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  1. #1
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by DeadRiser View Post
    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.
    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.
    (2)

  2. #2
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by viion View Post
    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.
    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?
    (2)

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