It was changed a few times. It's gold and purple now, yes.Originally Posted by Khamsin
It was changed a few times. It's gold and purple now, yes.Originally Posted by Khamsin
K, you posted this shit for the 3rd time in a row and I have to ask...What the fuck is wrong with you?Originally Posted by Kenji
Do you know how much Thundaga 3 costs and how much it does on multiple targets? When used on multiple targets, 1k Needles evenly divides the damage, but -ga spells use a different mutiplier that allows it to actually create MORE gross damage . People don't use 1k Needles JUST because it can be inaccurate, they don't use it because it costs THREE-HUNDRED FIFTY MP and doesn't have anywhere near the damage potential of the next most expensive nuke (Thundaga 3 at 322, Hell, even Astral Flows only technically cost 150). Even Thunder 4 has a high damage output at 171 (not to mention the AM2s at 287, can you say 2k on a good day?). No matter how much more accurate it gets, unless they lower the MP cost people are just going to use the more reasonable nukes, like Firespit, Eyes on Me, and Mind Blast. Raising the cost may as well have it be nothing more than a stat booster (which it is right now). Considering its damage output is capped (except for Convergence), the MP cost should go down to 200 along with a slight macc increase (which it might not even need, if we get more BLU skill+ gear).
4-500 MP?....for a job with the same max MP as RDM.....for a spell that can only do 1k damage (+15%).....You're a fucking moron.
I was kinda wondering when somebody would get around to telling him.You're a fucking moron.
I woulda said something earlier, but I thought this topic had enough of my tirades for one week....apparently I was wrong. %X
I would like to see a job trait that makes THF always hit for at least 1 point of damage at 75. That was we could still gain TP on high DEF mobs.
sorry for the little OT speculation :
I think much of the whole ToAU deal was made to have players meet/face/use(?) Odin. since his original protocrystal appears to be shattered in the northlands, there was no actual way pre-toau to meet the celestial avatar of dark. Alexander on the other hand is strongly tied with the near east and was never mentioned during CoP.
with the whole Halzham accident, the dark element realm manifested itself in the Al Zabhi area and so Odin was able to act on Vanadiel without us even knockin at his door like all other celestials that still looks limited to their realm dimension except for the shard they give us after each Trial quest.
the Odin on horse who's boss in Einherjar is supposed to be the Prime one just like Fenrir in fullmoon fountain is. the only difference seems to be he came to us and not viceversa.
roaming around the near east Odin was also able to grant his power to one mortal (Luzaf) without him using any kind of tuning fork. that's why I think Luzaf simply "summons" Odin in some of toau CSs as the avatar is shown floating over him just like any other avatar would; being Luzaf isnt trained as a summoner and being Odin as strong as he his, it looks like while summoned he can gain complete control over his host almost possessing him.
it looks like SE tries to make the most use out of its mobs so I'm guessing a 6-man battle versus Odin on horse, probably within the eihenrjar map. the 36+ ppl version looks out of most players reach making Odin (and Phoenix, that never really appeared yet) the only avatar that can't be "experienced".
we already had a lv75 BC against Alexander so I'dnt see any point in making another. even Diabolos was granted a lv75 BC when he became summonable.
Well..looks like the update will be next month after all....
Luzaf being blessed by Odin isn't a coincidence. Luzaf was a prince of a nation that worshiped Odin as the patron deity.
You can find the update history up to the point where beta ended, I think. http://www.playonline.com/ff11us/guide/update.htmlOriginally Posted by Tempyst
09/04
"Scythe" has been added to a black mage's combat skills. Black mages will now be able to equip certain new weapons.
12/03
Combat skills have been raised for the following jobs:
Black Mage (Club, Staff)
Dark Knight (Axe, Great Axe)
Beastmaster (Scythe)
Summoner (Club, Staff)
Combat skills have been added to the following jobs:
Bard (Staff)
Ranger (Axe)
Testosterone issues, much?Originally Posted by LD
Listen, dipshit, I've said over and over for people to provide feedback. I don't expect my suggestions to be accurate, because I haven't played every damn job, like some e-thugs who get their jollies pushing people around on an online forum. All it takes is "Hey, I think this suggestion is bad because the problem is actually this..." But that's too damn difficult, isn't it? In real life, you're probably bottom dog, and this is how you assert yourself.
So, it's cool, man. Bluster and name call like a third-grader, I understand. You need to feel good about yourself, after all.
