Oh, I don't doubt the effectiveness of our already pre-existing MDB spells, but I just dont want another one.Originally Posted by Jooeetheplatypus
Oh, I don't doubt the effectiveness of our already pre-existing MDB spells, but I just dont want another one.Originally Posted by Jooeetheplatypus
Oh and as far as the scythe thing...
Well go back and look at the dagger update![]()
I stopped trying to be nice to drks with refresh when I still had Drks without Aspir on bettles in Garlaige Citadel.Originally Posted by Septimus
you can bitch about the jobs (read: job) not getting anything period since like RotZOriginally Posted by Mifaco
It's because it's perfect. Duh. What melee job doesn't want to put out your numbers! (lolPenance? I thought it was good?)Originally Posted by Priran
I'm happy with my MNK the way it is, it doesn't need anythingOriginally Posted by Priran
http://www.cactuarsensei.com/ffxivid/mburstdrk.JPG
The job pages are unprotected again, so I went ahead and deleted that nonsense. Sorry to kill the joke, fellows.
Edit: Upon closer examination, those "weaknesses" werewritten by a (now-retired) 20DRK, holy shit
fixedOriginally Posted by Priran
Are you saying we cant now? WE SURE AS HELL CAN.Originally Posted by Mifaco
all MNK JSM2s do is let you MPK your party with blood aggro.Originally Posted by Excalin Garisk
A bit late to chime in but here I go:
First, There is more job adjustments coming so calm down Spooky and BSTs. This news update was just for a few jobs (as the opening suggests). They did not put a "That's all for job adjustments" tag on this info so I bet we will see some more adjustments tomorrow or Sunday.
Second, the new jobs are really getting some nice stuff. BLU will get some interesting new spells and that is all they really needed, since it remains the most complete ToA job. COR will now solidfy as a true support job with the abilities to dispel and sleep (provided they hit and proc well - AGI could be the modifier here). It's DD skills are also improving, strengthening the job's already effective and unique capabilities.
As for PUP, this is great. There are two things that are wrong with the job currently. First is the C Hand-toH-and. This is far from crippling when it comes to EXP however. Sushi and Pahluwan gear also helps this. The more glaring problem has always been Maton weaponskills and their pathetic damage as the levels scaled. Depending on how powerful they turn out to be, this may solve the whole end game problem. If the Maton can get off 300-400 damage weaponskills on upper level mobs (Kirin, sky guards, HNM), then the job will be fixed nicely. Solid DoT + solid ws for the maton= effective PUPs. The ramifications for exp/merit parties are immense as well. In an average meripo, I can get off 400-700 Raging Fists/ Dragon Kicks as the master. if the autmaton can do 300-500 with a weaponskill, you may just have one of the best and most effective hate mitigation DD jobs in the game.
Lastly, new gear and attachments are surely coming. It doesn't appear as if a frame is planned alas. I really hope to see Merit Point Adjustments for the new jobs (very likely I wager). My new and favorite idea for a PUP cat2 merit: Sainti Mastery. +5% attack and accuracy bonus when using Saintis with a 2% bonus every merit put into it. This would eliminate the need for a cap raise and ensure that PUPs will use the saintis as their storyline suggests.
Just come ideas![]()
Indeed. IF the Wses are good (I will believe it when I see it, but am hopeful), the only thing I would *really* want them to fix would be the Activate timer. I would totally feel owned if my puppet started doing great damage but then kept dying quickly because of it. They can't stack on -emnity, hide behind shadows, or be targeted for cures.Originally Posted by Toth
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Your laughing because? I don't quite get it...not that I really merit on dark more to just keep exp up but, every PT I do the bard always pulls....so last I checked roaming is so sky's deco weapons or Celestial NexusOriginally Posted by NynJa
Unless you think boosting your stats by more than 10 for a cost of some MP is worthless when you cant hit mob anyway >.>
Not that you can't time yoru spells to not affect your delay anyway with that short of a cast...
ROFL at you..ass
I was under the impression this had been added 2-3 patches ago.Originally Posted by Res
Of you can go the extra mile and be like Flux and just bitch for the sake of bitching.Originally Posted by Priran
Wait a second... JINKIES!! I've solved the mystery of Flux's true identity!
"And I would have gotten away with it too if it weren't for you meddling kids and your pesky dog!"
Activate should also be 10 minutes for PUP. Seriously.
Your parties fucking suck if you're putting away your weapons between mobs, or the bard doesnt need to cast lullaby.Originally Posted by Sidanoir
Honestly I think we're missing the big picture here...
now with the option to ignore npc...
/targetnpc won't target wyverns (MOSTLY) or avatars in dynamis and besieged...
Hurray.
Something tells me this should be a cardOriginally Posted by Septimus
Absorb spells are really useful in sea, when some battles are BLM-heavy and you can debuff mobs INT, STR and DEX to help tanks out. Also, since it stacks especially well with black gear (I use legs fulltime and macro in Plastron), 2 second casting on Absorb TP means you can cast it right before the mob dies and hopefully get whatever remaining TP it had.Originally Posted by Jooeetheplatypus
So dunno what you're talking about, seems good to me. SE wanted us to use Absorb spells more, even the JSE hints it.
Ive never had a shitty party on Dark..to me 12k+ an hour on dark is more than acceptable...but keep in mind not everyone gets such parties...Originally Posted by NynJa
In any event I never use absorbs on DRK when mob is coming back cause we always do have mobs waiting...2 second cast makes it far easier to time casts to avoid hampering meleeing day, and actually might make absorb TP worth casting more..
Excuse me for being happy my first job got some sort of improvement..I remember back in day of camping and SC style parties..where I would always cast absorb as mob was on way back
Your parties fucking suck if you're putting away your weapons between mobs, or the bard doesnt need to cast lullaby.