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  1. #301
    PUP Power!
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    Sylph

    Usakane really isn't an answer to PUPs meleeing but rather it's a progression from Pahluwan gear. Having PUP being able to use Marduk or Morrigan gear would have just been obscene.

  2. #302
    Sea Torques
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    I was just suprised when I saw PUP on MNK SAM NIN gear. Didn't seem like it fit.

  3. #303
    Vobent
    Guest

    Quote Originally Posted by Eddie
    I was just suprised when I saw PUP on MNK SAM NIN gear. Didn't seem like it fit.
    Same for DRG on ares armour..but then again it doesn't have any ACC gear on it, and DRG can't wear ACC gear.

  4. #304
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    +29 acc on ares i think, but you'll never see a DRG wearing it, so there's no contradiction.

  5. #305
    Ridill
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    Quote Originally Posted by Damane
    I would like to see more enhancing skill+ gear with addition barspell points/potency + equipment. my whm is sitting on 252 enhancing skill maximum (missing the sea cape for additional 5 enhancing skill) and I would realy like to enhance my barspell points further. 120 barpoints in elemental resistence isnt enough :/. I could merit enhancing skill, but I rather have the points on enfeebling magic. 150 barpoints would be nice :D.

    There is only 4 pieces of equip for whm that give you + enhancing skill. And one of them with +10 is the WHM AF2 feets ¬.¬. Give me more magical resistance/magic defense to my spells . as a note I think RDM have a cap of 256 enhancing skill... god why do whms get a C+ on enhancing magic skill, this makes no sense to me, since we are the only job with the AoE barspells. A whm with no merits and no AF2 legs has lesser barpoints on his barspells then a RDM, assumeing both have capped enhancing magic. I dont see the logic in this.
    If you go to the magic school in Windurst Waters, there are thee kids there who will tell you about the three types of mages. The kid that likes White Mages talks about healing and restorative spells, the kid that likes Black Mages talks about direct damage spells, and the kid that likes Red Mages talks about enhancing magic. (This cut scene was added in long before they buffed Red Mage enfeebling cap.) Red Mages are supposed to be the game's enhancing experts, but until merits all of the enhancing magic that Red Mages can natively cast on other jobs (protect, shell, regen, refresh, haste) are completely unaffected by the caster's enhancing magic skill.

    So Square pulled another "why the hell did we even bother to create Red Mages" move and started heaping enhancing enhancements onto WHM- Cleric's Pantaloons, Cleric's Briault, Blessed Briault, Regen merits, Bar-spell merits. They took the job that was the undisputed champions of healing and made them the best enhancers as well. While they are at it, would you like to out pace Red Mages on enfeebling spells as well?

  6. #306
    Sea Torques
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    Sylph

    slightly off topic and random, but rdm bar-spells seem to take priority over whm barspells, if they're equally potent.. so idk.. maybe that can make you feel better knowing rdm>whm in enhancing lol

    i'll try it tonight again to see if the numbers change (im pretty sure though both give the same amount of resistance), but as rdm/whm, casting Barfire replaces Barfira, but trying to cast Barfira after Barfire i get a "no effect" message... same for bar-status spells

    however, on whm main casting bar-spells with AF2 legs, i believe i can override a rdm's barspells

  7. #307
    New Merits
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    just wondering, how soon can automaton use a WS again after doing one?

    is it completely random? or there's a solid timer like /ja?
    Autos get tp just like players and if they dont have an Inhibitor equipped they'll usually fire a WS @ 100-110 tp. If the Inhibitor (also +Store TP) is equipped, and someone in the pt has tp, it will hold tp until someone else WSs and try to make a SC. The frequency depends on any number of things (acc, haste, maneuvers, etc.) like any regular melee. In the current optimal situation (Overdrive + misc.) it can fire up to 3 WS in 60s. Outside of Overdrive you'll typically get one every ~45s.

