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Thread: Magic

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  1. #1
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by SuzakuCMX View Post
    Unfortunately jobs are confirmed to be 1:1 and locked to the class that unlocks them, at least for the ones coming in the 1.21 patch.
    I'm aware, what I'm concerned with is 2.0 and beyond.
    But you must agree how bad ass a system like that would be.

    Even though you can do this with your classes already...
    You could basically paradigm shift, while retaining your job.
    Imagine something like oh say RDM
    Give it a free cast ability so that it can move and attack WHILE casting, say on a Scout class for dps.
    Then things goes crazy and the party starts loosing, the RDM then falls back to CNJ, pops fast cast and heals his nads off to help save the party.

    Then you have the classes coming in 1.21, which are confirmed to be 1:1 locked.
    This is okay, because the things you learn from those jobs extend the abilities of your class. Even still, just because their proficiency is only instilled in 1 class does not make them any less useless than a job that can use 2-3 classes.

    Classes define what your doing.
    Jobs define how you do it.

    Of course paradigm shift would only be effective with classes of close level, but I gives an incentive to cap all of the classes that a particular job can use.

    Sorry I went off on a huge tangent response, but the idea makes me want to crap myself.
    (1)

  2. #2
    Player
    SnickleWhiskers's Avatar
    Join Date
    Nov 2011
    Posts
    245
    Character
    Loridion Lenchvire
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Eden eternal has a few of their jobs at a 2:1 ratio and i must add its a pretty nice function i hope SE picks up on for the more advanced jobs.
    (0)

  3. #3
    Player
    Mamba's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    414
    Character
    Lily Spider
    World
    Odin
    Main Class
    Arcanist Lv 60
    I played WHM as my main job on 11 for years and I find it quite funny when people say you use only 10-15 spells max from the list of spells WHM had.
    WHM get 68 spells at level 50... Yes there are some spells like Banish which you won't use that much, but I made a list of spells I was using all the time while I was climbing up my WHM:
    Cure, Dia, Paralyze, Poisona, Protect(ra), Barwatera, Paralyna, Aquavel, Cure II, Slow, Blindna, Silence, Curaga, Barfira, Shell(ra), Blink, Silena, Sneak, Cure III, Regen, Invisible, Raise, Reraise, Protect II(ra), Stoneskin, Cursna, Erase, Viruna, All teles, Stona, Haste, Cure IV, Regen II, Flash, Protect III(ra), Repose

    --- That's 43 spells out of 68. The rest of the 25 spells were other bar-spells which were used on occasions as well (I didn't mention them in my list as barfira and barwatera just seemed to be the two things you would try to avoid before level 50) and the other bar-spells (like barsilencera) were just for certain fights.
    Out of the whole list of WHM spells I can name only one spell that I never used and it is Deodorize... (except make fun of a party member).

    I think you grow with the spells you get (buy, quest) and I think it would be a great idea to bring such content to 14 as well.
    (2)
    There is a little Monkey in all of us....

  4. #4
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Did somebody take your sweet roll this morning dark? I'm sorry.

    If you are running out of mp quickly in longer fights such as Ifrit
    you are either

    a) doing something wrong
    b) getting to many resists (go back to point a)
    c) pulled the short straw and got stuck in the melee bitch seat on a thm burn

    Yea mp "management" Is a ten ton iron bitch with thm. In that you do not so much manage it as you apply a tourniquet to stop the hemorrhage. But its possible and possible to do it while dealing consistent damage.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  5. #5
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Griss View Post
    Did somebody take your sweet roll this morning dark? I'm sorry.

