Without a doubt, the AF+1 conquest tally wait and some of those AF item JP needs to go.
The AF+1 should at least be aligned with Limbus's 72 hr wait time, since I doubt they'll want to remove that one completely.
Without a doubt, the AF+1 conquest tally wait and some of those AF item JP needs to go.
The AF+1 should at least be aligned with Limbus's 72 hr wait time, since I doubt they'll want to remove that one completely.
As someone who is slogging through Sandy's missions, I have to say it's slightly annoying to have to deal with the JPM business. Not infuriating, but slightly annoying. To be honest I'd rather have the dev team working on something else.
Good news everyone!
Originally Posted by CamateOriginally Posted by Camate
I've never understood why those abilities can't be up all of the time, how is it so overpowered to be able to intimidate a mob like 25% of the time if you have the right job or sub for it? I don't get it, they make things like retaliator and Hasso up all of the time, What's so strong about arcane circle?
You should probably know what those abilities do before commenting on them.
Fair enough, I didn't know about this update, wasn't playing at the time, might make them overpowered. Pre-that update though, I can't see how they would be.As of the August 2009 Update, Circle Protections now grant bonus damage and defense against the affected monster families. According to research found in this topic, Circle Protections may grant a +15% damage boost to both physical and magical damage against the affected monster family(Arcane Circle vs Arcana type monsters).
They also reduce damage taken by ~15%, as well, IIRC (not sure if it's additive with gear DT-, or if it's a separate multiplied term).
Anyway, I hope they go for the second option; assuming the AF enhancements still work, that's +15% damage done and -15% damage taken for the whole party (when applicable), 70% of the time. If a mob dispels enough for it to matter, having it on a 3 minute cooldown won't make much of a difference.
http://forum.square-enix.com/ffxi/th...923#post266923[dev1071] Job Adjustments: Paladin
- Shield Bash recast time will be reduced from five minutes to three.
- To preserve balance in light of this change, the Shield Bash Recast merit point enhancement will be adjusted to reduce recast time by six seconds per level, instead of the previous ten.
http://forum.square-enix.com/ffxi/th...927#post266927[dev1072] Job Adjustments: Dark Knight
- Weapon Bash recast time will be reduced from five minutes to three.
- To preserve balance in light of this change, the Weapon Bash Recast merit point enhancement will be adjusted to reduce recast time by six seconds per level, instead of the previous ten.
Honestly unsure why they aren't on 1m timers, but 3's better than 5, I guess.
They're lowered recasts because they're VW procs & most people will fire them off early thinking that it will help overall/
Ah, well, I guess that's useful then. I still am boycotting Voidwatch so haven't done one yet and didn't know they were procs.
Also, the "Enhancing" pieces from each of those jobs increase the circle potencies by 2%. Just fyi~!
By the way, that Beastmaster enhancement is pretty awesome. You could choose your pet based on your enemy and then get a 15% boost + 11-12% Killer effect boost 3/5 of the time.