    -Vyzrael (Asura)

  8. #308
    Ridill
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    Quote Originally Posted by Eddie
    I was just suprised when I saw PUP on MNK SAM NIN gear. Didn't seem like it fit.
    It fits a lot better than any other armor set. What else would you put PUP on? Marduk or Morrigan? lol

  9. #309
    Jer
    Jer is offline
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    Since bst is one of my 75s and I try to keep equipment (for the most part) that war can wear to, I was disappointed to see they had the Skadi set. Usually war/drk/bst or war/bst at least could equip pretty much the same stuff, not always, but a lot. Some people would argue bst might not belong on Ares' I guess, but if SE were trying to make them a party job, it'd make the most sense. And putting them on the thf/cor/rng set? <.<

  10. #310
    Ridill
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    Quote Originally Posted by Jer
    Since bst is one of my 75s and I try to keep equipment (for the most part) that war can wear to, I was disappointed to see they had the Skadi set. Usually war/drk/bst or war/bst at least could equip pretty much the same stuff, not always, but a lot. Some people would argue bst might not belong on Ares' I guess, but if SE were trying to make them a party job, it'd make the most sense. And putting them on the thf/cor/rng set? <.<
    On the plus side though, + movement speed gear. :D

  11. #311
    Sagacious Sundi
    Guest

    Quote Originally Posted by Septimus
    Quote Originally Posted by Damane
    I would like to see more enhancing skill+ gear with addition barspell points/potency + equipment. my whm is sitting on 252 enhancing skill maximum (missing the sea cape for additional 5 enhancing skill) and I would realy like to enhance my barspell points further. 120 barpoints in elemental resistence isnt enough :/. I could merit enhancing skill, but I rather have the points on enfeebling magic. 150 barpoints would be nice :D.

    There is only 4 pieces of equip for whm that give you + enhancing skill. And one of them with +10 is the WHM AF2 feets ¬.¬. Give me more magical resistance/magic defense to my spells . as a note I think RDM have a cap of 256 enhancing skill... god why do whms get a C+ on enhancing magic skill, this makes no sense to me, since we are the only job with the AoE barspells. A whm with no merits and no AF2 legs has lesser barpoints on his barspells then a RDM, assumeing both have capped enhancing magic. I dont see the logic in this.
    If you go to the magic school in Windurst Waters, there are thee kids there who will tell you about the three types of mages. The kid that likes White Mages talks about healing and restorative spells, the kid that likes Black Mages talks about direct damage spells, and the kid that likes Red Mages talks about enhancing magic. (This cut scene was added in long before they buffed Red Mage enfeebling cap.) Red Mages are supposed to be the game's enhancing experts, but until merits all of the enhancing magic that Red Mages can natively cast on other jobs (protect, shell, regen, refresh, haste) are completely unaffected by the caster's enhancing magic skill.

    So Square pulled another "why the hell did we even bother to create Red Mages" move and started heaping enhancing enhancements onto WHM- Cleric's Pantaloons, Cleric's Briault, Blessed Briault, Regen merits, Bar-spell merits. They took the job that was the undisputed champions of healing and made them the best enhancers as well. While they are at it, would you like to out pace Red Mages on enfeebling spells as well?
    They talk mostly about enspells if I recall correctly?... Was RDM originally going to be the game's mystic knight? In their description, they're called "fighter-mages", the same term BLU is called. Although I'm not sure if RDMs would like it, I think it would be cool if they were more like that. What was RDM's original enfeebling magic skill compared to other jobs?

    Also, if you think about it, the jobs that get which Salvage set kinda make sense:

    Ares's: "Noble" fighters (Knights) (WAR=Barbaric knight, PLD=Divine knight, DRG=Dragon knight)
    Skadi: "Refugee/Rogue/Outcast/Barbarian" fighters (Thieves can be considered outcasts because they steal, BSTs and RNGs spend their time in the wild, and CORs are pirates)
    Usukane: "Eastern" fighters (You could also call them "cloth" fighters)
    Marduk: "Normal" casters (Couldn't think of a good name here (maybe noble would've been better); SMNs are more heretic, but then again we are "Rainbow Weavers" plus /WHM has become such a part of SMN)
    Morrigan's: "Heretic" Mages (SMNs are described as "heretic" mages, but whatever; RDMs aren't really heretics; heretic might not be a good word because BLM is accepted by NPCs and BLU is legal)

    ...So we get knights, refugees, easterners (ascetics? Seems like MNK/SAM/NIN/PUP have to be strictly trained and balanced), nobles, and heretics.

