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  1. #141
    Yoshi P
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    Re: New JP Interview re: Expansion

    Giving time mage elemental skill for just two spells wouldn't make much sense. They could make comet/meteor based on the sum of enfeebling and enhancing I guess, kind of like how songs work.

  2. #142
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    Re: New JP Interview re: Expansion

    Interesting discussion here. Let's look at what the other expansions brought:

    NIN - DD who became a tank
    SAM - DD (TP Masters)
    SMN - Support/DD who became a gimp WHM support role

    PUP - DD with Solo Capabilities
    BLU - DD
    COR - Support/DD

    This expansion really needs a new type of main healer, another solid support job (with some type of refresh please), and a new tank class. We have way too many DDs now. May I suggest:

    Mystic Knight as a new tank
    Time Mage as a new support job
    Chemist as the new healing job

  3. #143
    Sea Torques
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by Toth
    Interesting discussion here. Let's look at what the other expansions brought:

    NIN - DD who became a tank
    SAM - DD (TP Masters)
    SMN - Support/DD who became a gimp WHM support role

    PUP - DD with Solo Capabilities
    BLU - DD
    COR - Support/DD
    lolDRG

  4. #144
    Ridill
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by fantasticdan
    Giving time mage elemental skill for just two spells wouldn't make much sense. They could make comet/meteor based on the sum of enfeebling and enhancing I guess, kind of like how songs work.
    They gave RDM Divine for one spell they don't even have anymore.

  5. #145
    CoP Dynamis
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by Sagacious Sundi
    Haste/Slow/Gravity/Bind (spells they would probably get) are already enhancing/enfeebling, so I doubt they'd make a "time magic skill." If so, what would they be? A+ enhancing and A or A- enfeebling? What would meteor and such fall under?

    EDIT: I also doubt they would create a time magic category/spellcasting motion. It would probably be white/black. Did time mages get silence in previous games? I think I remember them getting it in FFV or something, but I could be wrong.
    I believe that spell is called Mute, which is in FFXI I think.

  6. #146
    Ridill
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by Ahnuld
    Quote Originally Posted by Sagacious Sundi
    Haste/Slow/Gravity/Bind (spells they would probably get) are already enhancing/enfeebling, so I doubt they'd make a "time magic skill." If so, what would they be? A+ enhancing and A or A- enfeebling? What would meteor and such fall under?

    EDIT: I also doubt they would create a time magic category/spellcasting motion. It would probably be white/black. Did time mages get silence in previous games? I think I remember them getting it in FFV or something, but I could be wrong.
    I believe that spell is called Mute, which is in FFXI I think.
    Both Silence and Mute were in FFV, but the Time Mage's version was different. That one prevented spellcasting by everybody in battle, both your party and the enemies. Think of it like a Deafening Tantara or Seal of Quiescence that affects the enemies, too. It also worked against some mobs that were immune to silence.

  7. #147
    Sagacious Sundi
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    Re: New JP Interview re: Expansion

    Why did they get something like that? Time mages screw around with how sound travels?

    Also, I agree with Toth, although I suppose time mage can be switched with geomancer. Yeah, they were typically a weak DD iirc, but I can so envision them as a support job for some reason. Toth's post also makes me a bit sad since it reminds me that all 7 jobs added since the beginning have been a DD in some way or another, and we don't really need anymore DDs.

  8. #148
    New Merits
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    Re: New JP Interview re: Expansion

    Time mages were master's of Time Space magic. I guess they could create a vaccuum to stop sounds(Mute), and Accelerate time in space to launch a Meteorite at enemies.

  9. #149
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    Re: New JP Interview re: Expansion

    Forgot about DRG hehe. I guess it mirrors PUP expansion wise (pet job for a pet job). I really hope that they won't try another one though...

    Also, there a lot of other spells mentioned in the game that we can't use. For example, the ff stable 'Mini' is a forgotten spell that is cast on Ballista opponents to enter Dioramas.

  10. #150
    Yoshi P
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by Toth
    PUP - DD with Solo Capabilities
    BLU - DD
    You mix these up? Pup solo sucks compared to blu solo...

