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  1. #2281
    CoP Dynamis
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    I just hope they get a new skin when upgraded fully.

    It'd be kinda lame to go back to looking like we did @75.

  2. #2282
    Very Sexy Nerd
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    Carbuncle

    Quote Originally Posted by Apelila View Post
    If stage 1 is different than +1, it would be logically be +2
    So then stage 2 would be +3.
    They said that both NQ and current+1 will transform into the same piece. Except that if you use +1, you will need less stuff. If this means +2/+3, or some other naming convention, who knows. (NQ automatically going to +2 skipping the +1 stage doesn't make sense.)

  3. #2283
    Bagel
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    Quote Originally Posted by Soho View Post
    I just hope they get a new skin when upgraded fully.

    It'd be kinda lame to go back to looking like we did @75.
    Depends - I love the look of RDM AF2 and hate the look of RDM AF3 (but never play RDM these days anyway)

  4. #2284
    E. Body
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    Hopefully since they are getting fixed augments, they will be storable with the Porter Moogle.

  5. #2285
    Ridill
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    Teisha Linne
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    Moogle
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    Quote Originally Posted by Kyte View Post
    Hopefully since they are getting fixed augments, they will be storable with the Porter Moogle.
    Last sentence?

    Armor pieces upgraded to Stage 2 will be storable with the Moogle Porter service.

  6. #2286
    E. Body
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    Siren

    It seems I'm retarded.

  7. #2287
    Cerberus
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    Odin

    Well the pic does make it seem like it wont be reskins, but just new stats on it and i guess lvl 9-95 or something.

    Real question is, when will all this be updated to the test server?

  8. #2288
    Relic Horn
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    As I read it.. it´s not about upgrading with meritspoints. But the new +2 will have augments towards merit point abilities?

  9. #2289
    Yoshi P
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    Quote Originally Posted by Trigun View Post
    please let this snowball, please let this snowball...

    "Ladies. Gentlemen. Galkas." loved it.

  10. #2290
    Cerberus
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    Quote Originally Posted by Lyramion View Post
    As I read it.. it´s not about upgrading with meritspoints. But the new +2 will have augments towards merit point abilities?
    If that were so, then the first stage would augment the effect of items. This, of course, assumes the post articulates what the rep actually meant, and really, I guess I should know better at this point.

    Anyway, my money's on ancient currency being used to upgrade to +2. That would ultimately be consistent with the difficulty of AF3, I think.

  11. #2291
    Old Merits
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    Quote Originally Posted by Hirronimus View Post
    "Ladies. Gentlemen. Galkas." loved it.
    I didn't even notice that. LOLGalka.

  12. #2292
    Drunken Red Mage
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    Auspice Lasserott
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    Don't forget the "I guess we know who wears the Elder Trunks in this relationship" lol

  13. #2293
    Ridill
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    Septimus Atumre
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    Quote Originally Posted by calinz View Post
    LOLOL Silence!! HAHAHA I can't remember the time that thing landed on anything worthwhile. Heck, it doesnt even land on puddings in salvage for the rampart. There's not a single magic casting mob in VW NM that it can land on, and probably none in abyssea either.
    Yeah, that was kind of my point. Back in the days of old (Dynamis), it was crucial to keep casting mobs silenced because Chainspell or Manafont were deadly, and BST pets ranged from annoying to horrible when they could cast. Red Mages had a purpose beyond refresh bitch. There were a few fights (The Hills are Alive springs to mind) where landing silence for a decent duration actually required good gear and was helpful. While I would love to be able to silence things, since they don't want RDMs to do that but supposedly want the job not to be useless, make an alternative to silence. (And Addle doesn't count, negligible spell is negligible.)

  14. #2294
    BG Content
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    Slycer Ilerion
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    Quote Originally Posted by scaevola View Post
    If that were so, then the first stage would augment the effect of items. This, of course, assumes the post articulates what the rep actually meant, and really, I guess I should know better at this point.
    It could be really poor wording. Maybe item-related means augments related to the stats that were already on the piece of armor (e.g. more enfeebling skill on D.Chap).

  15. #2295
    BG Content
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    Quote Originally Posted by Septimus View Post
    While I would love to be able to silence things, since they don't want RDMs to do that but supposedly want the job not to be useless, make an alternative to silence. (And Auspice doesn't count, negligible spell is negligible.)
    I'm assuming you meant Addle by Auspice? I'm pretty sure that was the point of addle, since it sticks on almost everything very easily. But like you said, the effect is pretty negligible aside from giving you an almost unnoticeably longer stun window on some spells, and WHM and BRD now have the same or equivalent spells anyway. I don't really understand why they don't give RDM super-powered enfeebles. Another level of slow that can yield 100% slow, a paralyze spell that has a proc rate of 25% or higher, making Gravity II actually stick on stuff.... Would these really be that broken considering how lost RDM is at the moment? The danger in most of these new fights is in the TP moves and spells anyway, not in the melee attacks.

