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  1. #41
    Player
    Avatar de KoujiGeki
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    mai 2011
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    1 390
    Character
    Kouji Geki
    World
    Excalibur
    Main Class
    Armurier Lv 58
    maybe Blm tears will be able to hurt him. i mean there will be plenty of it to gather up for water ballons for the melee to throw at them when Blm are sitting on the outside of Titans instance begging for a pt.
    (0)

  2. #42
    Player
    Avatar de KoujiGeki
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    mai 2011
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    Character
    Kouji Geki
    World
    Excalibur
    Main Class
    Armurier Lv 58
    but also couldnt help but notice no one had replies for my earlier posts about Wars and Summoners
    (0)

  3. #43
    Player
    Avatar de Klive
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    aot 2011
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    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcaniste Lv 60
    Citation Envoyé par KoujiGeki Voir le message
    maybe Blm tears will be able to hurt him. i mean there will be plenty of it to gather up for water ballons for the melee to throw at them when Blm are sitting on the outside of Titans instance begging for a pt.
    That is how melee currently feel right now
    (2)
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  4. #44
    Player
    Avatar de Jinrya-Geki
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    mars 2011
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    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Occultiste Lv 90
    Citation Envoyé par Klive Voir le message
    That is how melee currently feel right now
    In order for them to change it so every class/job is useful is to take away the knock back/self aoe that most Bosses have. The other thing is to do what Ifrit does with plumes, yet we all know how that would work out with lag. But it's the only way for melees to not completely run up to a mob and take it down fast. Give the plumes a larger time scale to ensure that it's our mistake and not server lag.

    Lastly, stated several times, give black mage exclusively all tier elemental spells, give Cjn a combo line for banish/scourge.

    It's really that simple, cjn get's it's solo factor, and blm is useful for all fights, and melee show their skill by dodging and attacking effectively. Everyone wins.
    (0)

  5. #45
    Player
    Avatar de Klive
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    aot 2011
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    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcaniste Lv 60
    To give THM/BLM all the elements, it would take up their WHOLE spell list. Just for the basic and the second tier spell, that would be 12 spells. 12 spells that are are the exactly same spell with different elements. If you have them all the 'ancient magics' spells too, that would be 18 spells. Talk about a boring class, 18 spells that are all the same and 2 abilities. I really don't want 18 ways to do the same thing with a different graphic.

    I know people want mages to have larger spell lists and mages are entitled to more button than melee. That would be just like FF14 at launch. I had tons of spells that I never used, and only had the element I needed for that fight on my bar. Mage pre-reform were just too packed with crap.

    Right now, the spell make sense on how they work.

    Thunder hits one target. Lightning in the real world is that same way, hits one point. I can see .that

    Fire is like an explosion and hits an area. Fire is generally in not contained to s single spot, it does spread. Makes sense to me.

    Ice is weak but slows and binds things. Compared to fire and lightning, ice does seem the weakest and would slow me down. Reasonable, works for me.

    The current Dev team is probably trying to be as different as possible. Yes, limiting how spells work and giving them weaknesses does make them unique. Our BLMs and WHMs are different from other FF and have their own flavor. Why change that? Lets see how the other mage class turn out.
    (5)
    Dernière modification de Klive, 25/04/2012 à 05h05
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  6. #46
    Player
    Avatar de Jinrya-Geki
    Inscrit
    mars 2011
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    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Occultiste Lv 90
    Citation Envoyé par Klive Voir le message
    To give THM/BLM all the elements, it would take up their WHOLE spell list. Just for the basic and the second tier spell, that would be 12 spells. 12 spells that are are the exactly same spell with different elements. If you have them all the 'ancient magics' spells too, that would be 18 spells. Talk about a boring class, 18 spells that are all the same and 2 abilities. I really don't want 18 ways to do the same thing with a different graphic.

    I know people want mages to have larger spell lists and mages are entitled to more button than melee. That would be just like FF14 at launch. I had tons of spells that I never used, and only had the element I needed for that fight on my bar. Mage pre-reform were just too packed with crap.

    Right now, the spell make sense on how they work.

    Thunder hits one target. Lightning in the real world is that same way, hits one point. I can see .that

    Fire is like an explosion and hits an area. Fire is generally in not contained to s single spot, it does spread. Makes sense to me.

    Ice is weak but slows and binds things. Compared to fire and lightning, ice does seem the weakest and would slow me down. Reasonable, works for me.

    The current Dev team is probably trying to be as different as possible. Yes, limiting how spells work and giving them weaknesses does make them unique. Our BLMs and WHMs are different from other FF and have their own flavor. Why change that? Lets see how the other mage class turn out.
    You boil anything under spells/abilities/armor/weapons to two general things, defense and attack. So to say 12 spells to say they all do the same thing, what doesn't? One book is a book, a sword is no different from another the sword.

