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  1. #861
    Ridill
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    Quote Originally Posted by jimbobsonofgod View Post
    Not true you can land grav on a few mobs like mis zone boss for example
    Really?

    While good to know, it doesn't really invalidate my point...

  2. #862
    Resident Moogle
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    Quote Originally Posted by Septimus View Post
    Really?

    While good to know, it doesn't really invalidate my point...
    Yeah, but it's only a very, very small minority that accept grav.


    Can't wait to still not be able to land Para2 reliably on NMs at 99-cap when it comes at any rate. All I could ask for is for Saboteur to give an ES-like guarantee that your enfeeb will land. Guess I'll post that on the official thread for the hell of it since 90% of the thread is I WANNA MELEE HNMs AND FEED LOADS OF TP! Christ, if you want to be a magic melee user go lvl BLU.

    Quote Originally Posted by Septimus View Post
    It is oddly appropriate that Red Mage spends most of its life having a staff as its only useful weapon, but has no proficiency in it.
    I'd trade RDM's native divine magic skill for native staff skill any day.

  3. #863
    Fuck It, I'm Goin Deep Fan Club President
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    Quote Originally Posted by Yugl View Post
    I blame the retarded melee RDMs.
    This

  4. #864
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    Cmon SE, I want the details on BST already.

    The anticipation to be let down has never been so great.

  5. #865
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    These job Q&As just get more and more depressing. Would be nice if SE actually played their own game.

  6. #866
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    Quote Originally Posted by Scythiroth View Post
    These job Q&As just get more and more depressing. Would be nice if SE actually played their own game.
    I didn't think RNG and PLD were too bad.

  7. #867
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    Quote Originally Posted by ronin sparthos View Post
    I didn't think RNG and PLD were too bad.
    That's true I guess, maybe all the bad is making me forget about the few good things.

  8. #868
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    I don't want any Dancer notes. Just surprise me.

  9. #869
    Cerberus
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    Dear SE:

    1. Give RDM & SCH fucking cure5.
    2.
    Quote Originally Posted by Kaisha View Post
    All I could ask for is for Saboteur to give an ES-like guarantee that your enfeeb will land.
    3. Paralyze 2 should be a constant duration, not fucking random 2-3 secs.
    4.
    Quote Originally Posted by Yugl View Post
    I blame the retarded melee RDMs.

  10. #870
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    Quote Originally Posted by ronin sparthos View Post
    Cmon SE, I want the details on BST already.
    The anticipation to be let down has never been so great.
    I wouldn't be surprised to find out that they get virtually nothing. A talent like "Feral Howl II: Now with more resists!" or something else regarding Sic/Ready recast timers. I enjoyed BST immensely when I came back to FFXI, but now it just feels too bland. Pet controls are too clunky. While Ready was a nice surprise when I came back, pet's just don't seem to put out that great a damage. The lack of pet healing (that doesn't break the bank by spamming Dawn Mulsim's and rewards that is). And it sadly still seemed to carry a bad stigma. I still seem more people going the solo route with BST and it's disappointing. I had hoped they fixed it enough that they'd be wanted for events, it seems that they're still not. It's the same problem that has always existed and that is the TP feed from melee hits.

    Like most people I've talked to, I only started playing BST so I had a job that I could actually do some random things on without having to try and farm as a WHM/NIN or what have you. Maybe now that leveling is so easy and I now have a party-oriented DPS job, I just lost my taste for it.

    Quote Originally Posted by ronin sparthos View Post
    I didn't think RNG and PLD were too bad.
    Agreed. I've decided to level RNG for the treasure hunter aspect for events where I'd be unable to melee on something as MNK.

    I believe I said it before, but the only way to really open up the game for "everybody" is to do away with TP feed (when getting hit). Instead give NMs/HNMs permanent regains that would average out to the expected difficulty of the NM. Or make Subtle Blow way more potent than it already is so that it's not just another "NO MELEE" event.

  11. #871
    Ridill
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    The forthcoming version update is scheduled to include the next stage of the continuing level cap increase for both player characters and adventuring fellows.
    The maximum job level for player characters will be raised to 95.
    A new limit break quest will be added, the completion of which will unlock levels 91 and above. The level cap increase will be accompanied by an assortment of new job abilities, job traits, and magic spells.
    The maximum level for adventuring fellows will be raised to 90.
    A new fellow limit break quest will be added, the completion of which will unlock levels 86 and above.
    Give the date!

  12. #872
    Sea Torques
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    There are plenty of lesser NM's that also resist slow and para (which I consider to be the biggest damage reduction spells in RDM's arsenal). Someone proposed having debuffs land at a reduced potency. I like that idea but I think that would mean SE restructuring a lot of the magic system. On the other hand, a simple solution would be introducitng a slow% cap for certain NM's so that they aren't completely crippled by debuffs, which is what I think the devs are worried about.

    As for enhancing magic, I'd rather have a JA that mimicked accession than new spells.

    That being said, I always thought it'd be cool if Blink didn't have such long casting time or that you could get way more shadows out of it as your level/skill goes up. It's of very little use as it stands now.