  16. #2296
    Cerberus
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    Quote Originally Posted by Slycer View Post
    It could be really poor wording. Maybe item-related means augments related to the stats that were already on the piece of armor (e.g. more enfeebling skill on D.Chap).
    Well, if that were the case, it would open the possibility that the +3s have completely different stats than the +2s (i.e., higher enfeeb skill on D.Chap. +2, but +3 removes enfeeb skill entirely and enhances Dia III instead), which would not only be kind of weird but would also open up the possibility of a lot of +2s being more useful than the +3s, which I assume is something SE would want to avoid.

    At any rate I think we we can agree that the post is pretty opaque and we'll have to wait for dats to be mined to see what's actually going on.

  17. #2297
    A. Body
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    Quote Originally Posted by Slycer View Post
    I don't really understand why they don't give RDM super-powered enfeebles. Another level of slow that can yield 100% slow, a paralyze spell that has a proc rate of 25% or higher, making Gravity II actually stick on stuff.... Would these really be that broken considering how lost RDM is at the moment? The danger in most of these new fights is in the TP moves and spells anyway, not in the melee attacks.
    Thing is, you point out right there why things like that still wouldn't net the desired result. If tools aren't there for a RDM to help prevent the real dangers of the fight, then what'd be the point?

    RDM should get enfeebles to as precisely disable the dangerous aspects of an NM as the tools a WHM gets to deal with status removal/etc. That's how they'd stand out. You already have the case where a RDM can make something a bit more slowed, or paralyzed, and it doesn't tend to matter enough to secure them a spot.

    If a WHM can heal well enough that a RDM's extra potency is a luxury, then why not have RDM able to enfeeble a mob to the point that WHM's extra healing capability is a luxury? The ideal setup would include both anyway.

  18. #2298
    Ridill
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    Quote Originally Posted by Slycer View Post
    I'm assuming you meant Addle by Auspice? I'm pretty sure that was the point of addle, since it sticks on almost everything very easily. But like you said, the effect is pretty negligible aside from giving you an almost unnoticeably longer stun window on some spells, and WHM and BRD now have the same or equivalent spells anyway. I don't really understand why they don't give RDM super-powered enfeebles. Another level of slow that can yield 100% slow, a paralyze spell that has a proc rate of 25% or higher, making Gravity II actually stick on stuff.... Would these really be that broken considering how lost RDM is at the moment? The danger in most of these new fights is in the TP moves and spells anyway, not in the melee attacks.
    You are correct sit, I did mean Addle. (Asupice on the other hand is quite handy, but probably because WHMs have it.) And yeah, Addle gives you a slightly longer stun window, too bad almost everything builds a stun resistance now, it is like they are intentionally trolling us.

    Quote Originally Posted by Isiolia View Post
    Thing is, you point out right there why things like that still wouldn't net the desired result. If tools aren't there for a RDM to help prevent the real dangers of the fight, then what'd be the point?

    RDM should get enfeebles to as precisely disable the dangerous aspects of an NM as the tools a WHM gets to deal with status removal/etc. That's how they'd stand out. You already have the case where a RDM can make something a bit more slowed, or paralyzed, and it doesn't tend to matter enough to secure them a spot.

    If a WHM can heal well enough that a RDM's extra potency is a luxury, then why not have RDM able to enfeeble a mob to the point that WHM's extra healing capability is a luxury? The ideal setup would include both anyway.
    That is how I look at it also. If WHM is the king of Cures that get cures that no one else has and cure in better ways than anyone else, RDM should be the king of debuffs that get debuffs that no one else has and debuffs in better ways than anyone else.

    Someone on the Official Forums made a thread a while back with some outside of the box thinking for enfeebles: Pain, Sadness, and Heat. While the original concepts were a bit too strong, I made some suggestions to make them a little more plausible. I think that Pain would be one of the greatest things ever added to the game in the history of ever even if it were nerfed a little more than my suggestion. But those are the sorts of things that RDMs need to be useful.

  19. #2299
    Relic Horn
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    Quote Originally Posted by pancakesandsex View Post
    My money is on new equipment with different names rather than +X's
    Was thinking the same with TOM weapons, since I don't see 95s getting a +4 at 99.

  20. #2300
    Resident Moogle
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    From a few days ago
    Quote Originally Posted by Camate
    During last week’s test server update, we implemented an adjustment to automatons so that curing is prioritized when you have one light maneuver.

    Please check it out on the test server and let us know your feedback!
    From today
    Quote Originally Posted by Gildrein
    The following bug has been identified on the current test server:
    • When two or more Light Maneuver effects are active, the Automaton's cure-related spells priority is lowered.
    Do they really not test their own shit before announcing it?

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