everything is being setup for 2.0 so it might be useful at launch.


everything is being setup for 2.0 so it might be useful at launch.



Mobs die too fast to even have it. Except for the NM, bosses, and a select few. Which most can be avoided.

I think you could see a use if a couple things are added to the overall system
1. Debuffs (enfeebles) have more bang. which would mean...
2. A selection of non WHM classes/jobs recive some way to remove/lessen the effects of those now stronger debuffs
3. The Orange materia resistance is a high enough total that you don't need it on every piece of gear to get any tangible (tangerine?) results.
While WHM has the best, and i would think (Opinion alert) should have the strongest Debuff removal, if debuffs get stronger to the point they make a real impact we're putting another heavy load squarely on our WHM brethern's shoulders. And i think a good way to put some responcibility for the groups well being onto the DD's shoulders.
Not to mention give a good chunck of the DD more to think about then Damage and "get out of the fire"
As a Main Dragoon and a general fan of DD/DPS work i very much enjoy when Devs put some caretaking ability on my shoulders aswell.
(If you like stories....
For the time i played WOW i liked playing a Fire Mage. Before they borked it Blast wave was my Offencive utility spell. put points in it too. Got badmouthed for it a couple times, but when enemies would charge the healers and i would spot up behind them, Blast wave them away with a knockback and stun, giving the tank time to gather them back up, it shut some pie holes. While not exactly the same as removing debuff i picked this route to fulfill a backup role besides my burning fire of death role, and that was to give the healers and the tank, +/- 6 more seconds to get the job done.
Not all DDs enjoy having any role besides damage > target. But i would not mind at all if SE gave us other ways to aid the group towards their goal. This might be a good way to do just that.



I would like it if buffs and debuffs played a larger roleI really hope it has an impact on pvp. Don't know why it doesn't on bosses
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I'm making my orange double melds NOW, while no one is buying and they're all cheap as a bag of pucks.
I suggest you all do the same. >_> After all, they're cheap anyway.
When Garuda was announced, Wind Resistance materia jumped from 10k to 500k almost over night.
I would be surprised if SE doesn't find a use for it in future content, and even then,
as someone else pointed out in this topic, PvP.
Post Edit: I finally doubled melded a pair of Sleep Resistance pants! +21
I've been waiting months for those materia to turn up. ... ... SLEEP RESIST. >_>
Last edited by NefarioCall; 07-14-2012 at 02:31 PM.
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http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
Make it happen.
we also build resist like mobso, who cares


What about food cosume Materia?


In FFXI players found out that if you stacked enough resistance to an element like fire, most fire based attacks will do miniscule damage to you. (We're talking turning a 300+ damage hit to 9~20)
I don't know if resistance stats function the same here, but for the orange stuff... I can't think of any situation where I would ever use them over other materia.


I remember when Aurum Vale was introduced, thinking, "hey, some of that poison resist materia might be handy for running around in those poison rooms." Nope. So... yeah.
The First Law of Roegadynics: "A Roegadyn may not injure a Lalafell or, through inaction, allow a Lalafell to come to harm."



Right now? Useless pretty much.
In the future? Heh... I'm not even going to speculate. We might get completely blindsided.
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I really hope it has an impact on pvp. Don't know why it doesn't on bosses
so, who cares