  13. #873
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    Quote Originally Posted by Okan View Post
    I believe I said it before, but the only way to really open up the game for "everybody" is to do away with TP feed (when getting hit). Instead give NMs/HNMs permanent regains that would average out to the expected difficulty of the NM. Or make Subtle Blow way more potent than it already is so that it's not just another "NO MELEE" event.
    This may not exactly be the best, but I wish they'd do something like this.
    Especially when they make something like Voidwatch, where ideally you'd want every job in some form for procs if you want to get anything but junk, but anyone that isn't a mage will be sitting around doing nothing 90% of the fight. This is cleeeearly fun.

  14. #874
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    Quote Originally Posted by Kari View Post
    This may not exactly be the best, but I wish they'd do something like this.
    Especially when they make something like Voidwatch, where ideally you'd want every job in some form for procs if you want to get anything but junk, but anyone that isn't a mage will be sitting around doing nothing 90% of the fight. This is cleeeearly fun.
    Perma-regain would only make it easier to tell when an NM is about to use a move based on the time it's been vs. the amount of hits the current hate holder has. Hell, would make things less interesting as a Stunner unless the regain was 25% per tic.

    Main thing is that it wouldn't fix anything for Voidwatch which is the current event in the game that actually needs you to watch your emnity/tp/buffs/etc. Anything else you laugh at for TP feed because either the event was made with 75-cap in mind, or because we broke Abyssea due to exploitation of cruor buffs/atma selections.

  15. #875
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    That's not entirely true. I'm not exactly sure how enemies are set to use their TP, but if they make some modifications to enemies coding to allow them to use it more randomly. Instead of using at exactly 100%, let them use it at 110% or 150%. Or save to 300%. Another option is to allow NMs to have 100% tp all the time, but make it so they can't TP back to back. Random cooldown timers. They can get a 200% bonus at 50% and a 300% bonus at 25% and below.

    Secondly, I wasn't expecting them to give it a 1% TP regain, but as you said anywhere from 15-25% on average with tougher enemies having higher amounts. Then again, I'm well aware that this isn't something they'd do as TP is too deep a mechanic in fights to make such a large change now. Also it may be near impossible without completely reworking the entire game for something like this to happen. It's just me entertaining random thoughts out loud.

  16. #876
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    I know I'm a day late on this, but my God ... that RDM Q&A is absolutely infuriating. I'll blindly hope that the Community Team picked questions from the brain-dead melee RDMs simply because those questions are easier to address with a politely-worded 'LOL, you dumbasses are actually serious about this?'

    And the Q&A clearly evidenced why some people here spent so much time bickering with those idiots - they're now in a position to do considerable damage to the RDM job. I miss the days when they confined themselves to that irrelevant backwater of a job forum on Alla. They've never been people to be taken seriously.

    It's for the best that I'm on break right now and can't post on the official forums.

  17. #877
    Very Sexy Nerd
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    Quote Originally Posted by Okan View Post
    That's not entirely true. I'm not exactly sure how enemies are set to use their TP, but if they make some modifications to enemies coding to allow them to use it more randomly. Instead of using at exactly 100%, let them use it at 110% or 150%. Or save to 300%. Another option is to allow NMs to have 100% tp all the time, but make it so they can't TP back to back. Random cooldown timers. They can get a 200% bonus at 50% and a 300% bonus at 25% and below.

    Secondly, I wasn't expecting them to give it a 1% TP regain, but as you said anywhere from 15-25% on average with tougher enemies having higher amounts. Then again, I'm well aware that this isn't something they'd do as TP is too deep a mechanic in fights to make such a large change now. Also it may be near impossible without completely reworking the entire game for something like this to happen. It's just me entertaining random thoughts out loud.
    Uh.. They already do the first thing you mentioned. Mobs only use tp right away when they're <25%.

  18. #878
    Ridill
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    Mmm, delicious butthurt.

  19. #879
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    Okay, but my point still stands. When your strategy calls for "NO MELEE, BLM ONLY" then something is wrong with the game. I understand it's an old game and that TP is probably too ingrained in to it to just rip out or heavily modify, but this may be something to consider for FFXI-2.

  20. #880
    Ridill
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    The whole TP feed bullshit could be worked around if SE bothered to code more intelligent AI for their monsters. As is, we know there are mobs out there that basically use TP moves for their normal attacks, we just don't know of those moves cost 0 TP/have Conserve TP +100 natively or they're rocking 100+ a tick Regain. Regardless, they can make it impossible for a mob to TP again within a set interval, create patterns (like they have to some degree with Pixie NMs), or implement more reactionary modes where mobs may only do certain things until it's hit with a light SC, MB'd Stone V, or whatever. Of course, people will be pissed if you can't mindlessly zerg down whatever, but if the aim is to get others involved, then activities have to favor more than just who can deal the highest amount of damage in the shortest period of time. To that end, I can't quite say I agree with game's current incarnations of various proc systems, but can at least acknowledge it as a nod toward straying from zerging. Challenge needs to evolve beyond hate resets, charm(ga), and instant death moves, too. Other MMOs do it. FFXI can, too.

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