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  1. #661
    BG Content
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    Quote Originally Posted by Damane View Post
    well stun lock allready does not work on all the halls, only works on mul very well because nothign is immune to it. the Pre-halls have all 1-2 mobs that totally resist stun (it seems), or build a fairly quick resistance up to it.
    Ixion, Cerberus, and Adamantoise mobs are the only mob types I can think of that cannot be stunlocked. No need to stunlock the Tier 1 Wyrm, which is good because the scholars are off killing the turtle (and thus don't need to stunlock it). Ixion is manageable with Scherzo. We did 19 mobs in Muru yesterday on a lark (plenty of Ixion) without PD last night. Tier 1 Behemoth isn't very threatening as long as your bard Finale's away his spikes.

    The mob I'd still use PD for is the Elasmoth just because of his Curse spikes. Those are just unfair. Also, if you have spare PD then PDing the corses is a good move too. Stun locking works well, but those AoE Charm moves are faaaast.

  2. #662
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    From Slycer's translation, it seems like they retooled the MNK SP beause they couldn't actually make you counter 100% of the time, thanks to Counters being subject to the accuracy cap. I find that slightly hysterical, but this new one doesn't actually look terrible. A full heal and doubled HP seems more useful than increasing my counter rate by 20% for a minute.

    RDM ability is pathetic. What the actual fuck at it being only one spell, and being resistible.

  3. #663
    E. Body
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    If it was something like triple potency, duration, and 100% accuracy, then one spell might make some sense. But 100% accuracy with possibility of half resist? What the hell?

  4. #664
    Sea Torques
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    Sukimin Yakumo
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    That's fucking terrible. 1 hour for a quasi-ES?

  5. #665
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    Troub gives a similar effect these days to for bard songs, except that you can cast as many as you want in a minute.

  6. #666
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

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    If SE wants to go that route for RDM, why not just give them a bad breath type spell thats unlocked via 2hr (similar to embrava): Inflicts a powerful poison, paralyze, slow, silence (like SE would accept that, perhaps addle?), plague, gravity and blind effect.

  7. #667
    Dr. Salami
    HERO OF TIME

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    That would for sure make it more useful than it stands to be in it's current shape.

  8. #668
    Bagel
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    Quote Originally Posted by Obsidian View Post
    From Slycer's translation, it seems like they retooled the MNK SP beause they couldn't actually make you counter 100% of the time, thanks to Counters being subject to the accuracy cap. I find that slightly hysterical, but this new one doesn't actually look terrible. A full heal and doubled HP seems more useful than increasing my counter rate by 20% for a minute.
    This. I can see a full heal and 4k HP help me alot more in a pinch than that 20% counterrate.

    edit: inb4 a 21k HP Galka in Abyssea

  9. #669
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    Quote Originally Posted by Appie View Post
    This. I can see a full heal and 4k HP help me alot more in a pinch than that 20% counterrate.

    edit: inb4 a 21k HP Galka in Abyssea
    And a full cure to go with it, lol.

    I foresee new monsters with 2k damage TP moves that bypass Perfect Defense and can only be zerged down by monks.

  10. #670
    Relic Horn
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    I thought they were at least trying to salvage 18 man content with the Embrava and PD nerf and then they go ahead and add in 6000 HP monks. This game is fucked.

  11. #671
    Jem
    Jem is offline
    Claustrum. Really?
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    Quote Originally Posted by NynJa View Post
    inb4 "suck less do the event"

    Seriously, the only way I've seen to win in Legion is to hide behind PD (which SE is nerfing) or have a fucking barrage of SCH's with pretty amazing gear keep the mobs stun locked, so they dont hit you. Thats not a strategy on survivability, with the exception of old DL, I've never heard of a strategy thats based on keeping mobs stun locked for 30 minutes.
    Sorry but it essentially is 'Suck less do the event' tbh. I've regularly done runs with 4 different Legion groups with players of varying skill / gear. None of them hide behind PD and none of them have issues clearing halls.

    2 SCH's is hardly a barrage of SCH's either. Nor do they require amazing gear, they merely require appropriate gear which any player should be capable of. And it's hardly like mobs remain perfectly stunned for the full event, shit does still go off. There's only a handful of moves that are devastating if they go off, the rest are just an inconveniece. You can have your DD's eat them and still kill shit, it's just why on earth would you want to when it's preventable? You didn't have to stun stuff like GoH and Fulmi at 75, you did it because it was stupid not to.