    If you are running out of mp quickly in longer fights such as Ifrit
    you are either

    a) doing something wrong
    b) getting to many resists (go back to point a)
    c) pulled the short straw and got stuck in the melee bitch seat on a thm burn

    Yea mp "management" Is a ten ton iron bitch with thm. In that you do not so much manage it as you apply a tourniquet to stop the hemorrhage. But its possible and possible to do it while dealing consistent damage.
    nope i haven't played thm since 1.18 for more than a few fights because i think it is boring and not fun at all anymore. i am primarily a main healer now, but no matter how "good" of a thm we get it is always wait for mp because they are out. then sometimes it takes forever for their mp to start to regen no matter how long they stand still.
    (0)


    http://crystalknights.guildwork.com/

  6. #6
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by darkstarpoet1 View Post
    nope i haven't played thm since 1.18 for more than a few fights because i think it is boring and not fun at all anymore.
    Well that is your opinion man, I don't particularly dig it but. what ya gona do right?

    I still hold firm that it's possible to meter out consistent damage while stemming the hemorrhage of mp. That's the nature of the beast now. Conjurers get mp handed back to them via i.v drip and that's cool. A mp tapped conjurer is defiantly something you do not want to have.

    Is there room for a bit of tweaking to parsimony? You bet your bippy.
    Could the sanquine right trait stand to be tweaked to enhance its duration as well? Probably.

    To me the fun in thm comes from the balancing act, raw power that must be used wisely. To Nuke or to torture, that is the question. But i realize that others do not share this view and i can dig that. It will be interesting to see what blm and convert will add to the equation though.

    *Edit

    But i digress, we have strayed far far from the nature of the topic and i apologize for that mr/mrs op
    (3)
    Last edited by Griss; 01-05-2012 at 01:58 AM.
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  7. #7
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    I like the strict limit on spells, Blue magic could be learned with the option to replacing old spells with the new spell.

    This would mean ever blue mage would be different.
    (1)

  8. #8
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Rather than buying spells individually (FFXI style), it would be nice if spells were gained via spellbooks that were given as rewards from the guilds at each of the level benchmark missions (20, 36, 40).

    Also, it would be neat if guildmarks could buy some non-essential spells for each DoM class. (eg. Scan, Invisibility, Sneak, Oil, etc..)
    (1)

  9. #9
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by Zantetsuken View Post
    Rather than buying spells individually (FFXI style), it would be nice if spells were gained via spellbooks that were given as rewards from the guilds at each of the level benchmark missions (20, 36, 40).

    Also, it would be neat if guildmarks could buy some non-essential spells for each DoM class. (eg. Scan, Invisibility, Sneak, Oil, etc..)
    Yeah I would love spells to be given as quests rather than buyable/bought with gil, especially if they are essential spells. Anyone remember the situation with Erase for the first few years of FF11?

    Edit: @ Darkstar: It's not so much as many old spells were "useless" but more that a lot of spells were EXTREMELY specialized or not useful enough to see significant use. Would I have liked it if the old stuff was made to be more useful? Sure. But I significantly enjoy how things are now much more than that, and it feels more like the current ability sets have more utility and more "room to grow", so to speak. I mean look at the old unreleased ability lists, and it was just higher tiers of existing spells.
    (0)
    Last edited by Estellios; 01-05-2012 at 04:43 AM.

  10. #10
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Estellios View Post
    Edit: @ Darkstar: It's not so much as many old spells were "useless" but more that a lot of spells were EXTREMELY specialized or not useful enough to see significant use. Would I have liked it if the old stuff was made to be more useful? Sure. But I significantly enjoy how things are now much more than that, and it feels more like the current ability sets have more utility and more "room to grow", so to speak. I mean look at the old unreleased ability lists, and it was just higher tiers of existing spells.
    of course this system has more room to grow. any toddler has more room to grow than a fully grown person. i'm still not sure which spells are being talked about. sure there was a few spells that were very situational, but that is also the reason we were able to customize our bars to what was needed and very few if any were worthless. how many fire spells do you need on your bar out of the 15 abilities you have do you say ok that's a little much? just look between just fire and lightning you have 6 of your total 15 abilities.
    (0)


    http://crystalknights.guildwork.com/

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