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  1. #241
    Fake Numbers
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    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by kuronosan
    What more can MNK get?


    For that matter, what more does NIN need?
    For starters make Guard not insanely difficult to level.

    Give Nin Jubaku Ni.

  2. #242
    Aldaris
    Guest

    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by Kenji
    lol at people already claiming the sky is falling.

    The SMN ability is kinda like a mini-convert. Like RDM, it's a way to get back a lot of MP, so you can keep trucking. Remember, they said it will be based on day/spirit, so I'm assuming that on firesday, you'd get more MP back from draining a fire spirit. A reason to have each spirit, instead of 2-3.
    omg amazing >.>

  3. #243
    A. Body
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    Area 52

    Re: Mar. 11, 2008 (JST) Update Details

    you rdm's can stop QQ'ing your the best endgame tanks in the game that pwn aegis pld's with basic gear so stfu.

  4. #244
    RIDE ARMOR
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    Re: Mar. 11, 2008 (JST) Update Details

    Kenji wrote:
    Slow on Homam,
    Thought I saw this, wut.

  5. #245
    Physicist
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    Raineer Severus
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    Hyperion
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    Siren
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    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by Lordender
    you rdm's can stop QQ'ing your the best endgame tanks in the game that pwn aegis pld's with basic gear so stfu.
    Tell my linkshell that and I'll give you a cookie

    (ls leader is a aegis pld, good luck)

  6. #246
    Relic Horn
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    Xanthe Celaeno
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    Hyperion
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    Re: Mar. 11, 2008 (JST) Update Details

    The following changes have been made to fellows:
    -HP and MP recovery for fellows will now take less time when the /heal command is used.
    -Magic and other abilities you use on party members will now also benefit the fellow you summoned.
    -Fellows' equipment requirements have been changed.
    -Fellows can now use a greater variety of equipment.
    -The magic recast time for fellows has been decreased.
    -Conditions for the usage of recovery magic for stalwart shield and soothing healer type fellows have been changed.
    -Fellows will no longer use the white magic spell "silence" on monsters in the crab and beetle families.
    -Certain fellow abilities have been strengthened.
    -Fellows no longer use the following weapon skills:
    Spinning Attack/Cyclone/Circle Blade/Shockwave/Spinning Scythe/Earth Crusher
    The silence thing actually makes sense. It sounds like the fellow AI was set to silence any mob that has MP, regardless of whether or not they can cast spells. I bet that if a fellow had the chance to fight Colibri they'd silence them too.

  7. #247
    Warrior Tank
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    Burning Blade

    Re: Mar. 11, 2008 (JST) Update Details

    Should be another thread for the Haste Cap QQing.

  8. #248
    Cerberus
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    476
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    4

    Re: Mar. 11, 2008 (JST) Update Details

    Perhaps the worst thought out adjustment for DRG's Wyverns ever.We're already top tier DD's in merit parties, and HNM/BCNM/Salvage/Dynamis don't grant exp, so it's pointless.

  9. #249
    Hydra
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    Re: Mar. 11, 2008 (JST) Update Details

    I don't remember them mentioning day during the fanfest summoner update plans announcement, but I definitely heard them mention weather which implied that the relic horn and scholars would become even more summoner friendly. If they are including weather in the calculation though, day probably has an effect as well (doublet).


    on wyvern update: yes, but this is their way of screwing our merits over on drg. Now we will run out of mobs to kill no matter how slow we try to take it.

  10. #250
    Nidhogg
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    Serefina Solfyre
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    Odin
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    Bahamut

    Re: Mar. 11, 2008 (JST) Update Details

    Haste cap just means you can plan for it, and focus gear toward improving other areas. Before, Haste was the be-all end-all. Now it's just one consideration. With Absorb-ACC, DRKs can focus on more strength in gear, for instance. You may not be hitting as fast, but you'll be hitting a lot harder. Hell, with enough haste to counter the Slow on Homam, you could wear it full time. Bad for elitists, but gives a helping hand to everyone that isn't one.
    You have no idea how little STR does for your damage in a TPbuild sense do you, compared to even just equip haste (which they will not nerf the cap that low).

    Slow on Homam? LOL... even if you meant Hecatomb, it's not worth it.

    Abs-acc only helps gimp drks, it'll never land on anything you actually need the acc on.

  11. #251
    Sea Torques
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    Raze Azrael
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    Blackrock

    Re: Mar. 11, 2008 (JST) Update Details

    D:

    wtf does retrace do!!!! i wanna know ; ;
    overall this update is awesome :D

    I dont get why people are QQing...

    first of all...

    Dancer Roll... probably haste
    What if.... think about this...

