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  1. #21
    Relic Weapons
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    Quote Originally Posted by Lucavi View Post
    What's up with the massive MP increases for basic cure spells? Also, long timers are long. Combat is still going to be slow, but I'll withhold a true judgment until the I get my hands on the combat.

    I know I'll be shelving my crafting classes for a long, long time.
    I found that odd as well, no more massive cure spam? I could be interesting and melee's might have to pick up the slack abit?

    They added more tabs to the menu but did the make it so once you get to the end, if you hit tab again will it take you back to the start?

    Wish they had fixed linkshell management, maybe next time.

  2. #22
    F5 Like A Boss.
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    MP wasn't ever really an issue though... I feel like this should have been expected.

    Wow they got rid of WoW Taunt for Gladiator and I'm going to assume made it work like Provoke in XI. Where its just spike enmity.

  3. #23
    the whitest knight u' know
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    Excalibur

    A few interesting things:

    Disciples of the Land now get all gathering points recorded that they've gathered from. I'm hoping it's a simple taggle-able map dot or something, that would be really nice. Especially for higher-rank spots you can't use an ability for yet. Also, I'm real glad I finally finished grinding Fishing to 50 on that Grade-10 spot in Isle of Umbra full of rank-1 fish since they just ripped it out. Not to mention the skill is based on the item now instead of the grade of the point.

    I wonder what that NPC in Gridania is good for if they made such a note to mention him...

    I was kinda' hoping they would just put rank-restrictions on all gear now that there's any at all. It's going to be odd later on when most gear has it and there's still these leftover sets that can be worn at any rank.

    Since they took the Active-Mode requirement off of Quickstride, I wonder why they wouldn't remove it from other self-buffs like Second Wind, Featherfoot, etc.

  4. #24
    /lick
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    Quote Originally Posted by Kurokikaze View Post
    MP wasn't ever really an issue though... I feel like this should have been expected.
    I really hope some mobs' WSs are adjusted to compensate. A lot of people take unnecessary damage because cure spam let them be sloppy, but certain things are still going to hit like trucks and long recasts on curing is not going to help keep people standing.

  5. #25
    Strider/Doom/Cyclops
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    Viper Beam
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    Cliffs notes: THM feels the heavy hand of the nerf bat.

    CON gets a new Curega line that is AOE. That's because Cure and Sacrifice lines are now single-target only. Oh, and they have a huge MP cost, so no more soloing while spamming cure/sac on DoW jobs.
    Siphon MP? Single-target only.
    Siphon TP? Single-target only, and reduced potency.
    Emulate duration halved.
    Bloodletter is ARC only (this is a nerf for all soloing jobs except ARC).

    I'm not playing the "Welcome back to CoP-era Squenix!" card, but...

  6. #26
    PUP Power!
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    And here...we...go!

    Looking forward to playing tonight.

  7. #27
    Salvage Bans
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    There are some kinks, but I think this is a pretty fantastic 'first step' in the changes coming, looking forward to seeing what comes with 1.19-1.21, especially if they pick up the pace between patches like they said they will.

  8. #28
    the whitest knight u' know
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    Update is fluctuating around 1~2 hours time remaining for me. This isn't going so bad.

  9. #29
    F5 Like A Boss.
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    I don't see why they had to change Multishot considering AA doesn't effect Archers... lol

    Btw if it says PC motion changed that means its a new animation. Haha Lancer got a lot of those.

  10. #30
    /lick
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    Quote Originally Posted by Kurokikaze View Post
    I don't see why they had to change Multishot considering AA doesn't effect Archers... lol

    Btw if it says PC motion changed that means its a new animation. Haha Lancer got a lot of those.
    Yeah, that was one of those WTF changes that seriously cooled my jets on wanting to play ARC. I guess there's more incentive to use it mid-battle now, rather than just stacking up 2 arrows between fights due to stamina costs, but I'm going to miss starting every fight with guaranteed TP for a WS.

