1.) I agree with this because... As it is, a minimum of two main healers are needed for something like the ogre. I can hope that there is a "trick" we still haven't learned, but unless you arc steamroll it, the number of casters needed is too high from an MP stand point. They both end that fight with zero MP and doing thing but curing. I believe that as Con is a Whm/Blm set up, they should be borderline if all they do his heal, and should require very good MP conservation and management when nuking as well. While an adjustment is in order, I believe it need only be a minimalistic adjustment to both MP and Hate; I still want it to be risky, but I want that versatility that Con has to offer.
2.) With separate death penalties for each raise, I agree, though I can see how that can still be OP. A minor adjustment to the penalties for weakness on low-level raises is in order.
3.) That is getting addressed already.
4.) I come out of three runs without any gear damaged, and that's with dying. Raise does not cause gear damage - returning when dead does. IMO, this is balanced.
5.) We open this fight in a way that the ogre does not do an AoE, and does not spam it. While I'm sure that others have figured out how to do this as well, we figured it out on our own, so I know other people can as well. When in doubt, search the forums for tactics. Its easy to avoid the opening AoE. In fact, its the easiest part of that fight.
6.) Don't cure 3. Again, using ogre as an example, we did it entirely with cure 1/2 and sac 1/2. In an emergency our con was able to pop a single Cure 3 if need be, but he didn't need to. Again, it comes down to tactics. MAYBE some minor tweaks, but I honestly thing the issue will actually be fixed with the introduction of Jobs, which will have more specialized abilities - hopefully like hate control. I suspect that the dungeons will get easier.
Rest of thread tl;dr


Reply With Quote

