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  1. #6121
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    well even if resist hack is stupid, it does gives some hope to RDMs in the sense that enfeebling resistances in general are being relooked and will be adjusted.
    there's a good chance that after the changes, a well geared RDM will be able to land everything without needing resist hack.

    and now we'll now definitively know when a mob is immune instead of just having strong resistances...

    that said, RDMs uses are still limited. nobody cares about whether slow or para is on anymore. not in procland or atmaland. Outside, it depends on how much it'll affect the mob. theres nothing a RDM can do that other jobs can't do as well or better and even more tho..

    i've always thought some more status effects would be useful.. like a potent Stop (terrorize), Amnesia.. and a new status that severely reduces the accuracy/damage of TP moves.
    on the enhancing side.. they could start with allowing Temper to be cast on allies or via Accession. add Faith which raises Magic Crit Rate and Dmg,

    for stuff a bit more broken.. spells like Double that allow damage to be inflicted twice from the same spell (or doubles damage) or Quick, which give melees insane Save TP for the next 3 WS that decreases lol (im thinking Save TP 100 > 50 > 25 at base, and with 1TP for every 1 point of skill above 350 for the first WS.. so at 500 skill it'd be like 250 > 125 > 62

    sorry, random musing

  2. #6122
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    Only use I see for RDM anymore is to be the healer for the adds holder in Zilart/Tav/ToAU VW. Unless some new NM or event is added before SoA, there will still not be a place for them after this enfeeb change.

  3. #6123
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    Maybe we'll see them useful again in Salvage, where the enfeebles could actually be useful if the bosses auto attacks are not considered TP moves(Oh god Ironclads in Salvage lol.) and actually hit like a truck like some NMs do, I remember Kaggen hitting very hard D: with auto attack.

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    WHM can still cast slow, paralyze, dia2. That would actually hurt RDMs case if the monsters were dangerous enough to want enfeebles because that would in turn require heavier healing. The increase from the lower to the higher tier enfeebles really isn't a huge deal outside of dia III.

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    Saboteur on RDM is unique enough to make RDM useful (over WHM/BLM/SCH) in situations where enfeebles are useful. With the right gear and Saboteur you can hit over 100% Slow and cap it with just the Slow II spell. Not sure what Paralyze proc rate cap is, but I'm sure you hit that with Saboteur Para II and the right gear also. There just aren't any situations where enfeebles are particularly useful right now since they've gone over to the animation-style attack mode on so many new types of monsters where Slow and Paralyze literally don't do anything even if they stick (plus it would be nice if they would drop the Saboteur timer to like 2:00 since it's essentially the main differentiating factor between RDM enfeebles and other jobs' enfeebles).

    That being said, if the enfeebling patch removes monster immunity to Gravity, Gravity II is theoretically evasion-40, and since the gravity effect is "weight" (not evasion down, etc.), it should, in theory, stack with any other evasion down effects (last I checked, Gravity (I) is only 5 or 10 evasion down so you'd definitely want II if available). That would be pretty huge for evasive monsters and might be enough to put some spotlight back on RDM for things such as Legion.

  6. #6126
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    Quote Originally Posted by Genosync View Post
    Also, what the fuck does Paralyze, Slow, and Silence really even do for anyone anymore?

    Paralyze? Ok, randomly stops a spell and auto attack. Doesn't stop homewrecking WSes (unless you're still that idiot from 2004 that claims WSes can get paralyzed). Since when was taking auto attack damage a problem anymore?

    Slow? Doesn't stop mob TP gain for WSes, slows down auto attack though! Isn't that awesome! ...

    Silence? Stops mob spell casting altogether, preventing Death from being cast so it can just go use a Death WS instead! And use more of them because it's spending less time casting spells! Yay!

    Gravity? We still kite things often enough to give a fuck?

    Bind? See gravity... I guess maybe RDMs can solo more mo... oh wait resist build.

    Blind? Honestly this is probably the only potential decent thing in the whole list if it can make mob WSes that destroy everyone miss sometimes.


    And while, yes, I know that the above I stated doesn't always apply, keep in mind the situations happen often enough to count...
    Gravity also lowers evasion which could be useful on very high level mobs. Your comments on slow are laughable... of course it doesn't stop TP gain, it does however SLOW TP gain which is beneficial no matter what you think.

