Of course you must do that, but then you would have to scream "Shadow Clone Jutsu" at the top of your lungs, so...
Of course you must do that, but then you would have to scream "Shadow Clone Jutsu" at the top of your lungs, so...
People already scream "Shadow Clone Jutsu" at the top of their /party.Originally Posted by LD
(-(-(-_-)-)-)Originally Posted by Almalexia
Yay for Utsusemi /p macros! .../dies
JP only.Originally Posted by Almalexia
I think you are taking the translations far too literally. The way I understand it, is that SE is trying to make a way for MNK to have some place end-game, as the problem now stands that frequent small hits for low numbers do two things to mobs with high defence and/or level correction: little-to-no-damage, and feed tp. I think this ability is part of a way to make a MNK somewhat desirable in those conditions, so let's associate Elmer's translation with our new-found situation (rather than insinuating strictly from the translation).Originally Posted by Cream Soda
Making attacks less frequent but more damaging (in effect, making them more like 2handed weapons during the usage of this hypothetical ability) is one way to solve that conundrum. I think they were looking for a way to tie that solution into the monk universe, and decided that making it Kick oriented (since kicks are already instituted in the game, and can easily have a higher base damage than punches (with kick shoes etc), give them a way to tie up the loose ends. They can increase the base damage of kicks and that will balance the pDif towards not hitting 1-5 dmg each (ie feeding tp), and perhaps give consistent damage, at the cost of reduced attack speed.
Since they haven't identified the methodology for the institution of the ability, I have to assume they are still fine-tuning it with the devs to figure out whether or not certain situations would be over-powered. If they do give this ability, I hope it functions in a way that stops all punches, and allows for only kicking, but forces kick attack rounds of a higher delay than punches, with a higher base damage. I can already hear all the slacker MNKs scuttling twoards Quicksand Caverns...
Curaga IV is already never used, why in the world would you want a Curaga V? And Cure V is already enough for single target cures, Cure VI isn't needed.Originally Posted by Infini
Oh, you know what I meant.Originally Posted by Gergall
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I agree that Curaga V is useless, but having a Cure that cures 1190 + potency items & MND would find its uses in endgame events that I do. I have a Divine Seal Cure V cast on me at least every couple days, and it'd probably be more often if it were usable in emergency situations (using a JA isn't exactly at the top of every WHM's mind when trying to save someone's life).Originally Posted by Gilthas
I imagine if Cure VI were introduced, it'd have similar properties to Cure V, including a reasonable enmity cap to make it smarter to cast over other Cures, and it'd cure 1190 base for an MP cost of around 205-230.
And if Cure VI were introduced, you know SE would add Curaga V, because they're anal like that. (Although they did neglect Protect V and Shell V)
One would hope so.I imagine if Cure VI were introduced, it'd have similar properties to Cure VI
Oops. Fixed.Originally Posted by Ryko
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I also see DS+ Cure V more often than you'd think, though it's not always wasted on me (since my max HP usually sits somewhere around 1500 without eating Pescatora XD), but I'd definitely agree Cure VI would be sexah.Originally Posted by Wizerd
It feels like they're just talking about Curaga V, just to have something else to give WHMs, IMO. Seems rather silly - I know SE can be ignorant or downright retarded at times, but surely they could come up with something better than that? Maybe a JA that lowers the next Cure's casting time significantly?
With cure cast times being so low already, any gain that could be had from such an ability would be negated by the time it would take to use the JA. Curaga spells would benefit slightly from it, but even then it would be very limited in use.Originally Posted by Lexa
What I'd personally like to see for WHM is, first of all, hastega. WHM mobs get it already, and it would be most useful for merit parties, which is where WHM is where WHM needs help the most. Second, make divine veil its own JA with a reasonable recast (3 or 5 minutes). Third, give us a way to make part of the CE from cures turn into VE, whether through a trait (probably not), or a JA. Oh, and more melee toys. D:
And what level would BLMs learn Tier Vs and Tier IV -Gas?BLM: TIER 5 NUKES, TIER IV AGA, NO ENMITY GAINED ON MBS, Decrease in MP cost of spells mebbe or higher Conserve MP proc rate , %MP regained on MBs, AUTO-REFRESH and Aspir II![]()
1 Because BLMs wont have MP for it until much later and SE would show a slight sense of irony.Originally Posted by Toth
Like Tellah's Meteo?Originally Posted by Ryko
Job changes/adjustments that would be good in my opinion.
WAR: The new counter idea is good, if it can help WAR take less damage while tanking. Frenzy: Lv65 ability, lasts 3 mins, 5 min cooldown. Attack speed increase, but you lose control of your character.
MNK: Agree about making Guard useful. Make Chakra extend to party ala FF Tactics, maybe even restore MP. The TP idea SE suggested, should be a way for Monk to attack normally and deal damage, without giving the mob TP. Sort of a super Subtle Blow.
WHM: New Teleport Spells. Hastega. Holy 2. Make healing skill worth something. AoE status cures, or a 1-3 min Divine Veil seperate JA.
RDM: Break for a different type of stun that's earth element instead of thunder. En-spells II, or a series of enfeebling en-spells.
BLM: high level passive traits to boost damage on MBs, up to 2x. Dramatically lower resists on MBs as well. And/or restore MP on MBs.
THF: PD should allow you to dodge ranged as well. Aura Steal is nice, make it a base ability and work more often. Steal II and Mug II? TH4 naturally?
PLD: The reflect damage ability looks like a good idea. Invincible negating Magic Damage.
DRK: endrain/enaspir spells sound good, as was suggested before. Blood weapon does need to be improved, perhaps lasting 1 min and an accuracy increase?
BST: More variety in Jug pets that are uncapped. Not sure what else they could use.
BRD: Single target songs was mentioned? Which sounds good. Different instrument types. Let them play a guitar, or a trumpet or something. Harmonize: If a couple of bards get together and play different instruments and the same song, have the effect spread to the entire alliance!
RNG: I like the ability to tell specific distances, so it's easier to find the sweet spot.
SAM: What's suggested by SE is fine. Hesitant to suggest any other improvements.
NIN: Merited Utsu San. Jubaku Ni. Quadra attack? Like Double and Triple, random chance to attack 4x times.
DRG: Wyvern BPs sound good, as suggested. JA Lancet - absorb some HP, MP, and TP?
SMN: Alexander. Dramatically lower perp cost on elementals. They should be cheaper than avatars.
BLU: Mighty Guard! Battery Charge?
COR: The 6 charge thing is good. A regain-like DNC roll.
PUP: Waiting to see the puppet improvements; any improvements should be directed more towards the puppet, then the master
DNC: Passive Auto-regain (gained at perhaps 65), that gives 1TP a tick, up to 100 TP. And/or a TP samba.
SCH: Blink and stoneskin will be welcome. Aquaveil could be nice as well. Helixes need to tick more often and be stackable(1 per SCH). Weather spells need a shorter recast or longer duration. More charges for stratgems and/or get charges back faster. Other possible spells: Haste, Slow, Regain.
I'd rather not have enfeebling enspells since they would not address the fundamental issue of RDM melee, which is "Why the crap can't we do any damage?" They really wouldn't come in too handy anyway, unless they were far more potent than regular debuffs like the paralyze on Ice Spikes. On the other hand, Enlight/Endark, Endrain/Enaspir, or II versions of the current lineup would be grand. It's hard to imagine the "magic that will provide Red Mages more chances to fight with their sword" will be anything other than enspell-related, here's hoping anyway. I can think of other ways to accomplish that, but none that are very realistic.
No. Just no.Code:NIN: Merited Utsu San.
Genuinely curious. Why not? From what I understood, it has a long cast and recast, but just gives a bunch of shadows.Originally Posted by Eanae
Oh, missed an idea that might help DRG: A passive "penetration" trait, that allows them to ignore a portion of their target's defense, when using a spear.
They need to improve both, equally. Probably the master more than the automaton, because the automaton's already had a lot of improvement in the last few pupdates. It's the master that's still got the 225 H2H and poor gear choices. Keep in mind that PUP isn't just about the pet. If you want a job like that, play SMN. It's about the master and pet supporting each other and contributing equally to the fight. You make the PUP wear robes, sub /WHM, and put him on the back line and you miss out on a significant portion of potential damage. Especially on fights with nasty AoEs where some people are more tempted to do this, despite the fact that other melees are still up there toughing it out. Just whip out your Valoredge or Spiritreaver and get in there next to the DRKs and eat those Ululations, wings, or Inferno Blasts. Use Role Reversal and Repair to keep your automaton alive (your WHM has your back, just like the other melees), and if it dies, at least you're still going at it, rather than waiting on the back line until the Activate timer is back up. If an argument against this is that PUP's melee ability is subpar, then it needs to be fixed so that this isn't the case.Originally Posted by Kenji
Ususkane is PUP's best gear set for doing their job appropriately, but aside from Pahluwan, is about their ONLY gear set that improves their performance. First thing they could do is add more low-mid level PUP gear, and then improve the master's fighting capability.