I'm not all that hopeful about the augments - and early reports of augment values have done nothing to convince me otherwise - but I'll get the weapons for my jobs anyway. Anticipating these weapons will be required to get +1 versions (possibly greater than ilevel 119) in the next phase of Alluvion Skirmish, exactly the same pattern as original Skirmish. I'd rather be ready if that ends up being the case.
Understand your anticipation for the +1 versions, but I don't think they'll go that route. Said they they were going to move away from upgrading prior items awhile back, and more recently they said that they'll be adding more stones to add a third augment to weapons. I'm thinking they learned from the rage regarding completing random augments that get wiped when you upgrade, and will further upgrade these by releasing the ability to add more augments.
Imagine Albion Yorcia adding another type of stone, and Albion Ra'Kaznar adding another type of stone for 4 augments total. These might not be top tier, but with their unique delay/damage ratios, and perhaps the ability to add 4 augments in the future, I think they'll be highly customizable weapons that can be tuned to be very strong for some jobs. The delay may open up better xhit builds for some jobs as well.
Very jealous of Brd getting that horn, had a friend get +4~10 acc, +5-7 att, and a +4% cure potency aug on his. Idk if they have any special augs that make it a better horn, it may just have the same pool with the purpose of being a more useful slot for doing other things.
the high delays are probably just a precursor to +1 versions, yeah. i suspect +1 will lower the delay
I have stunned both with and without tools and really I never had a problem stunning(in terms of mistaking a pet TP move for a mob's). Not an issue of cheating to me because I was capable of stunning under pressure, but definitely did not want to risk being "that guy" in the LS who misses stuns and is solely responsible for wiping the run and pissing everyone off.It was mentioned in one of the dev posts, it was problematic for people who react to the lines for monster skills, so they decided to just remove it because a toggle would've been harder or something.
In terms of manual stunning, most things you stun are HUGE and almost impossible to mistake for a pet's red spikes. Besides, the key to good stunning(without a bot) isn't looking at the red lines, it's looking at the mob's casting/readying animation(bowed head, crouching, eyes closed, vibrating, etc) and also timing, usually mobs in delve didn't TP back to back despite massive TP feed, it was always a steady 6-7 stun order, it was almost rhythmic, and it was more about quickly recognizing the trash moves to not waste stun rather than hitting your mark on time. I firmly believe the pet spike charge animation interfering with stun was something purely concerning JP players...because NA players never roll with pets in Delve(the only content really in the last 2 years that required stun) except DRG and they usually only came to Morimar and Foret Delve unless you were in a LS that was DRG tolerant which most weren't unless you were a sack or shellholder.
How about new high tier armor with an aura, like minne, or a higher regen like paeon.
I hope no one ever shouts for a Geo. Keep making the job awesome SE. ;D MP adjustments and buffing nukes (which are already pretty strong, barring VD content) tickles my fancy just fine.
Is there any other notable Rdm NPC in the game? Rainemard is the only one that comes to mind at all. Arciela certainly seemed like a Rdm in the most recent mission fight though...
geo was good before patch lol. geo can stun delve 1's and with all those precast/mid cast sets for cures magic ect they can back up heal or even main heal aa's.
I know this. But I don't want them to know this, so they keep buffing it. ;o As you said, it was good before the patch. Now it's fucking ludicrous.
As for RDM NPCs that are candidates for Trusts, we have...
http://img3.wikia.nocookie.net/__cb2...rtholomaus.jpg
http://img1.wikia.nocookie.net/__cb2..._Magriffon.jpg
http://img4.wikia.nocookie.net/__cb2...200px-Else.jpg
Else has a polearm but is actually a RDM and casts high level enfeebling like Para II and Slow II
Shit it was decent even before Idris... and that alone buffed it insanely and this update did more. I'm quite happy with the whole "only" 2 spells but having them with insane potency especially since the equivalent -stat to a mob that they get stacks much better than +stat to a player. I mean just 1 -def from geo probably will effect pdif more than a 5 songs +5 min brd using all 5 songs for min lol. These people who keep saying it needs as many as buffs brd don't really understand the job I think
Another factor to justify GEO's strength is that if the GEO or the Lupon are killed, the buff is eliminated, unlike BRD and COR buffs which continually persist until the duration wears off. A GEO has a lot more trouble keeping their buffs/debuffs active in a difficult battle than a BRD or COR does, which they only have to prebuff before engaging. The risk:reward factor is there, though I think Idris is a little too powerful. No mythic enhances EVERYTHING the job does, but Idris does just that. Yagrush just makes -na spells AoE, but it doesn't have Cure Potency and buff Enhancing Magic, Murgleis just buffs Convert, Death Penalty just buffs Quickdraw, even Carnwennan just buffs song duration, not potency. Idris buffs all Geo/indi Potency, is an amazing nuking club and has Lupon dmg-25%. They may scale back the changes to GEO keeping in mind how ludicrously powerful an Eragon GEO is, or impose caps to some of that shit, lest they have to buff COR and BRD by introducing more non-instrument equipment that boosts individual songs like reforged AF/AF2/Emp, or a sword/dagger/gun for COR that adds a 3rd or 4th roll.
I still think it's funny people in OF are complaining that Idris is much weaker than mythics and as such should be easier to make
Not to be crying for nerfs, but I wouldn't be surprised if SE imposed a special resistance to Geomancy for NMs where they have a reduced potency like how Saboteur is gimped against ITG mobs.
Also SE is crying 'barance' but honestly, let's face it, after 12 years SE can't balance a fucking cube. They still haven't addressed or even acknowledged that skillchain damage is ludicrously overpowered and makes Samurais even stronger than ever. Their DPS was already god tier before they adjusted skillchain damage and now SAM's are outparsing everyone with their skillchain damage ALONE. Any half-wit SAM with Tsusmaru who can time their skillchains and has a few trinckets from Delve 1 and WKR can effortlessly outparse more competent and better geared MNKs or WARs, we've all seen it happen.
Which is pretty much the opposite of what OF people seem to think. HPBs can be soloed lololol is pretty much the mentality presented.
ilvl WoE btw. Didn't really expect that. Here's hoping there's a point to taking an alliance in, might have a different entry system than current WoE, since there was no mention of the whole come and go aspect of the original.
people need to understand that bringing melee's and shit to woe is way better than pet jobs. in fact the pet jobs made it harder with the mob running around and ws'ing people pre-woe update. i mean how hard is it to put on a dt set when the mob readies a ws, lol.
good example: the day after the woe update i was in there alone right, and id gather all the skele's in 11, and aoe kill them. this bst and smn duo came in and start seriously fucking with the run, got my alt and me killed along with themselves. from then on while they were there each run took twice as long as they should have because of them. i told them to just cure me instead of fuckin with the mobs but they said no because they want to deal damage. they want to deal damage. they said they didnt care about the points because they wanted to just deal damage because thats whats fun for them. -_-
September looks like it's going to be an interesting update! I wonder if any new job adjustments are coming too.