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  1. #1
    Player
    darkstarpoet1's Avatar
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    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Majidah View Post
    people who dont think classes are needed obviously havent played thau against ifrit.
    although some classes do become usless: marauder after unlocking warrior.
    i must say that i voted i like the classes to stay just like the majority so far has voted, but this is a bad argument.

    i went into an ifrit battle with a pickup group on many occasions on my blm when they are saying thm onry and been almost double the dps that thm puts out. you only need thm only ifrits when you have very bad thm/blm's. anyone that knows how to play their job well will vastly do better dps on blm over the thm.

    i guess what i am saying is that thm's arn't needed for ifrit, but they are the slower and safer way to complete the fight. they are slower because their dps is lower, but safer because they can raise people that die during the fight.
    (0)


    http://crystalknights.guildwork.com/

  2. #2
    Player
    Majidah's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,889
    Character
    Majidah Sihaam
    World
    Balmung
    Main Class
    Archer Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    i must say that i voted i like the classes to stay just like the majority so far has voted, but this is a bad argument.

    i went into an ifrit battle with a pickup group on many occasions on my blm when they are saying thm onry and been almost double the dps that thm puts out. you only need thm only ifrits when you have very bad thm/blm's. anyone that knows how to play their job well will vastly do better dps on blm over the thm.

    i guess what i am saying is that thm's arn't needed for ifrit, but they are the slower and safer way to complete the fight. they are slower because their dps is lower, but safer because they can raise people that die during the fight.
    actually its not so much about the raise as it is about stoneskin and gld def up skills against hellfire
    (0)

  3. #3
    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 Majidah View Post
    actually its not so much about the raise as it is about stoneskin and gld def up skills against hellfire
    but when compared to blm you can take down all 4 nails easily and with sanguine rite + second wind you are still full health after hellfire even on blm. after hellfire on blm i am usually around 60 hp from completely full when i go back in to attack. that is using only blm skills and if doing the content that way with decent dps you have no need for the other defensive abilities.
    (0)
    Last edited by darkstarpoet1; 04-26-2012 at 04:51 AM.


    http://crystalknights.guildwork.com/

  4. #4
    Player
    Zyph's Avatar
    Join Date
    Aug 2011
    Location
    Hecking my bed
    Posts
    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by darkstarpoet1 View Post
    but when compared to blm you can take down all 4 nails easily and with sanguine rite + second wind you are still full health after hellfire even on blm. after hellfire on blm i am usually around 60 hp from completely full when i go back in to attack. that is using only blm skills and if doing the content that way with decent dps you have no need for the other defensive abilities.
    As a WHM, I can tell you, one of the DDs is going to die from stepping on a crack. It will be the BRD most likely. I'm sure as shit not leaving my little hidy-hole to come raise the dumbass "deeps" that couldn't think to move out of the way, that's a good way to cause a wipe. So who's going to raise when the BRD is dead or on Raise cooldown?
    (0)

  5. #5
    Player
    Hoshikogi's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    129
    Character
    Hoshikogi Douatama
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I have to say... I'm very disappointed that the new gear is Class only. I was looking forward to pulling out my new unfoldy sword on PLD ; ; Not to mention, the new gear looks hard to creat since they all require a HQ sub component...
    (0)

  6. #6
    Player
    Raistlin's Avatar
    Join Date
    Mar 2011
    Location
    Palanthas
    Posts
    481
    Character
    Raistlin Majere
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 90
    What about giving classes some skills not usable by jobs?

    For example:

    Gladiator: dual wield, skill to perma-berserk, 2 WS (for 2-swords style only) and another skill more

    of course 5 skills more, then 5 cross skills less.
    (3)

  7. #7
    Player
    Irishwars's Avatar
    Join Date
    Mar 2011
    Posts
    102
    Character
    Ireland Brimstone
    World
    Excalibur
    Main Class
    Armorer Lv 50
    Limit hamlet defense to classes, and jobs for everything else? i don't know
    (0)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    27
    What I think they need to do is just make classes be able to equip a variety of weapons that are semi-related to the class, and have WS's swap according to the variety of weapon.
    Then all that's left is to keep Jobs strictly weapon-locked, for role fulfillment.
    For example, a Gladiator un-equips his shield (which is currently pointless to do. D, maybe gains an attack buff, loses all of his shield skills, and in replace gets DD focused WS's, or maybe equips a dagger and gains DPS WS's.
    This would give variety to classes while opening up possibilities of new jobs, and also allowing jobs to be very different from classes.
    All in all, classes have the ability to be very robust, and should stay solely because of the potential they could bring with a few changes. I often feel the reason classes are here is lost on some people, originally they where meant to be more of a "design your own class" feel, which is what they should expand upon. Make classes be almost limitless, able to overcome a variety of situations, yet hampered in terms of role definition, giving better stats to jobs for obvious reasons.

    TL;DR: Classes should be more "Jack of all trades" with lower stats than Jobs.
    Jobs should be tailored for a more structured play style.
    Also, speaking of classes and jobs + polls, didn't yoshi say that the battle poll results would be revealed with the patch notes or am I mistaken?
    (1)

  9. #9
    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 RockVolnutt View Post
    What I think they need to do is just make classes be able to equip a variety of weapons that are semi-related to the class, and have WS's swap according to the variety of weapon.
    Then all that's left is to keep Jobs strictly weapon-locked, for role fulfillment.
    For example, a Gladiator un-equips his shield (which is currently pointless to do. D, maybe gains an attack buff, loses all of his shield skills, and in replace gets DD focused WS's, or maybe equips a dagger and gains DPS WS's.
    This would give variety to classes while opening up possibilities of new jobs, and also allowing jobs to be very different from classes.
    All in all, classes have the ability to be very robust, and should stay solely because of the potential they could bring with a few changes. I often feel the reason classes are here is lost on some people, originally they where meant to be more of a "design your own class" feel, which is what they should expand upon. Make classes be almost limitless, able to overcome a variety of situations, yet hampered in terms of role definition, giving better stats to jobs for obvious reasons.

    TL;DR: Classes should be more "Jack of all trades" with lower stats than Jobs.
    Jobs should be tailored for a more structured play style.
    Also, speaking of classes and jobs + polls, didn't yoshi say that the battle poll results would be revealed with the patch notes or am I mistaken?
    ya know this is what i originally thought classes and jobs would be.

    thm for example would have been nuke/dot's and would have 2 jobs that were specializations of each. 1 nuking job and 1 dot job.

    cnj could have been healer/enfeebles and would have 2 jobs that is specialized in.

    so forth and so on. it was kind of suprising that they made the classes a base version of only 1 job at this point so it only had 1 way it could go off the base class. i understand it can be expanded upon in the future, but it just seems they limited the classes too far which kept them from having any usage outside of solo. if each class had 2 base versions where it could specialize 2 different ways the base versions may have been more sought after until they put the second jobs in for each class.
    (1)


    http://crystalknights.guildwork.com/

  10. #10
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    I'd rather more dynamic and unique jobs, the class system is far more restricting than people seem to think it is. I personally think it stifles being creative with jobs due to the requirement that the jobs be tied to their origin classes.
    (0)

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