    Lightning is not a single target, what we see is not the whole bolt. The clouds hide away it's true form, which is a sprite which pretty much is the deadliest part of a lightning storm, usually they only go up into the air above the clouds. Pretty much an upside down tree, the roots being the sprite.

    Fire can be single target as well, flamethrowers.

    Ice... when do you ever see a weak slow avalanche? The bind part I agree with, it makes sense. But the bind/gravity doesn't work on important fights.

    The soloer should not be prioritized over the party player. I am sorry it's an MMO you should be playing with people, just because people want to solo with Cjn doesn't mean they have to ruin Black Mage's damage output. That's why cjn should get banish/scourge. That way you keep your damn DD output and be an optional DD'er when you get the chance, but atleast then Blm can have so damn variety besides Thunder spells.
    (2)

  7. #47
    Player
    Avatar de Enfarious
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    juin 2011
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    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiateur Lv 50
    Indeed Jinrya-Geki I'm glad I'm not the only one that feels that way.

    Moving on:
    And what's more there's no reason that all spells "must" be the same, I only ever said base dmg, added effects: burn, slow, bind, blind, paralyze, poison, def down, attk down, eva down, stun, gravity, this list is absurdly long if you choose to look through previous FFs.
    So perhaps something like
    AoE is a toggle, when AoE is on, there's a base range modified by gear/traits/active abils/spell tier?
    AoE on base dmg is divided between mobs hit, so if AoE tags 3 mobs they each take 33.33% of base modified per mob.
    AoE on added effects still land normal, their effectiveness isn't lessened by AoE spread.

    I can't for the life of me remember all of the statuses and what element they're associated with anymore but if
    Tier 1
    Fire == (what's fire status effect, not burn)
    Water == poison
    Scourge == Blind
    Banish == M.Def Down
    Tier 2
    Element II == Elemental debuff + DoT
    So:
    Fire II == Burn + Str Down
    Ice II == Frost + Int Down
    ....

    I'll assume everyone sees where that's all headed.
    Yes it's 12 spells on THM/BLM not counting AM, but they all absolutely serve a purpose, no matter what even now w/ only 3 elements you aren't using all of them all the time. That's kind of the thing w/ elementally aligned attacks, you always use the 1~2 that are best in a given situation. That does not mean that you should be limited to only being useful in 3/4 situations because your missing 2/3s of the elements.

    I want the 6 element wheel Ice > Wind > Earth > Thunder > Water > Fire > Ice, with Light <> Dark being diametrically opposed. It was a good system, far better than Earth <> Wind and Fire <> Water, or a 3 part rock paper scissors wheel. Your a mage, you should want to think about what's best, hell that's what mages are no, the "thinkers"
    (1)

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  8. #48
    Player
    Avatar de Estellios
    Inscrit
    mars 2011
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    Ul'dah
    Messages
    4 250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Moine Lv 77
    BLMs being useful for Titan is all based on the design of the fight. They could have some adds you need to sleep or an Infernal Nails situation where the AOE damage of fire really helps to kill them.

    As the element system is now, as long as enemies continue to be attuned to one element only there is absolutely no fight that you will not be able to at least deal neutral damage to. Your spells are more than just different flavors of the exact same spell now, they are situational and as long as those situations are utilized then BLM will see use.

    Our spell lists are going to expand sometime around or at 2.0 anyway.
    (0)

  9. #49
    Player
    Avatar de KoujiGeki
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    mai 2011
    Messages
    1 390
    Character
    Kouji Geki
    World
    Excalibur
    Main Class
    Armurier Lv 58
    Citation Envoyé par Klive Voir le message
    To give THM/BLM all the elements, it would take up their WHOLE spell list. Just for the basic and the second tier spell, that would be 12 spells. 12 spells that are are the exactly same spell with different elements. If you have them all the 'ancient magics' spells too, that would be 18 spells. Talk about a boring class, 18 spells that are all the same and 2 abilities. I really don't want 18 ways to do the same thing with a different graphic.

    I know people want mages to have larger spell lists and mages are entitled to more button than melee. That would be just like FF14 at launch. I had tons of spells that I never used, and only had the element I needed for that fight on my bar. Mage pre-reform were just too packed with crap.

    Right now, the spell make sense on how they work.

    Thunder hits one target. Lightning in the real world is that same way, hits one point. I can see .that

    Fire is like an explosion and hits an area. Fire is generally in not contained to s single spot, it does spread. Makes sense to me.

    Ice is weak but slows and binds things. Compared to fire and lightning, ice does seem the weakest and would slow me down. Reasonable, works for me.

    The current Dev team is probably trying to be as different as possible. Yes, limiting how spells work and giving them weaknesses does make them unique. Our BLMs and WHMs are different from other FF and have their own flavor. Why change that? Lets see how the other mage class turn out.
    God says Challenge Accepted!!!



