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  1. #101
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Worst thread ever, comparing new abilities system with current mob's difficulties and settings. Everything will of course be balanced toward the new changes.


    Also, there is no such things as "No, not having Auto attack was the saving Grace of the Archer Class. It's ability to specifically time when it unleashed massive damage was the one thing that truly set it apart from every other class.", multishot now does nothing, and a buffed WS will do more. I supposed you'd know if u actually play the class but no.. People are against you because you acts like you know everything when you don't.
    (2)

  2. #102
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    123
    FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
    HE IS BALANCING THE ARMOURY SYSTEM + EACH CLASS ITSELF THAT's IT ; ;
    (1)

  3. #103
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by DeadRiser View Post
    FYI OP, (I saw this posted in another thread)

    There are only like 9 abilities posted for the War classes and about 12 for the Magic classes. Still a couple missing
    i counted 15 for both, weaponskills/magic are included

    1 CNJ Abl. 1 Grants AoE to next enhancing magic spell, but increases cast time
    2CNJ Abl. 2 Temporarily halves enmity and gradually restores MP.
    3CNJ Abl. 3 O Increases attack magic potency by 20% and reduces healing magic potency by 20%. Effect fades upon reuse.
    4CNJ Abl. 4
    5CNJ Mag. 1 Restores a portion of the target's HP.
    6CNJ Mag. 2 O Restores a large portion of the target's HP.
    7CNJ Mag. 3 O Target AoE Restores HP of all party members within range of the target. Healing priority is given to those with lowest HP.
    8CNJ Mag. 4 Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
    9CNJ Mag. 5 Creates a barrier around the target that prevents a fixed amount of damage.
    10CNJ Mag. 6 Target AoE Increases the defense of all party members within range of the target.
    11CNJ Mag. 7 O Puts the target to sleep.
    12CNJ Mag. 8 Deals wind damage to the target. Chance to inflict DoT effect.
     13∟CNJ Mag. 9 O Target AoE Deals wind damage to all enemies within range of the target. Chance to dispel an effect.Combo: CNJ Magic 8, Bonus: Increased accuracy against target.
    14CNJ Mag. 10 Deals earth damage to the target. Chance to reduce evasion against earth magic.
     15∟CNJ Mag. 11
    they said each job gets 15 actions, thats their total repetoire
    ehhhh this is too much at once really for me to give an accurate opinion on, or at least i need to think about it more.
    looks like they are killing basic attacks? unless they will be counting them differently as quest based skills. If in fact quest based skills are counted differently, that may give some of these jobs a bit more room to grow.

    I also wory about the combo system being ignored, because yeah it sounds good, but will it work in all the chaos? will things die too fast for it to matter? One thing is definate though, all these are drastic changes, the thm has completely ceased to exist, con has changed a lot, pugilist is totally different, this is a whole new thing.

    And it is true that now, classes are firmly tied to jobs, most of the jobs look like the logical progression of the same skillset, its not like pugilist is the physical fighter and monk is the mystical warrior, its like monk is just what its called when its higher level.


    but like i said the changes are so sweeping, at this point its hard to accurately grasp, i dunno it may be good it may not be, but it does make me think that now may in fact not be the time to charge, i had assumed they had the basics in the game already, but it looks like the battle system wont even be complete by 1.21, and this is in fact going to be a long process, where a lot of things may change and change your perspective on what the game is about.
    (3)
    Last edited by Physic; 11-19-2011 at 11:19 AM.

  4. #104
    Player
    Darkvalkyr's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    57
    Character
    Rostnahct Fyrgaezsyn
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Eight fixes to something that is only written, not in practice.
    (2)

  5. #105
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    889
    Traits might play a bigger part than we suspect.

    Also, for level 50 chars I find it's pretty OK. If the cap grows 5 levels per year or so we shoul be getting better and more interesting abilities in time.
    (1)
    Rarely Plays
    See your face upon the clear water. How dirty! Come! Wash your face!
    loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk

  6. #106
    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 Physic View Post
    i counted 15 for both, weaponskills/magic are included



    they said each job gets 15 actions, thats their total repetoire
    ehhhh this is too much at once really for me to give an accurate opinion on, or at least i need to think about it more.
    looks like they are killing basic attacks? unless they will be counting them differently as quest based skills. If in fact quest based skills are counted differently, that may give some of these jobs a bit more room to grow.

