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  1. #8321
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    Quote Originally Posted by Ophannus View Post
    Avatar buffs could scale with skill somewhat, though most are already comparable to white and black magic versions, just aoe and usually stronger. I can't really see which ones would need potency buffs, i mean maybe crimson howl but it is a low level buff and it technically stacks with other attack ups(since its warcry) thus they could say the potency is fine given that it stacks with everything. The only obvious one to me is Noctoshield.
    Rolling Thunder is awful as well.

  2. #8322
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    Some of the buffs scale by level and stopped scaling at 99. Others didn't scale well. Noctoshiled stopped scaling at or before 75

  3. #8323
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    Yeah but the other enspell ones kinda supersede rolling thunder, like ifrit's enfire and fenrir's endrain(which deals drain damage like blood bolts). At full moond, the endrain does 15% of the damage, which if you're hitting for 500-700 damage per hit on a 2h weapon, the endrain is dealing an extra 100ish damage.

    Some of the buffs dont need to scale much more given that the magic equivalents stopped scaling too(Stoneskin, Spikes, etc).

  4. #8324
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    A lot of buffs would need scaling.
    Diabolos MDB and Phalanx ones.
    Titan's Stoneskin.
    Fenrir's stats and arguably acc/eva

    A few more too, but mostly Favors. While some are already in a good place, many others could really use a buff because as they stand now they're pretty ridiculous.

  5. #8325
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    Quote Originally Posted by Ophannus View Post
    Yeah but the other enspell ones kinda supersede rolling thunder, like ifrit's enfire and fenrir's endrain(which deals drain damage like blood bolts). At full moond, the endrain does 15% of the damage, which if you're hitting for 500-700 damage per hit on a 2h weapon, the endrain is dealing an extra 100ish damage.

    Some of the buffs dont need to scale much more given that the magic equivalents stopped scaling too(Stoneskin, Spikes, etc).
    alot of magic is underused/underpowered. Phalanx II is such an example, awesome for when fighting very very trash mobs, almost useless for anything that hits like a truck. Would be nice if they reworked Phalanx II, instead of it being constant fixed number it could be nice if it is a fixed % dmg reduction from mobs attacks/abilitys/spells applied first before any shell/gear -dt pushing RDM towards being a more shielding type healer. 25-30% reudction? This sounds very OP for high lvl stuff, but it would justifiy in some cases a spot for RDM as a healer/debuffer/shielder?

    also most debuffs became useless or "less usefull", but more potent debuffs wont do anything for paralyze slow silence etc. instead of throwing out more potent debuffs they could rework around mobs. Instead of giving immunity to debuffs, they could make debuffs relevant by giving mobs buffs that build up over time:
    example: auto-attack speed of the mob increases further and further unless you apply slow on it, which will reset its attack speed to normal, if you dont have a capable mage of applying slow the mob will auto-attack at some point as fast as haveing hundred fists
    or auto-regain, if you dont reapply paralyze constantly the mob builds over time insane auto-regain where they will hit a point where they just constantly back to back do their WS, stickign paralyze would reset it
    for silence: enhance the MAB power of the mob across all boards (not only for spells) until you land a silence and reset it.

    The list would go on (gravity or distract hindering/reseting the mobs evasion boost gain over time, frazzle reseting/hindering the mobs m.evasion boost gain over time), now slap a bonus trait to RDM for m.acc on enfeeb magic and enhance the m.acc of tier II merit spells and voila! Your WHM or BLU cant debuff the mobs properly? bring a rdm (or geo in most cases)

  6. #8326
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    What you are describing is a totally different concept that is much less cool than phalanx. Leave phalanx alone and add a new magic like that if you must.

  7. #8327
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    That's actually exactly what barrier tusk is; DT -15% that goes beyond gear cap and counts as a phalanx buff.

  8. #8328
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    Quote Originally Posted by Byrthnoth View Post
    What you are describing is a totally different concept that is much less cool than phalanx. Leave phalanx alone and add a new magic like that if you must.
    I'll have to agree here... even more sense it would be a nerf to plds in a lot of situations. If you do anything maybe buff. The reduction was decent back at 75 but it hasn't scaled well to 99 and hasn't scaled at all via ilvl. This is part of the probably of ilvl system as they have to figure out 1 thing at a time to add that would naturally scale with level and until they feel like it all the other effects of lvl do nothing. Magic skills notably have only really gained the macc they would've gotten from leveling though dmgs have gotten buffs in a somewhat different way well and skill on weapons counts towards blu pdif. Maybe do something similar with other spells where skill effected potencies...

    And ya know actually make a fully merited phalanx II stronger than just plain phalanx.

  9. #8329
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    I'll just take it a step further: If you're gonna turn Phalanx II into a must-have spell, all merit spells/JAs need to be learned in some other manner. But that's not exactly a new argument.

  10. #8330
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    Jobs that learn phalanx get phalanx bonuses from certain ilvl equipment. Rather than enhance spells naturally, they seem to prefer introducing ilvl gear with the +stat instead. That said, if enhancing skill continued to increase phalanx potency past the 35 cap at the current formula, +2 to phalanx is worth ~60ish enhancing skill.

  11. #8331
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    Would be cool to introduce Stoneskin II and Blink II. Stoneskin II is the same potency but gives a -15% DT while active. Blink II gives 4 shadows and raises evasion by 20.

  12. #8332
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    So wonder what that "Lair Reives
    Matsui: We'll consider Reives on a case-by-case basis to determine if they need adjusting." means. Like what kind of adjustments were being asked for?

  13. #8333
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    Quote Originally Posted by dasva View Post
    So wonder what that "Lair Reives
    Matsui: We'll consider Reives on a case-by-case basis to determine if they need adjusting." means. Like what kind of adjustments were being asked for?
    Probably this:

    Lair Reive Penalties (2/10)

    Can you please make it so that Lair Reives do not penalize you from entering Colonization or Wildskeeper Reives as well? Maybe remove the penalty altogether, or don't count players that never attacked.
    If this is impossible, can you please move the Lair Reives out of the way?
    Changing the basic specifications would be difficult. Also, removing the penalty altogether may cause players to use certain tactics, which we wish to avoid.
    As for changing Reive positions, this would have to be taken on a case-by-case basis so we hope you can tell us which areas you find particularly bothersome.

  14. #8334
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    Well hope they move them at least. Some you basically have to run thru

  15. #8335
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    While I get the premise...how long does it take to clear out a ceizak lair reive solo?

  16. #8336
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    About 1.2 seconds it takes to CDC or Stardiver it down from 100% to 0 after engaging. Ceizak Lair reives have like 5k HP.

  17. #8337
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    Well there are other reives that are sometimes in the way of things. And sometimes you are running around on some mule that can't DD or take dmg worth crap lol

  18. #8338
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    And to my recollection, thats the only one that actually forces you through a lair reive when not travelling by HP? presuming the complaint is directed towards getting locked out of a WKR for 5 min.

  19. #8339
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    Well yeah for wkr I think. Though there are other annoying ones like when I try to do colo reives in cirdas sometimes gotta walk thru lair first

  20. #8340
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    I agree some of them are annoying and hard to avoid if you're targeting col reives or something but for the most part it's a non-issue. That said, I wouldn't mind if they moved some of them to not be in narrow pathways.

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