    What if SE put a cap on haste/attack speed.... a cap that is equal to or a little bit above... the amount of haste... RC DRKs get to zerg... sooo.... You cant go higher w/ BRD WHM COR + gear or w/e >.>

    no point ins crying over something THAT vague.... also i hope its not too bad of a cap... as i wanted to experience RC DRK at some point ; ;


    EDIT: WTF!? i had to resubmit this post like 20 times told me it was invalid and to try again ; ;

  12. #252
    Cerberus
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    476
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    4

    Re: Mar. 11, 2008 (JST) Update Details

    Hey absorb acc + sandspin + blind II helps blink tanks!

  13. #253
    New Merits
    Join Date
    Oct 2006
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    209
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    4

    Re: Mar. 11, 2008 (JST) Update Details

    Maybe the warrior's counter ability will be level 37 or lower and stack with monk's innate counter making mnk/war possible!

    yeah I know I'm grasping at straws.

  14. #254
    Sea Torques
    Join Date
    Mar 2007
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    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by Dreampainter
    Even with a lower perp cost, the Spirits fail because of low nuke output on anything thats not ultra weak. But even then.. why bother when you could just pop a Predator Claw? The only useful spirit if there was a low perp cost in "some" form is the healing power of the light spirit. No manipulating will increase the offensive power of the other spirits to be anywhere comparable to Avatars unless SE adjusts something. Summoner Spirit/avatar magic is just really weak at this time. Youre lucky if you get 300 dmg from a tier IV nuke from an avatar or a spirit.. something isnt right there. People dont use spirits because they dont know how... they dont use them because atm they are merely toys.
    you just can't use them against mobs above a certain level because they don't have the elemental skill for it, but they are much more sustainable than bloodpacts (200mp for one action per 46 seconds) in the situations where they can be used.
    I would have to disagree with this, since Spirits currently drain more MP from you then leaving out an avatar. Sure, you have to spend 170 mp to use a BP, but on something that is too weak, or even DC, id do that any day of the weak to deal out 1.5k-3k dmg while your spirit is still casting Rasp, and waiting for the casting timer praying it does a top tier aga which will still do like 300-500 dmg. So in the long run you end up wasting more mp for less results trying to attack low lvl things with a spirit.
    The only time i ever use a spirit is if a monster im running from is sooo close that I cant get Garuda out in time. So i cast a spirit to run away.

  15. #255
    Official THE Alpha and Omega
    Moderator

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    Re: Mar. 11, 2008 (JST) Update Details

    nerf SCH

  16. #256
    Ridill
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    Asura

    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by Xanthe
    -Fellows will no longer use the white magic spell "silence" on monsters in the crab and beetle families.
    The silence thing actually makes sense. It sounds like the fellow AI was set to silence any mob that has MP, regardless of whether or not they can cast spells. I bet that if a fellow had the chance to fight Colibri they'd silence them too.
    If only they had made the change for automatons, too.

  17. #257
    New Merits
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    Lakshmi
    WoW Realm
    Aegwynn

    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by SeraphusRagnarok
    Perhaps the worst thought out adjustment for DRG's Wyverns ever.We're already top tier DD's in merit parties, and HNM/BCNM/Salvage/Dynamis don't grant exp, so it's pointless.

    Anyone ever thought that the Wyvern won't be as good as it was before when first summoned and will eventually surpass what it was before after a certain amount of EXP?

    :bagel:

  18. #258
    Sea Torques
    Join Date
    Oct 2006
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    724
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    5

    Re: Mar. 11, 2008 (JST) Update Details

    Disappointed about a couple of things and happy at the same time. I will admit that this update isn't shaping up to be as bad as I thought it was gonna be, looks like a fairly standard "after expansion update." I was hoping they'd tie up some of the ToAU loose ends for us with this update and maybe release a new endgamish quest/bc thing and avatar there, guess not.

    But I have to admit that in all of my complaining before this patch and after WotG's release, I just became increasingly negative on the outlook, and this looks fairly hopeful.

  19. #259
    Sea Torques
    Join Date
    Jan 2008
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    622
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    5

    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by Canada
    Kenji wrote:
    Slow on Homam,
    Thought I saw this, wut.
    Yeah, got wires crossed. Meant Hecatomb. >< Shows you how long it's been since I've gone to sky.

  20. #260
    Old Merits
    Join Date
    Nov 2006
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    1,141
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    6

    Re: Mar. 11, 2008 (JST) Update Details

    Quote Originally Posted by Xanthe
    The following changes have been made to fellows:
    -Fellows will no longer use the white magic spell "silence" on monsters in the crab and beetle families.
    The silence thing actually makes sense. It sounds like the fellow AI was set to silence any mob that has MP, regardless of whether or not they can cast spells. I bet that if a fellow had the chance to fight Colibri they'd silence them too.
    gr8, now make my fucking Automaton stop doing it too.

    QQ overload tbh. Aside from the new PUP WSs, where were fucking lazily put together, and didn't even mention what they did, they forgot to mention adjustments to old attachments. I guess new ones are in the data mines, but still, it'll probably be another two like last time that still won't fix the fact the old ones are still messed up.

    Ugh D:

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