Antipika.
Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B
No mention of dark/umbral/astral/light
No mention of Paralyze
No mention of Poison
All BINDs are Exclusive
The only 1 slow is Exclusive
Theres no mention of Ancient Magic
Theres no mention of Guildskills
Theres no "Reduce mp cost by half", but there is "Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete." which is a good trade off.
No mention of anything that does same thing Purge did
No mention of anything that increases duration of effect
No mention of anything that increases magic defense (unless defense is being used for both physical and magical)
Do not assume they just being spread out, actually read it.
As far as I'm aware there is no proof that we will get AM later, also we are not getting level cap increase at least until after 1.21 so that's way into next year.Also, getting all of these spells before level 50 makes it hard for progression later on. You'll get your AM. It'll just be after level 50. More than likely another magic class will have enfeebles too. Because bunching every single spell that exists under 2 classes is pretty a crappy thing to do if you plan on having more than 2 magic classes.
Also You dont know when you get these skills, some of them could be level 50, you dont know.
Last edited by viion; 11-19-2011 at 02:07 AM.
I did read it, because I said some. Why are you so butthurt? You know they had too many spells in this game to begin with. Half of the debuffs were worthless because battle doesn't work long enough and some don't even work on bosses.No mention of dark/umbral/astral/light
No mention of Paralyze
No mention of Poison
All BINDs are Exclusive
The only 1 slow is Exclusive
Theres no mention of Ancient Magic
Theres no mention of Guildskills
Theres no "Reduce mp cost by half", but there is "Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete." which is a good trade off.
No mention of anything that does same thing Purge did
No mention of anything that increases duration
No mention of anything that increases magic defense (unless defense is being used for both physical and magical)
Do not assume they just being spread out, actually read it.
The point of these exclusive abilities is so that we don't have -insert class here- exclusive parties. They want parties to need more than just 3 types of classes. And it seems like combat will be a lot harder. And just wait it out, they might add a couple more skills later. You don't know and neither do I. Quit being an ass because I made a simple observation.
Using real life logic and math, why do the spells have to be distributed evenly? Because logic says so?using logic and math i disagree
6 elements divided by 2, is 3 each cure is water
6 elements divided by 3, is 2 each the new DoM would be missing a element if they only had water
of course i could be completely wrong, so although i disagree, that don't mean i can't see you being right
No mention of Silence as well, this is what worries me most for whatever reason.
Combos are solo. You don't need a party to combo.
Originally Posted by GreatLeviathan
Prolly live in their mommy's basement playing the game 23/7.
I'm sorry but Slow + Paralyze were god sends, Purge was insanely useful for nuke PT's. Poison was nice way for range pull and good DOT. Shockspikes was wonderful for the stun effect, Spirit Song was insanely good for just about every encounter where you dont need to move (All nms outside of dungeons).I did read it, because I said some. Why are you so butthurt? You know they had too many spells in this game to begin with. Half of the debuffs were worthless because battle doesn't work long enough and some don't even work on bosses.
The point of these exclusive abilities is so that we don't have -insert class here- exclusive parties. They want parties to need more than just 3 types of classes. And it seems like combat will be a lot harder. And just wait it out, they might add a couple more skills later. You don't know and neither do I. Quit being an ass because I made a simple observation.
Dedicated raise spells were good to raise from the brink of a whipe, especially having control over your 30 minute resurrect which you can manage on chainspell.
Umbral/Astral is pretty much the only spell THM has atm and it far beats elementals on a lot of things, it is also highly unlikely to be resisted due to its unique nature but they now get stuck with 2 basic elementals.
And Shell, well that speaks for itself.
I guess you just really dont like to play your class very well, hell I'm a PLer and I take my class serious and play it to the fullest.
why not? seems like balance to me that way :P. but your right it doesn't have to be that way. but its as good a argument for the reason why thing are the way they are as any.
What I have shown you is reality. What you remember, that is the illusion.
You should take your own advice and not ASSUME things. They are making combat harder by reducing the amount of abilities and skills we have. They also might add some of these effects later. YOU DON'T KNOW and neither do I. I'm not stupid, I know how useful they are. Yeah I'm upset that they aren't there anymore, but that might be saved for that other magic class they planned on releasing. We honestly don't know so don't get upset with me ok?I'm sorry but Slow + Paralyze were god sends, Purge was insanely useful for nuke PT's. Poison was nice way for range pull and good DOT. Shockspikes was wonderful for the stun effect, Spirit Song was insanely good for just about every encounter where you dont need to move (All nms outside of dungeons).
Dedicated raise spells were good to raise from the brink of a whipe, especially having control over your 30 minute resurrect which you can manage on chainspell.
Umbral/Astral is pretty much the only spell THM has atm and it far beats elementals on a lot of things, it is also highly unlikely to be resisted due to its unique nature but they now get stuck with 2 basic elementals.
And Shell, well that speaks for itself.
I guess you just really dont like to play your class very well, hell I'm a PLer and I take my class serious and play it to the fullest.
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