For starters make Guard not insanely difficult to level.Originally Posted by kuronosan
Give Nin Jubaku Ni.
For starters make Guard not insanely difficult to level.Originally Posted by kuronosan
Give Nin Jubaku Ni.
omg amazing >.>Originally Posted by Kenji
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.
Thought I saw this, wut.Kenji wrote:
Slow on Homam,
Tell my linkshell that and I'll give you a cookieOriginally Posted by Lordender
(ls leader is a aegis pld, good luck)
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.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
Should be another thread for the Haste Cap QQing.
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.
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.
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).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.
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.
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 timestold me it was invalid and to try again ; ;
Hey absorb acc + sandspin + blind II helps blink tanks!
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.
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.Originally Posted by Dreampainter
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.
nerf SCH
If only they had made the change for automatons, too.Originally Posted by Xanthe
Originally Posted by SeraphusRagnarok
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:
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.
Yeah, got wires crossed. Meant Hecatomb. >< Shows you how long it's been since I've gone to sky.Originally Posted by Canada
gr8, now make my fucking Automaton stop doing it too.Originally Posted by Xanthe
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: