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Thread: JOB ADJUSTMENTS     submit to reddit submit to twitter

  1. #141
    aru
    aru is offline
    Old Merits
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    Dec 2006
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    6

    Re: JOB ADJUSTMENTS

    most jobs' "defining" abilities & spells tend to be introduced once they're past the subjob levels, do they not?
    no, they typically do not
    Provoke - Does not define warrior; Berserk & Warcry would have been better examples, tbh. However, they're not good enough to "break" a job by subbing them
    that changes everything... i think you might have missed the point. are you trying to say that aggressor and resist virus IV are the traits/abilities that make a war a war? because you can sub for everything else at pretty much full power (i think the +%att on warcry is the only thing that's nerfed?).

  2. #142
    A. Body
    Join Date
    Nov 2005
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    FFXI Server
    Leviathan

    Re: JOB ADJUSTMENTS

    On one hand, subbably level using Enfeebling skill would make Repose be useful for more jobs from sub. WHM can already enfeeble moderately well if they bother to gear for it.

    Divine Skill would effectively limit it to WHM and PLD/WHM...the 200 base skill for a RDM on Divine wouldn't really cut it, unless accuracy on it worked differently than Sleep.

    I'd suspect Divine more personally, but then, I'm kinda expecting SE to be dumping on RDM a bit for this expansion after seeing some of the new stuff.

  3. #143
    Black Belt
    Join Date
    Aug 2004
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    Re: JOB ADJUSTMENTS

    drop the ridiculous argument about "defining existing jobs".

    you can continue on about Repose for WHM, RDM, Divine/Enfeebling Skill if you like, but further discussion of existing spells/abilities on existing jobs will result in post deletions and bannings.

  4. #144
    Relic Weapons
    Join Date
    Jul 2007
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    324
    BG Level
    4

    Re: JOB ADJUSTMENTS

    The new BST "Snarl" ability will be quite useful in certain situations. Many times my pet died earlier than intended and then you pop a jug pet or charm a natural one.... then turn away from the mob and wait for the new pet to get hate. It's not good.

    At least with this ability we can pop a jug and then instantly Snarl and maybe only take a couple of hits.

  5. #145
    Hydra
    Join Date
    Jul 2007
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    112
    BG Level
    3

    Re: JOB ADJUSTMENTS

    Quote Originally Posted by Tordall
    Samurai are overpowered because a 'meh' geared one has a real chance to outparse anyone, but a better geared Samurai.

    Would be really funny if the 'correction' was actually to multi-hit weapons since the problem seems to be Sam + Soboro, not Sam by itself. How pissed are all the Ridill wars and KC rangers gonna be if SE changes multi-hit weapons to, 'full TP from the first hit in an attack round, 1 TP there after. Mobs get TP from you beating on them like before.'
    Really late on this one, but did anyone else catch that SE didn't like that SAM could build tp so fast because of Soboro?

    A 1 TP after first hit on multi hit weapons would fix that and level the playing field for all jobs (since not all jobs have a suitable multi hit weapon).

    Wouldn't affect DRK Kraken zerg either.

  6. #146
    E. Body
    Join Date
    Jul 2007
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    FFXIV Character
    Arximiro Dragonheart
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    Sargatanas
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    Cerberus

    Re: JOB ADJUSTMENTS

    What would be the point of Soboro's or Ridills existence if they reduced hits after the first to 1 tp. Maybe making it half would be a nice change, but 1 seems a little extreme. It would be such a minimal increase for dual wielders most wouldn't even want it. Possibly DRK for spam but thats it. I don't even use Soboro now. If it was like that it would be completely useless vs. the other GKs.

  7. #147
    Hydra
    Join Date
    Jul 2007
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    112
    BG Level
    3

    Re: JOB ADJUSTMENTS

    It would still be good for dealing DoT when it was first obtained at level 50.

    Why should a level 50 GK even be competing with Lv70+ GKs anyways?

    I'm just looking for a way to avoid a major nerfing of all 2 handed weapons by targeting one of the things that makes SAM considered overpowered (as much as Soboro in merits is hawt, I'd rather have *it* nerfed than our whole job)

  8. #148
    Black Belt
    Join Date
    Aug 2005
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    5,772
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    8

    Re: JOB ADJUSTMENTS

    Quote Originally Posted by Ganzar
    It would still be good for dealing DoT when it was first obtained at level 50.

    Why should a level 50 GK even be competing with Lv70+ GKs anyways?

    I'm just looking for a way to avoid a major nerfing of all 2 handed weapons by targeting one of the things that makes SAM considered overpowered (as much as Soboro in merits is hawt, I'd rather have *it* nerfed than our whole job)
    Why should a set of level 51 staff even be better than any other mage weapons in the game?

    Why should a level 59 body armor be competing with level 70+ body armors?

    Why should a level 50 belt be better than most 50+ belt?

    etc, etc, etc

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