    Using Hybrid sets is a strategy based on survivability. You're sacrificing overall damage in order to ensure you don't die as easily. I can't believe you view DD's have to use hybrid sets as a bad thing, it's how it should have always been to an extent. You also don't have to fulltime your hybrid set, people just opt to do it because it's safer / lazier.

    Fact is that Legion is a timed event . You can't realistically expect people to use balanced set-ups and proper tanking methods because you are against the clock and rewarded for killing as many mobs as possible. Proper tanking / controlled kills does not generally go hand in hand with quick kills. You could still get clears using this method, I am sure, because PLD's do not struggle to hold multiple mobs whatsoever so it would just be a case of DD's not pulling hate. The question is, why would you want to only get 7-9 kills when you can forego tanking shit and get 12-25 kills (hall pending)?

    Maybe if SE made it a 'survival' type of event where everyone got 0-1 RR or you got 1 wipe before being booted then you'd see more balanced set-ups.

  12. #672
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by NynJa View Post
    If SE wants to go that route for RDM, why not just give them a bad breath type spell thats unlocked via 2hr (similar to embrava): Inflicts a powerful poison, paralyze, slow, silence (like SE would accept that, perhaps addle?), plague, gravity and blind effect.
    Let's be real here. Out of those status effects, only Poison and Blind stand a realistic chance of landing on anything that checks as Impossible to Gauge. A double arm amputee could count how many new enemies Bind and Gravity land on.

  13. #673
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    Slycer Ilerion
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    Just added a couple new somewhat less important items:

    http://www.bluegartr.com/threads/112...=1#post5478344

  14. #674
    Cerberus
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    So RDM gets an elemental seal they can use once every hour, or they could just sub blm for ES and use that 6 times... Poor RDM, never had a chance to beging with

  15. #675
    PUP Power!
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    I like the cor and mnk changes, NIN looks like a nice offensive boost, but the RDM one...why??? The only way to save this ability is that the effected spell gets an increased duration twice-fold or thrice-fold.

  16. #676
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    Slycer Ilerion
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    I think one of the things that bothered me most about that post today was the ridiculous level of hypocrisy they yet again show.

    Just to be clear, how many months ago was it that they showed us new two hours? And the huge fight that ensued, even before we saw them on the test server? Back to the drawing board and refreshed with shortened and split timers. Still sucked, we told them it sucked, back to the drawing board to totally overhaul most of the abilities.

    How does that align with this:

    "First of all, regarding your feedback that we are using the forums to negotiate updates, this just isn't true. Since the changes we proposed are the result of numerous and repeated studies, we reference the feedback here only to make the proposed adjustments better. If there is a plan to compromise from the beginning, we will let you know from the start."

    I mean really, what numerous and repeated studies did they perform that told them that their shit was OK? Can they really call these total overhauls to the SP system and new SP abilities "adjustments"? If I was playing a different game with different developers and a different history, I may see that comment in a different light, but to me, I'm just reading "our shit smells like roses, deal with it."

  17. #677
    CoP Dynamis
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    What the ever-loving fuck is the point of that RDM one.

    The COR one sucks too. Just give us infinite Quick Draw charges for one minute, or something. pew pew pew pew WILDFIRE pew pew pew pew etc

  18. #678
    Relic Horn
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    30 seconds of QD spam would be interesting

  19. #679
    Old Merits
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    Ragnarok

    During testing, we confirmed that there were significant issues with the counter ability, so we restructured this ability while maintaining the defensive concept.
    Quote Originally Posted by Obsidian View Post
    From Slycer's translation, it seems like they retooled the MNK SP beause they couldn't actually make you counter 100% of the time, thanks to Counters being subject to the accuracy cap. I find that slightly hysterical, but this new one doesn't actually look terrible.
    Damn, I was hoping it was cause they broke shield/counter interactions when they added the MNK SP to the test server. Had this brief flare of hope that they'd fix it. ; ;

  20. #680
    alexkrycek
    Guest

    I know suck less etc, but what does a group do if their SCHs can't seem to get their shit together and keep stuff stunlocked?

    Most of the good SCHs in my LS are needed on other jobs, so that just leaves abyssea burned nyzul lamp no spellcast SCHs with uncapped skills and shit.

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