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  1. #31
    Player
    Keftenk's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    802
    Character
    Keftenk Duras
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Hurray!

    /10char
    (0)

  2. #32
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Bayohne View Post
    We have been hearing lots of feedback regarding the Disciple of Magic weapons from Ifrit, so we are planning to make adjustments based on your feedback to both current and future weapons, as well. Keep it coming!
    Thank you!

    It makes no sense that the dev team stripped magic potency from the existing weapons in 1.18 and replaced it with physical damage in 1.19.

    Mages don't want to melee !
    (0)

  3. #33
    Player
    Zdenka's Avatar
    Join Date
    Mar 2011
    Posts
    596
    Character
    Zdenka Vaera
    World
    Excalibur
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by Req View Post
    It just seems a bit odd to me that the lnc damage is so low. I can do upwards of 6000+ damage with a doomspike for almost every group of mobs when running through the stronghold. For the marauder though, that is just ridiculous. Like I said, I don't have it leveled all the way so I really don't know what it is capable of from first hand experience but it definitely makes me want to level it.
    The problem is most trash mobs in strongholds die to about 5 storms path. Broad Swing = 3000 TP, Keen Flurry + 2x Storms Path right after = dead group.

    We literally clear entrance to king in about 10 minutes
    (0)
    Last edited by Zdenka; 10-20-2011 at 08:23 AM.

  4. #34
    Player
    Quatre's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    234
    Character
    Lyndel Qa'tre
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    Several things:

    Healing stats on the Conjurer weapon,
    Adl' Fire Dmg changed to Cauterize effect on CON weapon: Adl' effect, fire cauterizes wounds and heals for additional amount

    Magic Accuracy and Enfeebling Magic Potency on THM weapon.
    Adl' Effect: Sear, all offensive spells may cause damage to the target
    (1)

  5. #35
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    mages shouldnt be DDing like close in people, because they are not close in fighters, until they build monster mechanics that penalize non hate getting people who attack from range as much as close fighters who attack from range, they shouldnt give ranged DPS superior dmg, though i suppose they could make MP a bigger issue to balance it, but ehhhh.

    Far as the stats on weaps, they probably do need to build them more in mind to what mages actually do, well not all the time, its good to have some differing weapon properties, but they should definately be better than they usually make them. That said, i dont expect that any mage besides blm should be at the top of the dmg pool, in if they choose to go that way with blm, they need to have some good balancer for it. Thaum and con though? with all the utility they offer, buffs, debuffs, cures, safe range, they cant be up there in DD as well.
    (0)

  6. #36
    Player
    ereskigal's Avatar
    Join Date
    Mar 2011
    Location
    Black shroud
    Posts
    193
    Character
    Ereskigal Irkalla
    World
    Excalibur
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Quatre View Post
    Several things:

    Healing stats on the Conjurer weapon,
    Adl' Fire Dmg changed to Cauterize effect on CON weapon: Adl' effect, fire cauterizes wounds and heals for additional amount

    Magic Accuracy and Enfeebling Magic Potency on THM weapon.
    Adl' Effect: Sear, all offensive spells may cause damage to the target
    Lol you making it sound like your sure CNJ going to be whm and thm going to be blm by asking for those stats please dont force healing on ppl.
    (0)

  7. #37
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Healing magic potency +30 or so on the CNJ staff would definitely make it worth it on my eyes. CNJs seem to be the healing role what with Curaga and Rebirth being CNJ exclusive. We need more support based stats on our weapons. I still have yet to see anything that gives enhancing potency (other than the bonuses given by VIT I mean.)
    (1)

  8. #38
    Player
    Quatre's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    234
    Character
    Lyndel Qa'tre
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by ereskigal View Post
    Lol you making it sound like your sure CNJ going to be whm and thm going to be blm by asking for those stats please dont force healing on ppl.
    You're not going to kill Ifrit as a CON without healing. Once you actually kill ifrit, Much less as a conjurer I'll begin to take your input into consideration. Ifrit's Weapon isn't going to Pigeon hold the two mage classes into roles, Square Enix has already done that.
    (0)

  9. #39
    Player
    Req's Avatar
    Join Date
    Apr 2011
    Posts
    756
    Character
    Rusalka Camenae
    World
    Gilgamesh
    Main Class
    Carpenter Lv 80
    In all honesty, with the primals I think it would make more sense for each staff to have a +20% or so magic potency rate for each of their stats and the element they are aligned to. That way they will each have a use at some time or another and never really replace eachother.
    (2)

  10. #40
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Jinko View Post
    Thank you!

    It makes no sense that the dev team stripped magic potency from the existing weapons in 1.18 and replaced it with physical damage in 1.19.

    Mages don't want to melee !
    Got news for you. They can't do that even if they wanted to, since the basic actions and TP attacks are all nerfed into oblivion with wands and staves, almost as if the expect magical damage types. In fact, that magic potency that was 'stripped' from existing weapons is not even the problem, as even the non-dated weapons are completely ineffective for anything, magic or otherwise.

    Maybe you don't want to "melee" but I want all of the actions that I learn to be useable. That includes both the absorbs which are so pathetic they're useless and that skills like Flashfreeze and Damnation which used to be useful skills and are now useless garbage.

    Players should be able to be creative with their actions, which the original combat system allowed. After all, you can't set all of your actions from your own class, especially on Disciples of Magic. Disciples of WAR can set magic, especially cures and buffs. and so can we set other classe's skills.

    In short, please don't project your closed-minded perspective on others. Magic and close combat do not have to be mutually exclusive, as has been demonstrated with classes like blue and red mage in previous games.
    (1)
    Last edited by Alhanelem; 10-20-2011 at 10:47 AM.

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