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  1. #61
    Player Deifact's Avatar
    Join Date
    Nov 2011
    Posts
    115
    Character
    Kinspawn
    World
    Phoenix
    Main Class
    SMN Lv 87
    Quote Originally Posted by Brightshadow View Post
    I don't think this should be accomplished by gear because its a downfall of the job.
    This is what I'm most worried about. A few years ago SE would have given traits/job abilities to make up for a jobs shortcomings (look at the abilities they added to BRD for example to let them use AoE songs as single target, or to keep certain songs on themselves that can't be overwritten). Yet recently either through laziness or in an attempt to justify their change over to the ilvl system opposed to raising the level cap they seem to tack on fundamental mechanic changes onto gear. This reduces gear options because you HAVE to use that equipment to compete.
    (7)

  2. #62
    Player doctorugh's Avatar
    Join Date
    Nov 2011
    Posts
    50
    Character
    Doctorugh
    World
    Cerberus
    Main Class
    BLU Lv 99
    Another idea for corsair:
    Unlucky dice: Makes next dice roll targeted on enemy and effect applied is negative.
    Allows basically a debuff on the mob and some lesser used rolls might get some play (gallant roll, magus roll, wizard roll, ect)
    (5)

  3. #63
    Player Aarahs's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    118
    Character
    Aarahs
    World
    Quetzalcoatl
    Main Class
    DRG Lv 99
    Quote Originally Posted by Creelo View Post
    An increase in the damage reduction trait Luopans naturally possess will be wonderful; I just hope it's fairly potent.

    I still get a little flustered at the thought of them adding more Luopan DT- gear. I just feel like it fosters this idea that Geo should just cast their Luopans and then immediately idle in Refresh/Luopan DT- gear until their Luopan gets destroyed and repeat the process over and over, with minimal Luopan JA use in between casts. Personally I find this problematic because Geo is capable of doing so much more than just that, and that kind of lackluster play style bores me to tears.

    It would be neat if Luopan DT- gear could be used when you cast your Luopan but then later taken off, while your Luopan still receives the benefit of the DT- gear. So for example, casting your Luopan with the new bell, Dunna (which possesses Luopan Damage Taken -5%), would mean that the Luopan would continue to have that Damage Taken -5% in effect until the Luopan dies, is Full Circle'd, or its timer goes up even if the Geo takes off that Dunna bell.
    I think ideally, you want to idle in -dt and refresh anyways and only switch out when you're nuking. If SE can give Geo a trait where -dt is shared between luopan and Geo, it would help on inventory a lot.
    (2)
    Salaheem's Sentinels routinely monitors the content of messages sent and received via its linkshell for the purposes of ensuring compliance with its policies and procedures. Employees must never send or store messages or attachments that acknowledge the return of the Black Coffin, or defame the name of Naja Salaheem or the Empress. Messages of this nature sent in or out of the Aht Urhgan linkshell may be intercepted and stopped by highly trained Immortals. If you have received this message by mistake, please advise the sender immediately and destroy this message.

  4. #64
    Player
    Join Date
    Sep 2011
    Posts
    166
    That's the problem with ilevel SE is attempting to solve everything with equipment, instead of fixing a job flaws with traits, abilities, and spells. GEO needs core job adjustments not.just gear.
    (4)

  5. #65
    Player Ultimoore's Avatar
    Join Date
    May 2014
    Location
    Windurst
    Posts
    30
    Character
    Ultimoore
    World
    Ragnarok
    Main Class
    GEO Lv 75

    Long Time Listener, First Time Caller

    I am a solo player who plays DD and Support for the team I think Geomancer's should be allowed to wear Jerkin sets. I did some research in the auction house and all support jobs wear jerkin sets except.. you guest it, Geomancers. Now as a solo player like myself who loves to wield the mighty hammer to deal the physical damage as well as the magical damage. think about it devs Geomancers + Jerkins = Happyness
    (0)
    Last edited by Ultimoore; 06-01-2014 at 01:18 PM.

  6. #66
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Ultimoore View Post
    I am a solo player who plays DD and Support for the team I think Geomancer's should be allowed to wear Jerkin sets. I did some research in the auction house and all support jobs wear jerkin sets except.. you guest it, Geomancers. Now as a solo player like myself who loves to wield the mighty hammer to deal the physical damage as well as the magical damage. think about it devs Geomancers + Jerkins = Happyness
    pure mages were never considered to equip jerkins, whm blm sch smn, geo counts as a pure mage (rdm falls into the category with brd cor blu etc). armor classes are not defined by the type/role the job fullfills, but are predefined.

