Results 1 to 9 of 9

Hybrid View

  1. #1
    Player

    Join Date
    Mar 2011
    Posts
    23
    Quote Originally Posted by Kilta_Firelotus View Post
    One thing this system will bring is "job of the week" and long waits for parties. Part of the reason classes are not as defined was the ability to create your own. Due to all the elitist brainwashing ppl went through in past mmo, no one saw much "use" to do so. One thing everyone hated in ffxi was waiting hours because their job wasn't the popular one. Due to again all the min/maxers. I rather play a class I feel good in playing and do what I can for the group as said class. I don't want to end up lvling classes the way ppl "require" me to. Like I was great as rdm when I was melee, I got shunned for playing melee even though I did everything else and rested when needed.
    The current system was to focus on looking for other players not rdm whm etc. And disband if none are seeking. Or even yell at the only rdm online who hates back line curing.
    You do have a point there about hard finding party do to FFXI experience. But I just want to say one thing, if they could only make the game where equipping weapon give bonuses to certain jobs only without switching your job. And also abilities should give bonuses to certain jobs too. That way you can be a black mage tanker if you want or a DD. It will bring a whole new game-play. what do u think?
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    34
    Quote Originally Posted by Drakong View Post
    You do have a point there about hard finding party do to FFXI experience. But I just want to say one thing, if they could only make the game where equipping weapon give bonuses to certain jobs only without switching your job. And also abilities should give bonuses to certain jobs too. That way you can be a black mage tanker if you want or a DD. It will bring a whole new game-play. what do u think?
    even with the current system because some gear favors some classes. it is hard to have a caster tank with out putting the effort to get the skills needed for damage mitigation like protect, stoneskin, defender & rampart even then you still need items like tabard which is an "all class" war garb. even then you have to make sure vit is capped out also just to make sure you have enough HP/def from stats so you can absorb more damage, giving healers a chance to get heals in. i have stood on both healer and tank side for most games i played to understand the full aspect of building hate, controlling hate, when tanks need extra attention from healers and when healers can conserve.

    personally i am currently setup to have vit capped 1 rank above my current rank so as i rank up it is still capped. the rest of my points are thrown into mind way passed the cap which cap only effects max MP, there is no cap for mind to heal. 2mnd = 1 heal which converts to 1mind equals 0.5 heal and 3mag potency = 1 heal which is 1mag potency = 0.33 heal, clearly mind has an advantage over magic potency.
    (0)
    Last edited by Chibino; 03-17-2011 at 10:24 AM.

    http://SanctusRefero.com | http://xivpads.viion.co.uk/?id=5001580