    I'd rather be an asshole that downs faf faster with a BLM or a samurai than captain loveydovey who lets someone bring their autistic stick figure around for "rockin damage!"
    I don't think I was being serious.

  12. #312
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    I really can't say I think your classification makes any sense at all.

    I think they split it according to melees <-> mages first, then for melees broke them down into armor class and for mages, down to their roles.

    for melees: they split it into the 3 types of armor - Plate, Leather and Cloth.

    WAR has always been able to wear plate.. and PLD, DRK and DRG are all officially knight classes, so they get Ares.

    THF, RNG, BST have also always been using alot of moderate leather armor. I'm guessing they put COR in here too because they think it benefits from Skadi similar to RNG.
    (COR is primarily a melee job, it doesn't cast spells)

    Usukane has an obvious far-east name and would seem suitable for cloth wearing jobs. SAM NIN MNK have always had access to such gear whereas PUP haven't really.. but because they can't fit in the other melee groups, this is the best place for them.

    Marduk is for the support/healing mages. WHMs role is clearly defined. BRD is a support job for sure and SMN doesn't entirely fit this role but is not a nuker per se, so it falls under here. Features alot of passive mage stats

    Morrigan is for the nuking mages - nuking as in directly casting spells that deal damage. BLM, BLU and RDM can all do this. It also caters to mage jobs that have some form of melee potential, ie RDM/BLU.. features alot of aggressive mage stats

  13. #313
    Old Odin
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    Quote Originally Posted by Septimus
    If you go to the magic school in Windurst Waters, there are thee kids there who will tell you about the three types of mages. The kid that likes White Mages talks about healing and restorative spells, the kid that likes Black Mages talks about direct damage spells, and the kid that likes Red Mages talks about enhancing magic. (This cut scene was added in long before they buffed Red Mage enfeebling cap.) Red Mages are supposed to be the game's enhancing experts, but until merits all of the enhancing magic that Red Mages can natively cast on other jobs (protect, shell, regen, refresh, haste) are completely unaffected by the caster's enhancing magic skill.

    So Square pulled another "why the hell did we even bother to create Red Mages" move and started heaping enhancing enhancements onto WHM- Cleric's Pantaloons, Cleric's Briault, Blessed Briault, Regen merits, Bar-spell merits. They took the job that was the undisputed champions of healing and made them the best enhancers as well. While they are at it, would you like to out pace Red Mages on enfeebling spells as well?
    Why did they then give -ra spells to whm. I realy dont want to have an high enfeeb skill. Yeah RDMs have their Phalanx, Refresh, Regen and bar-self buff spells and the En-spells, compared to the Bar-party buffs Regen I-III, Erase of a WHM, Maybe both diserve a B+ in enhancing skill? SEs logic is kind of out of the line.
    Healing and Buffing and magic defends mastery is enough for whm, enfeebling on HNMs fights = no thanx, not as a whm. On the other hand if healing skill would just have more inpact on actual cureativ spells RDMs could even have enhancing and magic defends buffs as their main. I mean you can bump as much +healing skill as you want as whm and you wont notice a big effect on it. Healing magic skill is like none existent. RDM heal almost for the same amount as a WHM (Comparing the spells both have) the only difference that comes from is from a Nobles tunic. I would like to see SE adjust healing magic skill to the stage of where you can see a difference Between an A+ healing skill and a C- skill. Just add a Job trait to whm where healign magic skill actually affects enmity of cureativ spells. The more healing magic skill the lesser hate you take for curespells or something of that kind. There is almost no difference between casting a Cure IV with an A+ healing skill or a C- healing skill at lvl 75. I mean you can fucking see a big difference between an A+ and C+ Elemental magic skill when you compare RDM with BLM.
    So if healing magic skill has no meaning to whm and no benefit when you enhance it, on what else should whm focus if not on enhancing and magic defense spells? MP+? MND?

    We are the masters of Healing magic as WHM, yet our healing magic skill, our A+ skill, does jack shit for this matter of a fact. The only reason why WHM healing > RDM healing in HNM fights is Cure V and Regen III (and stona if needed).

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