  7. #6127
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    Quote Originally Posted by 6souls View Post
    Only use I see for RDM anymore is to be the healer for the adds holder in Zilart/Tav/ToAU VW. Unless some new NM or event is added before SoA, there will still not be a place for them after this enfeeb change.
    We bring RDM to ADL for insurance Chainspell Stun if people choose wrong on clones. Similarly, the Sandworm chamber of Legion almost requires a Chainspell Stun. RDM is also nice in Neo-Limbus too for enfeebles and helping the BLM kill Gunpods.

    Still a place for RDM in non-Abyssea/VW events.

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    Quote Originally Posted by Mahoro View Post
    helping the BLM kill Gunpods.
    Do you guys see Gunpods frequently? We've done a total of four Arch-Omegas so far (no hearts, /angry), and we've only seen one Gunpod. Not sure if it was just us or what.

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    I think on last night's run just two Gunpods popped in whole fight. Yeah, they don't seem to come frequently.

  10. #6130
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    In the test run I did last week we had two pods show up (14min:30s fight). And from what I saw, they are made scarier than they are - one I diaga'd and kited away for kaboom - took me into ~20% HP on RDM (Phalanx, Stoneskin and hybrid PDT/MDT set), the second one got Flashed by PLD and didn't even take them into yellow (Scherzo/Earthen might've been up tho). Also, next time I'll replace BLM we had with a SMN or BLU or even PUP - nukes become useless @75%

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    Said a lot in other places on this, but one thing I have said for a long time and will always believe- either a partial resistance to gravity/gravity2 that still inflicted the -evasion without the -movement speed would not have broken the game by allowing it to stick on NMs.

    Just make enfeebles sticking based on skill more in line with resist rates for dark and elemental magic, and we'll have a deal. It was made clear long ago that if a brd/whm can land silence on suzy and a rdm couldn't in the same fight, skill sets didn't matter, it was a total crapshot whether it was going to land at all. Change this, or the change they're doing is worthless.

    Also, if by balance they mean seeing paralyze/paralyze2 stick and not proc once, someone's gonna die. Oh wait, you'll see it.

  12. #6132
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    Redmage's selling point for all these years was refresh and convert to allow them to never run out of MP. No one really cared if they can slow and para, those were just a nice bonus. Back when exping meant 6 players who would be destroyed by an extra goblin linking and had to completely stop pulling to rest for 3 minutes. Refresh and retaining MP is not difficult to come by now, and enfeebles are meaningless. So now Redmage is just a backup healer for when you can't get a Whitemage. And Redmage can't even do very much solo just for fun because everything everywhere is immune to debuffs.

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    Quote Originally Posted by Gwynplaine View Post
    Redmage's selling point for all these years was refresh and convert to allow them to never run out of MP. No one really cared if they can slow and para, those were just a nice bonus. Back when exping meant 6 players who would be destroyed by an extra goblin linking and had to completely stop pulling to rest for 3 minutes. Refresh and retaining MP is not difficult to come by now, and enfeebles are meaningless. So now Redmage is just a backup healer for when you can't get a Whitemage. And Redmage can't even do very much solo just for fun because everything everywhere is immune to debuffs.
    So wait, you're saying that the main selling point of RDM wasn't what SE stated the job should do? I can't believe they did such a thing. Thank god they didn't do that to say, SMN, and never try to fix that job back to its original intent.

    And yes, you are correct, RDMs were desired for those reasons and not enfeebling, supposedly what SE wanted them to be masters of. However, the attempt to fix that should be welcomed. With tempered expectations of course.

  14. #6134
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    Quote Originally Posted by dev1053 "Meeble Burrows" Dungeon Crawl

    I think this is something that everyone has been super curious about and wondering what this system is going to entail. We were hoping to be able to implement a part of this new dungeon content on the test server this week, but unfortunately there were tiny adjustments and other things that still need to be made, so we will have to put it off for just a bit.

    BUT! In the meantime, I would like to give an overview and explanation of the content that is to come!