    Very Light armor (clothes) :
    SCH WHM BLM GEO SMN (pure mages)

    Light Armor (leather):
    RDM BLU COR DNC RUN RNG THF BRD PUP (PUP was purely cloth pre lvl cap raise to lvl 99)

    heavier light armor (due to eastern equipment and some chainmails):
    MNK NIN

    light heavy armor:
    SAM DRG BST

    heavy amor:
    PLD WAR DRK

    there are ecxeptions, where 1-2 pieces exist that usually dont follow this pattern, but those are really exeptions and usually very very niché armor (and not usefull anymore anyway, holy breastplate for whm for example, or whm haubergeon).
    (0)
    Last edited by Damane; 06-02-2014 at 05:17 AM.

  7. #67
    Player Kensagaku's Avatar
    Join Date
    Mar 2011
    Posts
    652
    Character
    Kensagaku
    World
    Valefor
    Main Class
    DRG Lv 99
    I'm not much for heavier armor on GEO either, simply because it breaks their general mold of mage-focus. Sure, in FF Tactics they ran around wielding swords, axes, and heavier armor, but in most games they wear lighter clothes. Fortunately, thanks to ilvl gear, it's not too hard to hit the haste cap and still maintain good defensive gear. Hagondes +1 has great ilvl stats on it, can be augmented with PDT and MDT, and has plenty of haste on it. Accuracy is where you're going to suffer though, and honestly, a GEO shouldn't be thwacking things with their clubs anyway; just as I feel about WHM or RDM melee, there is time and a place for everything. In the middle of an intense battle where you're just another source of TP feed that's squishy and an MP drain on the backline healers, you're undesired. Now if it's solo, or perhaps something low-man on a lower difficulty? Sure. Swing away. I just feel that it isn't really fitting for the job to melee, even if the capability exists.

    Of course, you did mention solo, so let me point you towards things like a combination of the Hagondes+1 set (can be aug'd with PDT, MDT, and has higher stats and defense) and the Espial Set (lots of good haste+ options to cap you off quicker). This will give you good defenses and haste that you need, and you can make up things like multiattack and acc in other slots. Steelflash/Bladeborn Earring, Asperity Necklace, Rajas/Mars or Rajas/K'ayres. You'll have to do some research to find suitable pieces, but if you want to do GEO melee solo, by all means.
    (0)
    [Kensagaku - formerly of Kujata] - http://www.ffxiah.com/player/Valefor/Kensagaku

  8. #68
    Player Ultimoore's Avatar
    Join Date
    May 2014
    Location
    Windurst
    Posts
    30
    Character
    Ultimoore
    World
    Ragnarok
    Main Class
    GEO Lv 75
    Quote Originally Posted by Damane View Post
    pure mages were never considered to equip jerkins, whm blm sch smn, geo counts as a pure mage (rdm falls into the category with brd cor blu etc). armor classes are not defined by the type/role the job fullfills, but are predefined.

    Very Light armor (clothes) :
    SCH WHM BLM GEO SMN (pure mages)
    Seekers of Adoulin Description of Geomancer:
    These arcane spellcasters harness the power of geomancy to strengthen allies, enervate enemies, and provide much-needed support to their parties. They assume many of the same support specialist roles corsairs and bards do, and while they may not pack as much offensive firepower as black mages, they can employ elemental magic with ease. There is no set way to play this game anymore . So as a solo player like my self for continuity it would make more sense for a geomancer to use Jerkins. Thank you
    (0)

  9. #69
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Ultimoore View Post
    Seekers of Adoulin Description of Geomancer:
    These arcane spellcasters harness the power of geomancy to strengthen allies, enervate enemies, and provide much-needed support to their parties. They assume many of the same support specialist roles corsairs and bards do, and while they may not pack as much offensive firepower as black mages, they can employ elemental magic with ease. There is no set way to play this game anymore . So as a solo player like my self for continuity it would make more sense for a geomancer to use Jerkins. Thank you
    they are a support class thats correct, that does NOT mean that they wear leather (light) armor. you could introduce a support class called "kinght defender" (pulled the name out of my ass) and have it classified as heavy armor wearer. The fact is Geos are classified as very light armor (clothes)
    (0)

  10. #70
    Player Kensagaku's Avatar
    Join Date
    Mar 2011
    Posts
    652
    Character
    Kensagaku
    World
    Valefor
    Main Class
    DRG Lv 99
    Two things; one, why the obsession with jerkins? If you mean light armor in general, that's one thing, but you sorta seem hung up on that one armor type.

    Two, Geomancers are primarily a mage class. They focus on their magic through geomancy and elemental magic, with a touch of dark and enfeebling magic. As a mage class, they wear cloth-type armors which benefit their magic stats. Yes, there are some pieces that are beneficial for physical combat, but they are mostly few and far between. Light armor does not fit them compared to the two physical/magical hybrids, RDM and BLU. Granted, BLU got the better end of the light armor deal but lost out on some of the mage armor in return, while RDM is the other way around, but both have access to a reasonable amount of light armor because their job type allows them to do so.
    (1)
    [Kensagaku - formerly of Kujata] - http://www.ffxiah.com/player/Valefor/Kensagaku

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