3.07 Patch Notes.
Those are some pretty big buffs for AST and MNK. I'm curious as to why they decided to give the 20% TP cost reduction on Blood Weapon since most complaints are about Darkness.
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3.07 Patch Notes.
Those are some pretty big buffs for AST and MNK. I'm curious as to why they decided to give the 20% TP cost reduction on Blood Weapon since most complaints are about Darkness.
That's it for drk adjustments? That like barely anything. I run out of tp while MTing too not just OTing. So how does that help my tp in grit mode when I can't use blood weapon? And when your OT in a fight were having grit on for almost all of the fight is necessary it's stupid annoying to keep mp up when nothing is attacking you long enough to regain mp so all you can Use to recover mp is syphon strike and carve and spit.
There's a lot of things that could be adjusted to improve dark knight and adjusting one move that only works in one stance is nothing.
How about reducing the cost of dark arts? Or making dark dance last a bit longer? Or making dark passenger actually useful when buffed so that it doesn't make it harder for you to get hit so you don't regain mp? Or maybe change how reprisal works so we can keep the debuff up all the time instead of a random parry?
Tornado kick is still nearly worthless, but I guess I see it being used between trash mobs.
Finally Bard are fun again, they can move and shoot again with minuet on, i am fine with that cast time.
It's Nocturnal, Diurnal is regen skill right?
But... you know, I had Critical Adloquium (Let's say it gives 3000!, so you get 6000 HP mitigation). But when AST cast Aspected Helios and gives 900, it overwrites the current critical Adloquium. Isn't it really annoying when you're gonna Deployment Tactic but galvanize effect is gone because AST's mitigation skill?
Now you can stop asking me to Goad you.
I can see your TP % now. I know when to Goad you!
- Ninja's everywhere.
You mentioned something about hating the SCH and Nocturnal Sect AST because their shields couldn't stack. Diurnal Sect exists for a reason.
Then have the AST switch to Diurnal Sect..? The shields don't stack probably for the same reasons they nerfed WHM's 18% Stoneskin.
Edit:
But, I digress. I like the changes so far. I'll reserve my judgement once maintenance is over.
Omg favors get fixed.
Thank god there is less stupid now in this grind.
300% increase on favor node spawns.
Yes yes yes yes 1000x yes.
No more 11hrs gathering favors :3
It DOES matter for me (I don't know for the other), so I don't need to cast another Adlo to people again.
And yeah, it's frontline. You'll die tho if you careless, I know :/
EDIT: Then SCH become useless, the only skill that useful is only Lustrate and Indomitability. Why should become SCH then if the Nocturnal wins anything?
I'm really looking forward to logging back in and leveling AST again!
Man oh man, those AST buffs and tweaks are EXACTLY what I was hoping for. Card buffs.... Mmmm.
And Eul, I'll take that note and be sure to go Diurnal with a Scholar as removing a crit Adlo sounds AWFUL.
These MNK changes are sexy
It's funny how they made it so Nocturnal's shield is a higher priority than a sch's shield.
Heck, they've obviously shown that it is possible for a weaker shield to be "denied" in place of a stronger one ever since SCH was introduced.
It's really more of an oversight that the devs have not fixed this issue yet.
AST shield potency is better than Adlo if it doesn't crit
AST nocturnal helios is better than Succor.
The Astro buff is nice! ;D
The Dark Knight is more lame...disappointing <.<;
(and boo... Bard/Mechs still has black mage switch -.-)
Im playing Dark Knight AND Paladin (Both lv60 and I did many dungeons)
In my opinion:
Paladin is way easyer to handle - more dmg reducing buffs, more control of stunning/blind enemys, you have a shield to block atks, you dont stare at your MP bar, Paladin has no wide annoying Aura, no useless skills like "Walking death" <.<, a very good heal spell, can use stoneskin/Protect from whm
What I dont like on Dark Knight:
That Dark Aura, that is more like for a berserker class during a rage buff <.< It DONT Suit to dark knight!
I always stare at my MP bar to have it at a certain % for 1 atk (1 combo atk/spell needs around 70% of your MP...)
Only a few dmg reducing skills(one is: weak reducing spell dmg, but most enemys dont atk with magic)
Important Combo skills need way to much MP - annyoing!
Edit: Why Dark Knight got TP adjustment...? Like it was a problem for a jobclass that mainly needs MP!! <,<;
Sorry pal, you still can't run around and shoot with minuet on (apart from the normal 1.5s-ish leeway between casts). That bugfix is specifically for when you turn off gauss/minuet and immediately initiate a weaponskill (which would have a cast time under gauss/minuet), but still forces you to cast it (which it isn't supposed to, since the buff is turned off) and you can't even interrupt it so you've basically completely lost that GCD if you were on the move and expecting an instant cast.
Hopefully it's fixed. It was irritating F:
A buncha happy AST's and Mnks I see in these notes, grats, looks good. Longer card buffs, and better ones.
BoTD duration buff please SE :p
so jealous at that GL duration buff :eek: