New blue magic spells!!
New blue magic spells!!
Wyvern breath adjustements, hopefully to elemental breaths (preferably make them based on Max HP, so at least the low damage it does is consistant and not predicated on keeping the wyvern at 100%). Spirit Link is already extremely powerful--it's a full heal every 90 seconds, and removes all ailments including doom, gives you half the wyvern's TP, and levels it up with Empathy. It already does so much, I wonder what they're adjusting...? Wyverns hardly ever die in content; they only die when the dragoon dies, really.
Actually I secretly hope the breath adjustments stop consuming wyvern TP(the tp consumption is virtually worthless), however since spirit link steals half the wyvern's TP, it could be used as a Tp battery. Often when i solo drg/rdm, I can sap 1500 TP from my wyvern every 90 seconds, as long as I don't use an elemental or healing breath in the interim.
What would be -reallllllllllllllly- cool is if every time you use spirit link, Call Wyvern's recast is shortened by 2 minutes. Since wyverns only die when the dragoon dies (wyverns are so fucking zetta durable now), the biggest hinderance is if the dragoon dies sloppy heals/doom/death and their shit out of luck on DPS for the next 20min (while other DD jobs, which do more dps than drg, are back to 100% full strength after unweakening 3-5min).
Spur got nerfed and is pretty much a waste a CP now.
Pet white dmg is so low it can be ignored.
SMN has to manage mp maybe but bst has to manage recast on call beast/reward/temps; if your pet get petrified or amnesiaed it is pretty much useless while a smn just have to recast it's avatar.
I'm all for meleeing as bst but people complained/QQ about fraitly so yeah getting a whm for cure is gonna be even harder :c Meleeing mean also neededing brd buff; for melee bst to be viable you need way too much buff.
Spur is basically useless right now like +45 att with full jp and some store tp that doesn't do anything. As far as comparing it largely depends on obviously the gearing as well as support and target. As mentioned bst can (though wont necessarily) use moves 3 times as often so to compare (without counting all the other bonuses you get for smn like wards) you'd basically have to do BP 3 times as hard as a single charge move.
Single charge physical cap out at around 18k with capped pdif and full jp with perfect tp bonus set. Haven't really seen a lot of data on physical bp but based on some numbers from byrths testing PC without +bp dmg should cap at around 6k not sure how the jps work right now but with perfect +bp dmg that would be what 12kish? So yeah not even close. If you can do hybrid FC can of course do over capped dmg so then yeah way better than 3X ready move. For magical jugs with perfect mab/tp bonus augments should hit around 10k... but on anything difficult you are going to have to put in a decent amount of macc so you are probably looking at 7kish. Can't really find any recent testing on smn magical (do smns not test?) so can't really say how they compare but let's say they don't do 21k without malaise. So bst wins decently on physical and AoEing and maybe magical but loses handedly to FC anytime that's usable and of course has better skillchaining than single charge moves. And of course smn can do other things like support/wards or even nuking while bst is just all dmg ready all the time.
As far as white dmg I recently checked and against lvl 0 mobs it's about same between jugs and avatars (avatars were like 10 dmg lower but meh)... though automatom was like half that lol. That said a few jugs have innate att bonuses which could help white dmg if you weren't pdif capped and if jugs actually got more than a couple attacks in. But if capped pdif situations hit for hit should be similar but neither is getting a lot of melee hits in... interestingly it seems no pets have got base dmg increase with ilvl.... which really sucks for pup as it basically hits as hard as a lvl 75 2hd dd. No shit I got as low as 250ish hit on lvl 0 mob with divinator
Thunderspark is actually pretty strong on par with the 2-3 charge magical jug moves (though nowhere near 3X 1 charge moves) but that's it and no physical AoEs at all right? Yes bst doesn't have to worry about mp but smns don't have to worry about keeping pets alive. This is probably why almost every bst has a pet dt and reward set but only a few smns have dt sets while almost all smns have some sort of refresh. Still about resource management just different resources both using gear and consumables to augment it too
Smn distance adjustment is supposed to be opposite as bsts so not really a nerf to smn unless they change their mind and bring smn in even closer lol
As far as how bst was played... that's not completely true. Originally it was played very similar to now except without as much gear swapping (still swapped weapons though yay light staff charms and rune axe regens) or ready and with charmed pets instead of jugs. Sometime they meleed alongside them like when xping but for hard stuff usually not. Then SE basically made it so everywhere we went nothing was charmable so made jugs that weren't completely worthless but no where near good enough on there own so we had to tp alongside them. If anything the current thing is more of a return to the roots of bst but in a way that can be done in areas where you can't charm anything since SE still hates charm and ready has replaced just auto attacking to death.
Hmmmm add monsters for high lvl players... in areas that already have the highest lvl monsters.... Wonder if that means more camps or something like lvl 140 mobs for some crazy cp
Also... all those typos
Originally Posted by SE
Originally Posted by SE
Originally Posted by SE
That second one probably isn't a typo.
it's closer to 30k than 12k for Predator Claw / Volt Strike actually but still inferior to a x3 Razor Fang yeah unless the SMN has a partner for SC.
16~18k (uncapped TP) and 20~23,5k (capped TP) for magical BPs (5/5 Meteor Strike and Impact), 9,2k~10k for Thunderspark on Wild Rabbits with the near best possible gear (4/5 Apogee +1).
Which quest line are they finishing? I should probably get started since these Adoulin quests have had some pretty sweet final rewards.
The other exorcist quest-line. Starts with "The Secret to Success" Erfimia in East Adoulin.
Honestly all I had to go by was old testing and all the smns in my ls are magical or FC or bust so wasn't really sure what it can get to. That's not as bad as I though with magical being comparable. Kind of interesting though that physical dmg is about what you'd get from the better 2-3 charge moves (which is why you don't often see them used outside of AoEing or unleash) seems like SE believes the ability to do lvl 3 skillchain is worth a good 20-80% less dmg from just the moves themselves when you factor in how often you can use them. Which is rather overkill to say the least
Apogee recast looks nice. MP isn't an issue unless I go nuts with damage and buffs. SMN BP range isn't super huge but still nice; the best thing they could do for smn regarding range is make it so you don't need to be engaged for trusts to attack.
The same could be said for any mage job though
Claiming the mob should be enough
There were tons more of spelling/grammar errors than those 3. my eyes were perpetually rolling back in my head as I read it!
What's wrong in the second?
Keep in mind english is not my mother language but I can't spot anything wrong in the second thing you quoted.
I mean the first is just a typo, second looks correct to me?
And the third... uh... I guess it's an error and they meant "team up" instead?
Sexy stuff but...until they bring BLU back down to earth, too many other jobs seem so pointless atm![]()