    (0)

  10. #50
    Player
    Avatar de Duuude007
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    mars 2011
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    Gridania
    Messages
    2 954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armurier Lv 80
    Their argument of using Fire/Thunder/Blizzard absolutely reeks of tradition. And I will show you why:

    This list shows the spells which deal direct magical damage, designed to be available to a "Black Mage" in every previous Final Fantasy title. (using most current translated versions for ease of reading).


    Final Fantasy
    Fire, Fira, Flare
    Thunder, Thundara
    Blizzard, Blizzara
    Final Fantasy III
    Fire, Fira, Flare
    Thunder, Thundara
    Blizzard, Blizzara
    Quake
    Final Fantasy IV
    Fire, Fira, Firaga, Flare, Pyro
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Quake
    Final Fantasy IV: The After Years
    Fire?, Fire, Fira
    Thunder?, Thunder, Thundara
    Blizzard?, Blizzard, Blizzara
    Quake
    Final Fantasy V
    Fire, Fire2, Fire3, Flare
    Ice, Ice2, Ice3
    Bolt, Bolt2, Bolt3
    Final Fantasy IX
    Fire, Fira, Firaga, Flare
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Water

    Final Fantasy X
    Fire, Fira, Firaga, Flare
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Water, Watera, Waterga

    Final Fantasy X-2
    Fire, Fira, Firaga, Flare
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Water, Watera, Waterga
    Final Fantasy XI
    Fire, Firaga, Fire II, Firaga II, Fire III, Firaga III, Fire IV, Fire V, Firaja, Flare, Flare II
    Thunder, Thundaga, Thunder II, Thundaga II, Thunder III, Thundaga III, Thunder IV, Thunder V, Burst, Burst II
    Blizzard, Blizzaga, Blizzard II, Blizzaga II Blizzard III, Blizzaga III, Blizzard IV, Blizzard V Freeze, Freeze II
    Aero, Aeroga, Aero II, Aeroga II, Aero III, Aeroga III, Aero IV, Aero V, Aeroja, Tornado, Tornado II
    Stone, Stonega, Stone II, Stonega II, Stone III, Stonega III, Stone IV, Stone V, Stoneja, Quake, Quake II
    Water, Waterga, Water II, Waterga II, Water III, Waterga III, Water IV, Water V, Waterja, Flood, Flood II

    Final Fantasy XII
    Fire, Fira, Firaga, Flare
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Aero, Aeroga
    Aqua
    Final Fantasy XII: Revenant Wings
    Fire, Firaga, Flare
    Blizzard
    Thunder

    Final Fantasy Tactics
    Fire, Fira, Firaga, Firaja, Flare
    Thunder, Thundara, Thundaga, Thundaja
    Blizzard, Blizzara, Blizzaga, Blizzaja

    Final Fantasy Tactics Advance
    Fire, Fira, Firaga
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga

    Final Fantasy Tactics A2: Grimoire of the Rift
    Fire, Fira, Firaga
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Final Fantasy Crystal Chronicles: My Life as a King
    Fire, Fira, Firaga
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Final Fantasy Fables: Chocobo's Dungeon
    Fire, Firaga, Flare
    Thunder, Thundaga
    Blizzard, Blizzaga
    Quake
    Dissidia Final Fantasy
    Fira, Firaga, Flare
    Thunder, Thundaga, Burst
    Blizzard, Blizzaga, Freeze
    Water, Waterga, Flood
    Aero, Aeroga, Tornado
    Stone, Stonega, Quake
    Dissidia 012 Final Fantasy
    Fira, Firaga, Flare
    Thunder, Thundaga, Burst
    Blizzard, Blizzaga, Freeze
    Water, Waterga, Flood
    Aero, Aeroga, Tornado
    Stone, Stonega, Quake

    Final Fantasy: The 4 Heroes of Light
    Fire, Fira, Firaga
    Thunder, Thundara, Thundaga
    Blizzard, Blizzara, Blizzaga
    Quake, Quakra, Quaga
    Aero, Aerora, Aeroga
    Water, Watera, Waterga
    Dark, Darkra, Darkga
    Banish, Banishra, Banishga


    TL;DR -- Black mage spells are as follows:

    Fire-Associated direct-damage spells show up in 18/18 games, with 74 entries. (26.4%)
    Thunder-Associated direct-damage spells show up in 18/18 games, with 63 entries. (22.5%)
    Blizzard-Associated direct-damage spells show up in 18/18 games, with 63 entries. (22.5%)
    Water-Associated direct-damage spells show up in 8/18 games, with 28 entries. (10%)
    Stone-Associated direct-damage spells show up in 8/18 games, with 24 entries. (8.6%)
    Aero-Associated direct-damage spells show up in 5/18 games, with 22 entries. (7.9%)
    Umbral-Associated direct-damage spells show up in 1/18 games, with 3 entries. (1%)
    Astral-Associated direct-damage spells show up in 1/18 games, with 3 entries. (1%)
    (6)

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