The point of the merit system was they didn't want you to be able to max out all the jobs and only be the best at a couple.
The point of the merit system was they didn't want you to be able to max out all the jobs and only be the best at a couple.
News flash for all the people who think fast meriting is something new. Be it snm burns, those annoying bugs i forget the name of or just leveling brd to get merits for the jobs people cared about. SE just leveled the field for everyone. If you want to take it slow then take it slow just don't force your way on to the rest of us. I still enjoy taking a couple of friends and killing trolls for the sh*ts and giggles.
I am glad they are raising the caps, this is one thing that is needed in a 90/99 game vs 75.
Thread references:
http://forum.square-enix.com/ffxi/th...ess-consderns/
http://forum.square-enix.com/ffxi/th...-at-or-removed
Main point I want to bring here.
spell merits at 75 where only met fpr 75. maybe NIN is ok but NIN can fall into this general rule I am going to make.
ALL MERIT SPELLS need to be made into potencies so other jobs can get access to spells and spell upgrades.
Example:
slow II WHM 78
dia III WHM 7x?
paralyze III WHM 7x?
Bio III BLM and DRK level ??
Phalanx II RDM??? ( make it same as phalax I’s power)
Phalanx II is useless when you can just have a RDM sub SCH and aoe phalanx I, phalanx II old merit replace with phalanx potency.
and RDM can gain access to slow III, para III, dia IV ether though merits at 99 or higher level
AM II are useless, same deal make them into real spells and replace it with MB potency.
The higher level Enfeebling Magic could just be bigger acc+ made for high level NMs where you will run into resist issues if you do not have the right spells and gear ( not abyssea god mode)
WHM can be made into a protect potency and shell potency trait and just allow the AoE spells be learnable spells, not only does that allow more use for the merits but allows WHM single spell be the same as AoE spell which can help while buffing mid fight for dispel spammy mobs.
and a question about the merit raise, is each weapon cap going to be higher? Not just the overall cap?
I'm of opposite situation. While you have 10 jobs you want to merit, I have 3 and do not intend on increasing the amount. All this update does is add more unused merits for me.let combat and magic cap individually per skill, but don't cap the category.. it's the way it should be for a long time... i never wanted to force to "main" job on 1 job, i play and love all/most of them
I want to put all my weapon points into staff since I'm suffering from B rank and want to buff it as much as possible. I'm a focused player, not wishywashy all jobs player.
Well, looks like I know what I'm doing after the update. Whatever I want still, merits just pour in now.
very happy about this!!
*BabyGyrl* Ragnarok Server~ 99 THF WHM RDM BLM DRG Husband Doluka <3
Stupid idea, and too late to change it now as it would be unfair to everyone who's already done their merits.They should only allow obtaining these in XP parties outside of Abyssea, or they won't be worth adding as content since they will be capped in one day.
i do agree it is a bad idea, but how is unfair? I do not make sence of that. I see abyssea is endgame leveling not 30-75 so that idea is bad. Like I asked ealier though how is it unfair?
I read closer and I am a bit confused.
each combat skill needs to be raised too. when you have 400+ skill in a weapon how does 16 mean anything?
why does it go from 20-32 ( meaning 1 and 1/2 cap weapon skill) but magic is only 1 more skill? (16 to 24)?
I find that a bit unfair esp if you want to be bard that can cap 2 of them.
276 > 291 is 5.7% ish increase 361 with a 5.7% increase is 381 meaning each skill now should have about 10 merits into it and at 99 needs to be higher for that effect.
so if they are doing 4 full ones now each combat skill needs to raise to 10, stuff like evade could raise to 5.
so total cap would need to be 40.
magic:
same thing, make it 40, 10 in each, bard main can merit thier 2 skills then plop on BLM and do ele and enf.
to spechalize in melee you really only need one, magic is 2 for most.
so the cap should be at lest 4 to cover 2 jobs well.
and to answer a possible question or rebuttal a head of time. no melee using 2 or more weapons well is different than magic, I think only 3 jobs have 2 different empyrean weapons. PLD ( GS/sword) war ( GA/Axe), DRK ( GS, cythe). so it is not like you need more combat skills on one job, that is not the case with some mage jobs, some can use 3 magic skills very well. SCH has 4 ( elemental magic, dark magic, Enhacing magic, enfeebling magic) if healing magic had more of an impact, that could be agured too.
So i really want these questions answered:
Why unfair to magic cap?
Why not increasing the limit for each individual combat or magic?
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