about Adoulin being very elemental. Your typical Reive/skirmish mobs likely will not have similar elemental coordination because they're fodder. Tough fodder, but even silver plated fodder is still fodder.
    (1)
    Samurai Archery is said to be a thing of the past, but it isn't dead yet!

  4. #34
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    SE I offer a suggestion, wards by themselves should offer a static level of magic protection against all elements, runes with the wards should offer more protection against a specific element. But popping a ward should adleast provide some level of protection against all elements.
    (1)

  5. #35
    Player Zepheron's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Zepheron
    World
    Lakshmi
    Main Class
    BLM Lv 99
    @ Delvish

    Very sorry about the long double post. If you remember when ToA came out, blu, pup, cor were kings of the domain and the content was built around showcasing their respective abilities. Sure the content was hard, but the jobs arose to the task at hand before they came out with JSE, mid game and end game content in that area. What gets me most is that these jobs were put together adn the content was made to be hard for all 99. The 2 new jobs are placed at an extreme disadvantage in their own back yard. Rives are what they are. I am speaking of trying to fight the ordinary mobs in the new zones. I play all the previous 20 jobs and have them all geared. Being an old school rdm who did things rdm/nin I expected more from Runefencer. The elemental resitance as it now stands cant even handle a T elemental in SOA! How do they expect the job to hold up against the boss fights?

    They advertised a slightly less than equivelent to pld for tanking mobs. So far, with time, effort, proper support and gear, I can't see it as even close. And I like the job!
    (1)

  6. #36
    Player Tirantus's Avatar
    Join Date
    Apr 2013
    Posts
    3
    Character
    Tirantus
    World
    Carbuncle
    Main Class
    PUP Lv 99
    Quote Originally Posted by Zepheron View Post
    @ Delvish

    Very sorry about the long double post. If you remember when ToA came out, blu, pup, cor were kings of the domain and the content was built around showcasing their respective abilities. Sure the content was hard, but the jobs arose to the task at hand before they came out with JSE, mid game and end game content in that area. What gets me most is that these jobs were put together adn the content was made to be hard for all 99. The 2 new jobs are placed at an extreme disadvantage in their own back yard. Rives are what they are. I am speaking of trying to fight the ordinary mobs in the new zones. I play all the previous 20 jobs and have them all geared. Being an old school rdm who did things rdm/nin I expected more from Runefencer. The elemental resitance as it now stands cant even handle a T elemental in SOA! How do they expect the job to hold up against the boss fights?

    They advertised a slightly less than equivelent to pld for tanking mobs. So far, with time, effort, proper support and gear, I can't see it as even close. And I like the job!
    No offense, but you and I must of been playing a different game when ToAU came out. Blu, cor, and pup were kings of nothing on release.

    Pup was utterly broken for a LONG time, blu was popular, but ultimately not particularly adept next to other DD's, cor was only wanted when you couldn't find a brd.

    Sch and dmc were in similar positions when they were first released. Dnc was shut out of end game out the gate due to required meleeing for it's abilities with little damage output. Sch was an above average healer and nuker that was missing all the staple spells to excel at either roll.
    (2)

  7. #37
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by Camate View Post
    Greetings!

    I’d like to give everyone a heads up on the adjustments to rune fencer that we have planned for the upcoming version update. The main focus will be the adjustment of rune fencer’s job abilities, and the planned changes are listed below.
    *Please keep in mind that this is still being worked on and is subject to change.
    • Rune Enchantment
      The effect values for elemental resistances granted from runes will be increased.

    • Vallation
      Recast time will be reduced from 5 minutes to 3 minutes.
      Effect duration will be reduced from 3 minutes to 2 minutes.

    • Pflug
      Recast time will be reduced from 5 minutes to 3 minutes.
      Effect duration will be reduced from 3 minutes to 2 minutes.

    • Valiance
      Recast time will be reduced from 10 minutes to 5 minutes.
      Effect duration will remain the same (3 minutes).

    • One for All
      Recast time will be reduced from 10 minutes to 5 minutes.
      Effect duration will remain the same (30 seconds).
    You need to get rid of the 3 "spike spells" and give RUN their own unique spike spell that dose damage based on your active runes.

    This is the most important one:
    RUN needs a 10~30 second JA that when used before activating a rune enhancement, it automaticaly gives you 3 instances of that rune.

    RUN needs to be put on more then just the elemental weapon paths for magian trials(Same for GEO.), particualry OAT. The fact that it is the same base trials as the empyreans is not a viable excuse. Nor is the fact that you'd have to subtract the job from the weapon on branching trials as this has already been done.
    (0)
    Last edited by Tsukino_Kaji; 04-22-2013 at 03:37 AM.

  8. #38
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Tsukino_Kaji View Post
    You need to get rid of the 3 "spike spells" and give RUN their own unique spike spell that dose damage based on your active runes.

    This is the most important one:
    RUN needs a 10~30 second JA that when used before activating a rune enhancement, it automaticaly gives you 3 instances of that rune.

    RUN needs to be put on more then just the elemental weapon paths for magian trials(Same for GEO.), particualry OAT. The fact that it is the same base trials as the empyreans is not a viable excuse. Nor is the fact that you'd have to subtract the job from the weapon on branching trials as this has already been done.
    Don't get rid of my ice spikes, between that and flash its the only way I get spells off mid fight.
    (2)

  9. #39
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    You'd have ice spike if you had ice runes up.
    (0)

  10. #40
    Player Delvish's Avatar
    Join Date
    Mar 2011
    Location
    Bastok Rank 10
    Posts
    338
    Character
    Delvish
    World
    Asura
    Main Class
    SCH Lv 99
    Spikes based upon runes would be interesting, however you would likely lose the paralyze and Stun that come from Ice and Shock spikes respectively. The spikes themselves are not worth much on their own unless the enemy attacks quickly, and even then you'd be in trouble. The add effect truly helps in these scenarios.
    (0)
    Last edited by Delvish; 04-22-2013 at 09:36 PM.
    Samurai Archery is said to be a thing of the past, but it isn't dead yet!

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