  11. #151
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by fantasticdan
    Quote Originally Posted by Toth
    PUP - DD with Solo Capabilities
    BLU - DD
    You mix these up? Pup solo sucks compared to blu solo...
    Aside from imps and such, how do BLU solo? i.e. against mobs with more HP than a couple disseverments' worth.

    I always thought BLU lacked sustainability, but maybe I'm wrong.

  12. #152
    Old Merits
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    Re: New JP Interview re: Expansion

    For the most part, you go after pet mobs that, like imps, just don't have very much HP. Luckily, there are enough of those to solo most of the way to 75. I know one person who went 1-75 "solo" in this way; she had a 75 RDM 2-boxed, but she said another BLU was leveling just slightly slower than her, doing the same thing, with no 2-box.

  13. #153
    Yoshi P
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    Re: New JP Interview re: Expansion

    If you're talking about NM's and tougher stuff like wyverns, melee/headbutt/disseverment poison for majority of damage, keep shadows up with haste gear/refueling/headbutt, and debuff/cure as necessary, use cocoon if you'll be taking hits.

    If you're talking about exp, I'm certain blu can out exp/hr pup at any level range, thou mostly via zerging methods, and on beastmen pets at mid level range. Mage beastmen/mobs are pretty easy to solo at any level range for blu.

  14. #154
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    Re: New JP Interview re: Expansion

    wasn't summoner added before the expansion was actually released. It had carbuncle and earth spirit back then as I remember. Pup actually solo's well at all levels, but it needs that boost SE says it wants to add if they want it to "excel at soloing". Until pup reaches drg or bst levels of soloability, it doesn't excel at soloing. I think the only problem anyone has had with blu is just that its high maintanence, like my ex-girlfriend.

  15. #155
    Sagacious Sundi
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    Re: New JP Interview re: Expansion

    SMN was added like right before the RoZ update. Or maybe it was added on the update, since it is almost always listed after SAM/NIN/DRG.

    EDIT: FFXIclopedia says it was added on the update; Zoogelio added it, so it's probably right.

  16. #156
    Nidhogg
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    Re: New JP Interview re: Expansion

    The only difference is you don't need RoZ for smn iirc

  17. #157
    Sho
    Sho is offline
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Re: New JP Interview re: Expansion

    Quote Originally Posted by Khamsin
    Quote Originally Posted by fantasticdan
    Quote Originally Posted by Toth
    PUP - DD with Solo Capabilities
    BLU - DD
    You mix these up? Pup solo sucks compared to blu solo...
    Aside from imps and such, how do BLU solo? i.e. against mobs with more HP than a couple disseverments' worth.

    I always thought BLU lacked sustainability, but maybe I'm wrong.
    I solo just about any exp mob that I want. >.> Just can't spam the DD spells as much. Head Butt is a broken thing.

  18. #158
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by fantasticdan
    If you're talking about NM's and tougher stuff like wyverns, melee/headbutt/disseverment poison for majority of damage, keep shadows up with haste gear/refueling/headbutt, and debuff/cure as necessary, use cocoon if you'll be taking hits.

    If you're talking about exp, I'm certain blu can out exp/hr pup at any level range, thou mostly via zerging methods, and on beastmen pets at mid level range. Mage beastmen/mobs are pretty easy to solo at any level range for blu.

    I cant see a BLU outparse a PUP before lvl 50. Most times up to lvl 60 PUP is out Parsing alot of jobs.

  19. #159
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    Re: New JP Interview re: Expansion

    Quote Originally Posted by Toth
    Interesting discussion here. Let's look at what the other expansions brought:

    NIN - DD who became a tank
    SAM - DD (TP Masters)
    SMN - Support/DD who became a gimp WHM support role

    PUP - DD with Solo Capabilities
    BLU - DD
    COR - Support/DD

    This expansion really needs a new type of main healer, another solid support job (with some type of refresh please), and a new tank class. We have way too many DDs now. May I suggest:

    Mystic Knight as a new tank
    Time Mage as a new support job
    Chemist as the new healing job
    BLU is Support/DD like COR is they work almost in Oppiste

    and SMN Support/DD who became a gimp WHM support role
    is redunant.

  20. #160
    BRP
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    Banned.

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    Re: New JP Interview re: Expansion

    BLU is Support/DD
    Huh? Unless you mean enfeebling.

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