The irony about Mnk/Nin is that it became a requirement for some hard mode BC's, especially the hard mode AA fights to keep shadows up so the Healer could pace their healing.
Aside from all this there was also a skill system. It was slightly RNG for leveling it up. The bad thing was around lv 20, people started to level faster than the skill ups for each level. Creating a gap that required people to go back and party fight mobs for 0 exp otherwise if your skill cap was to low, tanks and dps could not hit the target mob. Spell casters would get interrupted a lot and cures/heals were not as powerful. Also a lot of the skills crosses jobs and were not important beyond your primary or secondary weapons until Abysea came out. Then you had to have all skills on your job caped so you could weapon skill for red or blue. Mages also had to have all spells skills capped or some spells would not affect the target at all. Do not ask what Bards and Summoners had to go through to get their skills leveled. Then there was Blue Mage whose ability to learn magic was based entirely on their blue magic skill level. Pup automations had their own separate skill set. However even if target levels were met there was always the RNG to getting an actual skill up and by what amount min=0.1 ~max=0.5. This did not include crafting and fishing skills and skill ups. Although it went along a similar path.
Now to make combat even slower. We used to skill up on decent mobs; nerfed to Even Match and up at some point. ToA gave friendly npc's for healers, bards and Rdm to skill up on. The attack interval was 8 hours apart or something and lasted only for so long. Wings of the goddess had Campaign that gave walls and NPC objects to attack that gave skill ups to a lv 50 cap, didn't fight back, and was more frequent than Assault. That got nerfed some time laiter and 75% of campaign participation ended when skill ups stopped.. Then they undid that nerf last year, and its still dead.
Over all while the skill set was ok in concept, it created folks who had little tolerance for folks who didn't meet certain numbers with damage, accuracy, and/or the amount you can heal. Yes Healing magic skill gave a boost to cures, on top of reduced spell interruption, status removal, accuracy and damage of cure on undead. Even the I level sets from Adoulin had to be redone because of how entwined that weapons accuracy/damage was to the skill rating of that weapon. But what I wouldn't give to see something like the original Oatixur for Monk in FFXIV


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