    Edit: Why won't uTorrent connect to any seeds? Usually it caps both my up and download on FiOS, but I'm downloading at less than 100kB/s. Laaaaame.
    Edit2: I guess changing number of connections per torrent might help, since I'd capped at 50 right off, and they were all either idle or leeching off me.

  11. #31
    Strider/Doom/Cyclops
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    Kurokikaze, the limiting factor on Multishot was stamina. With no stamina bar, they had to add a recast to Multishot, or every ARC would fire three arrows every time Light Shot recast was up.

    It looks like Foeseeker (which had very situational use to begin with) took a heavy nerf, too. Now you have to use up your nocked arrows when you shoot it. So unless the attack bonus they added is WTFAWESOME (somewhere in the range of three time Bloodletter's initial damage), you're WAY better off just firing BL and then firing your Multishot for damage AND TP.

  12. #32
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    Yeah I forgot. Also forgot that there is no GCD in this game. That coulda been the cockblock for Multishot... but it isnt. Would be way OP without that recast timer.

  13. #33
    Cardiac Cat
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    Quote Originally Posted by Spider-Dan View Post
    Cliffs notes: THM feels the heavy hand of the nerf bat.
    Pft. I saw it coming, but damn them for nerfing twisting vice. Shit was so broken, lol. That issue with comrade in arms II was awesomesauce too, shame to lose it. Land Comrade II > chaos thrust > next normal attack gave 3k tp. Edit: It gave a retarded tp bonus to normal attacks after multihit WS like barrage etc too with Comrade up.

  14. #34
    Old Merits
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    Multishot should be a Job trait, like double attack in XI.

  15. #35
    D. Ring
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    I like the class changes personally. They are moving much closer to leveling the field between the two DoM classes and then all the DoW classes. But the high MP costs do seem to be a disconnect in the overall game of things. I am not sure how much I like that. However the gameplay itself seems to be moving, in general, towards more strategy. They want us to use crap like Featherfoot, Siphon MP, and crap like that more often I guess. I can dig that, and it might actually give me an incentive to learn all the classes better.

  16. #36
    Cerberus
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    The combat system is going to be something that we have see in action and with some testing to really grasp it. Lots of small changes, but the changes that were made are going to dramatically change the flow of battle. One might call it slower, but it also means its more deliberate. I'm interested to see how they designed the dungeon/raid encounters based on this new info, sounds like getting a proper tank or two is going to be essential since we can't cure spam anymore. No Stamina also leaves room for people to shoot off more situational abilities with little recourse to your DPS or other utilities which means I expect CCing is going to be absolutely necessary unless you can steam roll through the content (group of lvl 50s in a dungeon designed for 25s!)

  17. #37
    Vuitton
    Guest

    Oh, finally I'll have to manage my MP instead of spamming any and everything just because I could. Oh, and actually thinking about if I need to cast now or wait. Before I'd just be spamming aoe cures even when the party was topped off if engaged with a mob.

  18. #38
    The Defense is ready, Your Honor
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    Quote Originally Posted by Kurokikaze View Post
    MP wasn't ever really an issue though... I feel like this should have been expected.

    Wow they got rid of WoW Taunt for Gladiator and I'm going to assume made it work like Provoke in XI. Where its just spike enmity.
    I'm thinking that they don't want other classes cure-spamming as much for solo, but if thats the case just increase the MP cost for jobs that fall outside of the magic using "main" classes.

  19. #39
    Strider/Doom/Cyclops
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    Quote Originally Posted by Egon View Post
    Multishot should be a Job trait, like double attack in XI.
    In practice, from here forward Multishot will act like Double Attack. Every 15s, ARC will fire two arrows instead of one. The only possible reason to hoard your Multishot during a fight (Foeseeker) has been eliminated.

  20. #40
    D. Ring
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    One thing that hasn't been touched upon is that since basic attacks are now on a cooldown timer, that is also going to effect how often you can actually do battle regimens. This could bode pretty bad for people who already weren't very practiced with them.

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