Having said that, I was under the initial impression it's main detraction was that it was resisted too often, not doing damage. I figured SE didn't want to overpower BLU by giving them a spell that was an easy 1k damage each time, rotating BLU's into and out of the alliance just to use that spell. Do Ga spells do 1k on wyrms? Hence, I felt raising the mp cost a bit to balance it working more often, was an acceptable trade-off. But if people don't feel this way, then by all means, let is in on your great improvements. Make the spell more useful without overpowering it. That's what the whole point of this is, which you seemed to have missed.
Oh, never mind. You don't have any bright ideas, and I'd hate for your wonderful feedback to go to waste. So, we'll just ask that the effectiveness be raised with no counterbalance. Sound good? Honest question here.
That's a lot of pretty angst, but it doesn't take away from the fact that by suggesting something as ridiculous as that, you have proven you have no fucking clue what you're talking about. Your impressions and understandings are moot, if you were a 75 BLU, it would behoove me to shit all over you... Indeed, I should want to do worse for getting that far and still failing to grasp simple concepts like ‘350 is a fucking shitload of MP and BLU isn’t a BLM.’
If it weren't for the fact that you posted your bright ideas 3 times, as if anyone gave a shit about the first time, I probably wouldn't have even bothered. Being proud of an idea as asinine as increasing 1k Needle's MP cost is a feeling that needs to be destroyed. It is my duty as a member of humanity to cleanse it by crushing the egos of the stupid and willfully ignorant, so that they will no longer have the impetus to spread their flawed reasoning across the Earth.
Simply put, your ideas are bad and you should feel bad.
No, but cannonball does, and costs less than 1/4 the mp of 1000 needles.Originally Posted by Kenji
Listen, dipshitBluster and name call like a third-grader![]()
Doesn't it only do 1k+ with a lot of preperation, including 2h,BRD songs,etc? I'm not a BLU...so I'm unsure, but when BLUs in my LS tried it with /THF and their little def/str setups it only did around 600ish to Kirin.
cocoon and protect 4 with def gear is really all you need for wyrms and cannonballOriginally Posted by SeraphusRagnarok
I'm not a BLU, but wouldn't disseverment work better for Kirin than Cannonball (note: I never had a BLU in the alliance before D![]()
Disserverment is good for maybe DoT, it helps break shields like Magma Hoplon and overall DoT is good if your LS wants in on something but for pure damage Cannonball and Vertical Cleave are the best spells for the job on HNM.
Just curious why does Cannonball do more damage towards Wyrms than other HNM? I figured it might do less versus Wyrms as they're higher level than most (95 according to wiki).
Sneak Attack + Ranged.
Originally Posted by Svenghali
[/quote:2w6l9ks8]
Yes, you got my point. Good for you. So how productive was my response utilizing the same tone? Answer= not very.
And no, I don't have a 75 BLU. I've said a few times how I've just come back to the game. Reading the entire BLU thread in a couple of days was enlightening, but I didn't commit everything to memory. Just the idea that 1000 needles is currently crap. Cannonball can do more damage, but you have to gear and prep for it. 1000 needles does it things right out of the bag (well, assuming it worked most of the time).
LD, you're realy cute, but I tire of responding to the e-thug attitude; it's the same old thing you hear all alla and the WoW forums, among others. Keep posting for the amusement factor, though. And mix in a few more insults and expletives. They really make your point more effective! You sound all tough and stuff.
So, changing BLU on the list to: Mighty Guard, White Wind, improving the accuracy of 1000 Needles so that it connects much more often. Any other adjustments or improvements to the job?
As a blu, i think the job just needs a few minor tweaks to be on target. Considering it was one of the only new jobs to roll off the lot working all it needs really is:
A. Assimilation Adjustments (Cmon, 2 set points per merit, 1 is a crock of shit.)
B. Few MP/recast adjustments on magical based spells.
C. A 'true' Elemental Seal for BLU spells.
D. Few more unique 'kilij-esque' weapons that have melee and MP stats on them.
E. Relic (One piece with native refresh or one that enhances JAs)
Blu is arguably one of the best crafted expansion jobs ever, seeing it never faced being completely broken and the job is versitile being able to heal, offtank, sleep, enfeeble, stun and DD. All while not being completely crippled by endgame mobs. Blu is one job they can give some more gear options, relic, mp/recast adjustments and put it to bed. Sprinkle that with new spells and your set.
So many more jobs in need, blu along with sam can take a backseat.
Edit: White Wind would be nice, but i can imagine the MP cost and hate associated with it now, Mighty Guard would be nerfed to hell if it made it past the devs thinktank.