    We are calling this content “Meeble Burrows” (the name is not fully localized as of yet!), imagining it as a whole bunch of mole holes (lol). To serve as a dungeon guide, we are introducing this new type of mole beastmen – meebles.
    http://forum.square-enix.com/ffxi/at...9&d=1342184952

    You will also encounter them as enemies.

    http://forum.square-enix.com/ffxi/at...0&d=1342184952



    Participation requirements

    Participants: 3-6 players
    Level restriction: none
    Time limit: 15 minutes

    Each time you participate, a temporarily issued key item ticket will be consumed. It will be very close to Assault Imperial Army I.D. tags.

    Overview

    There will be various dungeons, each with a set of clear requirements.
    Once a dungeon is cleared, you can receive support effects.
    Dungeons have multiple connections and it will be possible to select your route as you proceed.
    The objective is to ultimately reach the boss and defeat it.

    http://forum.square-enix.com/ffxi/at...8&d=1342184952
    http://forum.square-enix.com/ffxi/at...1&d=1342184953

    Rewards

    Upon clearing a dungeon, you will receive points based on the difficulty.
    It will be possible to exchange these points for items.
    As you progress further in this dungeon content, the variety of items available for exchange will increase.

    There will be different levels for the requirements to clear dungeons. So for example, if it is a requirement that is based on defeating monsters, there would be “defeat 3 monsters”, “defeat 5 monsters”, “defeat all monsters” and you can proceed to different dungeons by clearing these requirements based on the amount of participants and fire-power you have. (By fulfilling the requirements for the higher levels, you will be able to obtain more reward points.)

    Additionally, by clearing dungeons the support effect you receive can be carried over into the next dungeon, making it so you can stack them. With that said, if you have the confidence, you can take the shortest route to the boss or if you want to play a bit more solid and safe, you can clear a number of dungeons stacking up effects and then finally challenge the boss.

    The core idea behind this is to be able to challenge fun and exciting content in a short amount of time, and to reach a wide range of players so that they can have a good time. We plan on spending time adjusting this content based on your feedback once it is implemented on the test server, so please look forward to trying it out!
    Looks pretty cool.. MMM + Nyzul?

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    Quote Originally Posted by Camate View Post
    First, to answer the question about whether or not this staff will have “affinity,” the answer is it will not. Imagine this to be just like the original elemental staves when it comes to their “hidden effects.”

    Next, in regards to the actual values for these hidden effects, they will also follow the same values as found on the original NQ/HQ elemental staves.

    We are planning to introduce this item as something that is made via synergy, which will also require wood working skill, but the necessary skill has not been set very high.

    There were also a couple of adjustments to the stats from what was mentioned the other day:
    1.Equippable level will be reduced from 61 to 51, just like the existing elemental staves.
    2.Damage (for the HQ) will be reduced from 45 to 35.
    Pretty solid. Done right! Now we just have to wait and see if the ingredients are 8 HQ Staves or not.

  16. #6136
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    Inb4 Meeble Dungeons require 2xEmbrava and order lamps.

  17. #6137
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    So basically new assaults with a point based system that you can cater to your playing style (ie go straight for the boss or spend time building up bonuses? It does sounds pretty fun. Of course, the rewards are going to be the determination if people will do this event.

  18. #6138
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    Quote Originally Posted by Celebrindor View Post
    So wait, you're saying that the main selling point of RDM wasn't what SE stated the job should do? I can't believe they did such a thing. Thank god they didn't do that to say, SMN, and never try to fix that job back to its original intent.

    And yes, you are correct, RDMs were desired for those reasons and not enfeebling, supposedly what SE wanted them to be masters of. However, the attempt to fix that should be welcomed. With tempered expectations of course.
    Incoming sword buffs!

  19. #6139
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    15 minutes tho? thats really short.. but i like the premise of it..

    3-6 man. assault tag style, varied objectives, choose your path, points system...
    all sounds good to me..

    the only real problem i see so far is 'the hands of darkness' lol.. this seems like it'll share zone space with MMM, Sandworm and WotG missions/quests.. not that anyone really does those anymore.
    but at 15min, congestion shdn't be a problem and the event should clear itself rather quickly.

    edit: probably 1 entrance outside each jeuno exit to the 3 nations... i'm guessing the new mobs i found will be showing themselves there. rock golem shd be the new system boss.. i think

  20. #6140
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    Not sure if I like the assault tag style, vs say... traverser stones. Definitely better than a 1/day lockout though.

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