Can you remove the old Stealth Actions when we get higher level ones. Really pointless having those abilities when your lv50 DoL and only 1 you need is Stealth IV.
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Can you remove the old Stealth Actions when we get higher level ones. Really pointless having those abilities when your lv50 DoL and only 1 you need is Stealth IV.
i would say make it a trait that increases its potency but you can carry them over from job to job, so its kinda helpful them being seperate.
They pretty much copy-pasted the coding for the DoM/DoW to DoL which is why you prolly won't see a change til 2.0. It was prolly the easiest way they could put the system into play without having to take the resources to spend time on customizing it for DoL lol.
Chocobo Barding DoL Support Jobs
Examples:
Warrior/Miner
Warrior/Botanist
Warrior/Fishing
Chocobo would be the same but would have extra abilities like:
Miner- (Iron Guard) Chocobo PHY DEF Increases (Swift Break) Chocobo stuns magic casting, (Tough Gem) Chocobo Barding increases Magical DEF
Botanist-(Fruits of Power) Increases Barding Chocobo's Attack power, (Wooden Sworn), Adds TP Regain to itself and other chocobo's, (Swift Pursuit)- Increases Evasion & Acc of the Chocobo
Fishing- (Make Waves) Provokes all Enemies nearby, (Stand Back)- Chocobo backs off 10-15 yams and starts casting Cures on itself, (Fishermans Horizon)- Chocobo Magical Attack Power & Potency has Increased.
Setting your Chocobo's AI
Tank
Healer
Attacker
Magical attacker
Either Support Barding Classes or Chocobo Action commands these would be nice to see with the new Barding system.
They just need to make stealth work in nanawa mines >.> sucks trying to go for kidney ores yet my level 32 miner gets attacked by chigoes and bombs.
I'm digging up kidney ores, so I'm not too low. <_< It might not be the most efficient leveling, but I'm going for the items, not for the exp.
That kind of argument is like saying a person managing to farm an NMs drop solo is too low because it's not easily solod till he's several levels higher. Sure, it might not be the easiest thing in the world, but the point is your winning, not losing.
Now, if you had told me that at level 27 or so, yeah, i'd agree, because even with top notch gathering gear and food at that level the light kidney ores are one hit breaks. (though most of the other stuff isn't.)
The point is that stealth doesn't work in the mines, and probably not any dungeon area. I can see why SE might make it that way, but they could have just disabled it in non instanced and instanced dungeons and left the other underground areas alone...
except i already have stealth 3, which would easily let me avoid aggro from all the mobs in the mines. The problem is, it simply doesn't work in there.
And by that reasoning, you shouldn't be mining pretty much any grade 5 node because "the enemies still aggro there". Except you have stealth you can use to avoid them, just like i can... except stealth won't work in the mines. That's what is annoying me.
Nope. the first level of stealth hides you from mobs level 20 and below and is learned at level 8, the second teir is level 30 and below and is level 18, and third is level 28 and is 40 and below. Not that it matters much even if it was 30 and below anyways, because the highest level mob ive seen in the mines is level 32, and most of them are below that level.
I'm not going to go test that myself, but that sounds like a bug. Have you reported it?
I'm pretty sure the only things that are supposed to be able to see through Stealth are Notorious Monsters.
...or does Stealth simply not work underground? That would be silly.
That's what I've been doing. I only keep the highest ranked Stealth ability on my main action bar. The others get moved to the second and third bar. Same with Lay of the Land. Only the highest tier of that ability is kept on my main action bar, since it can also survey the area for lower tier deposits.
@Psion what enemies are around the nodes? bombs you can just walk behind, everything else you can just walk instead of running to avoid aggro.
They should just streamline the abilities for all gatherers like they did for battle classes. The two detection abilities can scale up on the 8th levels like they currently do and will only point out nodes specific to that area, assuming you are the correct level. Stealth can continue to scale up on 8th levels and and continue their potency based on what level range you are.
Of course who knows, maybe they're doing some radical changes to DoL in general come 2.0.
LOL... thats the chalenge of getting ot 50 before you actually go in that mine
mitelings, djiggas, and bombs. Unfortunately, the bombs are only in narrow (and curving) corridors, so it's difficult to get past them without annoying aggro. Whats worse is that they guard two or even three mining nodes, and at some point they will be staring at you.
Mitelings and djigga are more of a nuisance than anything, since i can just kill them with my monk until they reincarnate as ladybugs or coblyns. The bombs though, i can't do anything about since they always repop. :s