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  1. #1
    Player
    Join Date
    Jan 2012
    Posts
    645
    Not to mention, "One of the design concepts things about levelling a job, is unlocking new weaponskills that are much more powerful than old ones! Which is why we just buffed the crap out of all the old weaponskills." wait, what?

    And yet they say this to both Blu and Bst (Who have recently asked for all jug pets to no longer be level capped, which is I think a fantastic idea) "one of the design strategies is that as you level, you get access to stronger versions of certain types of things", it's just often, and hilariously untrue.
    (1)

  2. #2
    Player Kafrein's Avatar
    Join Date
    Mar 2013
    Location
    UK
    Posts
    46
    Character
    Kafrein
    World
    Bahamut
    Main Class
    BLU Lv 99
    It makes sense to me really, the 'broken' spells perhaps aren't that useful in the lower levels but they're there if you need them. Blue Mage has a vast collection of spells and the idea is that you constantly update your strategy and repertoire to suit the situation, meaning stronger attack spells and so on. It's unique compared to other mage classes in that sense, because Black Mage still has a good usage for their low level spells. I don't think that's a necessity it's just a difference between the classes. While there are some spells that I think should be fixed, ultimately I agree with Square on their explanation.

    I think Blue Mage has got a lot of attention and buffs recently and it's fantastic, so I am not about to complain about it.
    (1)

  3. #3
    Player Sabishii's Avatar
    Join Date
    Sep 2011
    Location
    NY
    Posts
    25
    Character
    Sabishii
    World
    Asura
    Main Class
    BLU Lv 99
    Can we do something about pyric bulwark? The July update says: The name of the blue magic spell Pyric Bulwark has been adjusted to Polar Bulwark. (Added on 7/15/2014)

    But it hasn't (at least in the english patch updates), and it still does the same thing. The only thing they did was change the element from ice to light (which doesn't do anything).

    Maybe they should change the spell so it actually IS polar bulwark, the magic nullifying spell. Nullifying one HIT of physical damage doesn't do much. If it lasted for a set period of time, I'd use it. If it was like sentinel, or rampart, I'd use it. If it was a mini-invincible I'd use it. If it nullified magic damage instead of physical damage, I'd consider using it, because magic usually hits harder than physical hits from mobs. Right now, I'd rather use bloodrake to get my HP full in one spell, than a spell that'll just nullify the next melee swing, even if I use diffusion to give it to the whole party.
    (2)

  4. #4
    Player
    Join Date
    Jan 2012
    Posts
    645
    Quote Originally Posted by Sabishii View Post
    Right now, I'd rather use bloodrake to get my HP full in one spell, than a spell that'll just nullify the next melee swing, even if I use diffusion to give it to the whole party.
    I haven't used Bloodrake since they buffed Sanguine Blade (which I'm grateful for), though double darkness is a neat idea, it's rarely useful.

    You know what's never useful though, Bulwark, perhaps if they changed it to a Migawari type effect.
    (0)

  5. #5
    Player Xsilver's Avatar
    Join Date
    Mar 2011
    Posts
    62
    Character
    Xsilver
    World
    Bismarck
    Main Class
    BRD Lv 99
    Should be changed to be a Migawari effect for 30 seconds, if damage exceeds 50% of your max HP, the damage is nullified. Lasts until it wears off or an attack of that caliber hits you.
    (2)

  6. #6
    Player Worldslost's Avatar
    Join Date
    Sep 2014
    Posts
    8
    Character
    Worldslost
    World
    Ragnarok
    Main Class
    BLU Lv 99
    First time posting in this forum haven't poured over the thread but my vote is for pollen to be adjusted. It could be a wonderful tool. I think OP mentioned Metallic Body in the same sense. Just those 2 spells would make blu a lot better in the solo dept. The self cure just added cost too much to set in the current 20/70 spell set system,
    (2)

  7. #7
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    Just coming back from a few months break. I notice that Blu's Tourbillion and Barbed Crescent additional effects still do not work on most mobs. Right now, I'm using these spells on toads and pugils in Marjami Ravine, and I'm not getting the additional effects to land. Any idea how to fix this?
    (0)

  8. #8
    Player YosemiteYogorockBlondelle's Avatar
    Join Date
    Mar 2011
    Location
    Blondelle = Sandy, Windy\{S}, Bastok All Completed. YoGo: Basty+Sandy Rank: 10~Sandy {S}: UnComplete
    Posts
    608
    Character
    Yogorock
    World
    Leviathan
    Main Class
    RUN Lv 74
    Quote Originally Posted by Tennotsukai View Post
    Just coming back from a few months break. I notice that Blu's Tourbillon and Barbed Crescent additional effects still do not work on most mobs. Right now, I'm using these spells on toads and pugils in Marjami Ravine, and I'm not getting the additional effects to land. Any idea how to fix this?
    Well maybe job points for the accuracy of additional effects might fix the issue or give a touch to it a bit maybe? Let me know as i'm adding 2 points to that Blu Job Point category and same to more blu points for spell's.
    (0)
    (Yo-Sim-Mit-Tea is the correct pronunciation. It is how its spoken, folks.) Come over & visit awhile to many posted changes to the life of Vana'dial. You can find past posts found by a link, pops up with Char name highlighted, thanks!
    I'm Wishing to see the Greatness in all players suggesting changes to ffxi ahead, here's to the Future of FFXI, Cheers Mate!!.

  9. #9
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by YosemiteYogorockBlondelle View Post
    Well maybe job points for the accuracy of additional effects might fix the issue or give a touch to it a bit maybe? Let me know as i'm adding 2 points to that Blu Job Point category and same to more blu points for spell's.
    It's highly doubtful. It's not a matter of them being slightly less accurate so much as they seem to be capped at a very low land rate so that even on too weak mobs they often wont land
    (2)

  10. #10
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    It's not related to magic accuracy at all, it's proc rate. Both of those spells do physical damage with a chance of additional effect happening. SE has either purposely or by glitch made the proc rate stupidly low on these. I tested this on spiders in ToAU, the ones right outside in the thickets. As a 99 with 119 gear our magic acc is so far above the target that it's would be statistically impossible to have three to four in a row do complete resists. Instead it simply never proced and thus never did a MACC/MEVD check. Use Bilgestorm instead, -25% defense / attack / -10 acc and lasts for about 90 seconds. Torb IMHO is really just for SCing and BC is similiar to Mortal Ray, just there to make a job trait.
    (0)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

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