    I also wory about the combo system being ignored, because yeah it sounds good, but will it work in all the chaos? will things die too fast for it to matter? One thing is definate though, all these are drastic changes, the thm has completely ceased to exist, con has changed a lot, pugilist is totally different, this is a whole new thing.

    And it is true that now, classes are firmly tied to jobs, most of the jobs look like the logical progression of the same skillset, its not like pugilist is the physical fighter and monk is the mystical warrior, its like monk is just what its called when its higher level.


    but like i said the changes are so sweeping, at this point its hard to accurately grasp, i dunno it may be good it may not be, but it does make me think that now may in fact not be the time to charge, i had assumed they had the basics in the game already, but it looks like the battle system wont even be complete by 1.21, and this is in fact going to be a long process, where a lot of things may change and change your perspective on what the game is about.
    2 of the ones you counted were skills that AoE from a combo, that's it. That's not necessarily a different ability. So it's 13 for CNJ and 11 for THM. Combos are just extensions from combos.
    (0)

  7. #107
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by DeadRiser View Post
    2 of the ones you counted were skills that AoE from a combo, that's it. That's not necessarily a different ability. So it's 13 for CNJ and 11 for THM. Combos are just extensions from combos.
    No they're abilities on their own right. If CNJ casts Aero > Aeroga then the combo effect (increased accuracy against that target) plays out.

    Edit:
    CNJ Mag. 8: Deals wind damage to the target. Chance to inflict DoT effect.
     ∟CNJ Mag. 9: (Target AoE) Deals wind damage to all enemies within range of the target. Chance to dispel an effect.

    Combo: CNJ Magic 8, Bonus: Increased accuracy against target.
    This means that using CNJ Magic 8 then CNJ Magic 9 is the combo. This means that the combo bonus of increased accuracy will then play out by following CNJ Magic 8 (Aero) with CNJ Magic 9 (Aeroga).
    (1)
    Last edited by MartaDemireux; 11-19-2011 at 03:52 PM.

  8. #108
    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 MartaDemireux View Post
    No they're abilities on their own right. If CNJ casts Aero > Aeroga then the combo effect (increased accuracy against that target) plays out.
    Oh my bad. I don't get how a combo can make a spell AoE? That doesn't make much sense. Just give an AoE nuke that is weaker and a single target that is stronger.
    (0)

  9. #109
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by DeadRiser View Post
    Oh my bad. I don't get how a combo can make a spell AoE? That doesn't make much sense. Just give an AoE nuke that is weaker and a single target that is stronger.
    It doesn't. Aero is single target (CNJ Magic 8), Aeroga is AoE (CNJ Magic 9). Aero > Aeroga is the whole combo. The bonus effect is the increased accuracy against the target (target's evasion is reduced I'm guessing as an alternate translation). The two spells are separate abilities. You could cast Stone > Aeroga but it won't give you a combo or bonus.

    Edit: As for the GLA attack from behind combo, some mobs might not move with the target (think big dragons in FFXI) so they could just move to behind and do it up. In FFXI some big dragons were best tanked from behind as to avoid a dangerous debuffing breath attack, would be nice to see some stuff like that added.

    Also, you could team the combo up with a THM using their stun combo. THM uses skill 1, GLA uses skill 1 while animation plays for THM, THM uses skill 2 and stuns, GLA runs around to behind to use their skill and pull of their combo. 2 combo's there working for eachother. Could also work if there are 2 GLA in the team (one off tank just in case type of scenario).

    From what I understand the combo's can't be interrupted by other skills/combos and can be started and completed by different people as long as they are of the same class/job.
    (1)
    Last edited by MartaDemireux; 11-19-2011 at 04:24 PM.

  10. #110
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Woah, there's already a thread like this?
    (1)

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