It's based on the slot you use, rather than the ability. The earlier the slot the lower the lvl cap is on it.They really need to fix that cross class abilities aren't caped at least. I went into a tam Tara run the other day as my whm for my atma book. Saw that I couldn't use stone skin, but then the thm next to me starts casting stone skin on everyone. Someone thought that makes sense? Who designed that?
Why is that even an issue? That had to level a CNJ to at least 34 and then take the BLM whatever level they are at for the dungeon. You get to get other skills from your alts too. The cross-class skills are just fine as they are and so is the level sync. There is no need to go around screwing with this. Thing work just fine as they are. The only people complaining are the people want to speed run the low level stuff and run roughshod over newbies. The just want to take take and take. These people take for granted the reward and bonuses from the roulette and forget that it is meant to help other players. Quit trying to speed run everything.They really need to fix that cross class abilities aren't caped at least. I went into a tam Tara run the other day as my whm for my atma book. Saw that I couldn't use stone skin, but then the thm next to me starts casting stone skin on everyone. Someone thought that makes sense? Who designed that?
TanakaThey really need to fix that cross class abilities aren't caped at least. I went into a tam Tara run the other day as my whm for my atma book. Saw that I couldn't use stone skin, but then the thm next to me starts casting stone skin on everyone. Someone thought that makes sense? Who designed that?
Was already since 1.0 launch this way. Once you learned a skill from a class, you can also use the skill on another class with lower level so long it get equiped in a cross-skill slot (amount of unlocked cross-skill slots depend on the current class level).
Yoshida reduced the amount of cross-skills, but the way the cross-skill slots works is still the same
Last edited by Felis; 05-31-2014 at 06:16 AM.
Ppl are for the whole
" have all skills unlocked that were unlocked regardless of synced level" mentality should think again.
The true problem isn't about attack potency, healing.
It's about the effects and damage mitigation.
If you guys don't know this already ( lol if you don't ) that you can skip mobs by sleeping them and running away from them their awareness range.
( i.e let's say the max pursuit of an enemy is 10 metres, if that enemy is slept and is stuck at point A. The person with aggro has to just run past that 10 metre mark and get to "point B" to break and reset the enemie's pursuit aggro.
Knowing this and the fact that every monster is sleepable in the lower dungeons will allow blms to sleep every mob from start to boss 1.
Tank can use defence buffs cuz of the whole "have all skills unlocked thing".
Bad design imo if they did go take that route.
Additional abilities 5/5 [][][][][] from left to right, are taken into account when lvl sync. lvl 10-20-30-40-50They really need to fix that cross class abilities aren't caped at least. I went into a tam Tara run the other day as my whm for my atma book. Saw that I couldn't use stone skin, but then the thm next to me starts casting stone skin on everyone. Someone thought that makes sense? Who designed that?
My PLD has [Stoneskin][][][][] so that I know it could be helping CNJ/WHM that sync under lvl 34. *CNJ if not having done the job quests..
But really, you will beat the dungeon anyway cause it's so easy..
Tam-Tara is under lvl 20 (16, synced from 19), so you can only use one additional ability.
Last edited by KingOfAbyss; 05-31-2014 at 06:49 AM.
Enemy's *
Also you would not require a boss room to lock out the enemies. Because ALL enemies in dungeons have a universal fixed pursuit aggro range. Just like in the open world, if you run away from them they will eventually lose interest as they are bound to that specific area.
Yep so please do not change the way level sync is as what i mentioned above will be abused with the comp of tank + blm.
So adjust aggro ranges... also, it wouldn't take long to code sleep-immunity into some more trash mobs... they're already changing it anyway, perhaps they could change it for pve purposes as well.Enemy's *
Also you would not require a boss room to lock out the enemies. Because ALL enemies in dungeons have a universal fixed pursuit aggro range. Just like in the open world, if you run away from them they will eventually lose interest as they are bound to that specific area.
Yep so please do not change the way level sync is as what i mentioned above will be abused with the comp of tank + blm.
Or just eliminate mob-lockout altogether, which they should really.
Change this, change that... Gee whiz. How leave things as they are and they work fine. You don need the unlocked skills going thru it the first time, and you don't need now on the duty roulette or duty finder. Don't mess up what works well. Speed runners can go to hell.
Who is dying in a low level dungeon with an experienced whm anyway? It's not like everything is suddenly.. dangerous.
I don't see any real reason to lock skills. If it's that big a concern, raise the percentage of nerf per how much higher is the skill.
Well if they do fix aggro ranges then just make tank spam defence cool downs and do the good ol' pre nerfed AK sac and pull.
Whm/ sch raises, the end .
Cuz we all know why AK got buffed with the succubuses and sealed gate at start.
You guys aren't seeing the bigger picture of how dumb this idea would turn out.
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