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  1. #41
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    Natural Dual-Wield would be nice for a start would at the very least allow DNC the option of using another sub bar ninja all the time (lets face it just having the one dagger is a joke).

  2. #42
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    Quote Originally Posted by Tsutsumiko View Post
    Correct me if I'm wrong but can't steps only be used in battle, meaning you probably will feed the occasional TP? I have never actually tried this.

    As far as Wild Flourish, it can't open any high damage skillchains so does it really matter? I almost never use this ability, simply cause the damage the skillchain generates is pathetic and I would've rather spent my finishing points on building flourish => WS. :-/ You're looking at like...200 damage tops and that's on XP mobs, per skillchain. I would take this to something like HNMs but bringing a DNC along is laughable.
    You do have to engage but you don't have to face the mob, just have your back turned before using the attack command, that's not too difficult.

    Wild Flourish also opens Fragmentation and Fusion, which is not limited to the DNC's WSes, my earlier example was Wild Flourish > Tachi: Gekko > Insurgency for a 3-step light, which I don't see as a waste (with the magic evasion down effect on top of everything). I'm sure there are other skillchains similar to that which could be useful, even just taking Fragmentation would be good for Burst. I haven't noticed any issues with low damage, it seems to be the same as any other skillchain at least.

    I'm not trying to argue that DNC is without flaws, but just want to clarify some things people don't seem to be aware of so we can figure out what is really wrong with the job.

  3. #43
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    Quote Originally Posted by astrael View Post
    You do have to engage but you don't have to face the mob, just have your back turned before using the attack command, that's not too difficult.

    Wild Flourish also opens Fragmentation and Fusion, which is not limited to the DNC's WSes, my earlier example was Wild Flourish > Tachi: Gekko > Insurgency for a 3-step light, which I don't see as a waste (with the magic evasion down effect on top of everything). I'm sure there are other skillchains similar to that which could be useful, even just taking Fragmentation would be good for Burst. I haven't noticed any issues with low damage, it seems to be the same as any other skillchain at least.

    I'm not trying to argue that DNC is without flaws, but just want to clarify some things people don't seem to be aware of so we can figure out what is really wrong with the job.
    Seems fair. My experience with it over the last 10 months or so has been that Wild Flourish was a joke to use in XP. And DNC was a joke to use at HNMs so I never got to test much there. The Skillchain you posted seems like a pretty decent setup but 3 steps is usually "too much" when it could have been done in two (at least that's what my LSes over the last year seem to think). DNC seems to only really shine when your setup is sub-optimal. That's a bad thing. It's like saying you only want me cause you needed a date for the prom, not cause you wanted to go with me. -.-;;

  4. #44
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    Quote Originally Posted by Toth View Post
    How has Campaign affected you?
    I see Campaign as one of the main new battle systems that pave the way for casual solo content that makes a difference to the game somehow (due to Campaign being interlinked and all). Its very welcome. Good EXP returns, minimal time commitment and very low barriers to entry. I like that everything is interconnected. Campaign affects rank, rank affects sanction, freelances give bonuses.. etc.
    Having it all across the [S] areas wasn't that necessary in my opinion. There's more than enough areas for players to fill. The introduction of campaign leaders and freelances does liven up the atmosphere and make the Campaign thing seem special.
    However, with as much that Campaign brings to the table, its more than enough and this will mean that they should not create any similar system in the game ever again...

    Quote Originally Posted by Toth View Post
    How have the new jobs panned out?
    SCH and DNC have proven to be very useful subjobs.
    /SCH is great for mages or any job that wishes to access cheaper cures as well as a decent Sleep spell without native skill. Sublimation is also an interesting way to work around not having Refresh.

    /DNC is an awesome subjob for melees who like to solo but cannot heal natively. It may have been overpowered at the start but now I think that /DNC has been somewhat weakened too much for it to be really an asset rather than just a lifesaving measure.

    As main jobs, SCH is a great new addition as it brings a whole lot more to the mage table, what with its accession buffs, weather spells and helixes. The job itself is a tad overpowered, with it being able to step on the toes of existing established mage jobs like WHM, BLM and RDM.. in that order of stepping on their job. The way I see it, SCH came off to a slow start but is now one of the most formidable jobs in the game. It requires no more tweaking.

    I can't say the same for DNC, because it seems to have failed to deliver on what its supposed to be best at. As a healer dependant on TP with a mild ability to debuff, DNC works fairly well in EXP party settings but collapses on itself when faced with end-game situations. Not having the best accuracy to gain tp, as well as being faced with mobs at EXP levels or end-game levels that don't allow for consistent TP gain or storage means that DNC is reduced to the gun that is perpetually out of ammunition on the battlefield. Also, by placing itself in the line of fire in higher level battles, the damage the DNC takes, as well as the consequences of it being on the front line (feeding TP, etc) become additional baggage for the job when its role in the party is to relieve those said burdens.

    That said, DNC is still a job with a lot of potential that will need to be tweaked in order for it to be suited for end-game play. Since lack of TP is often a problem at events, perhaps a potent auto-TP regain effect that caps at 60% TP could push the job along with what its supposedly capable of doing while not engaged in combat. Equipment that give Regain would probably help as well. Also, DNC needs to have raise. I'd like to see some of these problems get addressed through Group 2 merits and Relic AF that's coming in the next update.. so only time will tell.

    Quote Originally Posted by Toth View Post
    Split mission/ story arcs hit or miss?
    I think the missions thus far are fairly engaging, except that they come at too little each time. At this rate, the story barely inches forth every other update, because thats how missions are released. Move a little faster, and give a little more at a time would be nice.

    For nation story arcs, i think its a good idea because it allows us to look at the crystal war from each of the 3 nations perspectives, but only make 1 arc necessary for players to progress through the story. For mission purists, all 3 nation quests in 1 update is about enough to fill our appetites, and this is also why making them quests is a great move because we aren't forced into an unnecessary trichotomy.

    Quote Originally Posted by Toth View Post
    New areas and NMs a bust or a success?
    The new areas are not bad. Apart from 3 genuinely new additions, the rest are simply modifications of existing core areas. The beauty of reused areas presented in different ways is that it appeals to some as nostalgic but also new different experiences. The areas themselves are particularly underused other than for campaign, which is a pity, but I also believe that the WotG expansion still has a long way to go in terms of introducing content to fill these new areas.

    The new NMs have been pretty interesting. The Stronghold NMs are somewhat hit-or-miss in that their placements, strategies and so on are a little strange, and the effort:reward ratio for most of them is quite screwed up.

    Sandworm battlefields have been the most exciting of the new experiences, firstly with it appearing in various zones and secondly with it offering different battlefields depending on where it pops. With these battlefields, because of the incidence of Lambton as a probably fight from all areas, it means you can never be very certain what you're preparing to fight.. which throws in an element of surprise.

    The first new HNM from WotG, Dark Ixion is also another welcome change. Having different pop conditions, method of claiming and even more unique fight strategies, it makes the fight very different from other HNMs from FFXI. Hopefully more HNMs will be introduced into WotG with similar principles that prevent botting, encourage venturing into various areas as well as pose a sizeable yet enjoyable challenge to the players. Effort to reward ratio could use a bit of scaling up though. New gear options that are appearing from the newer fights and NMs are still relatively lackluster compared to content from say the Zilart area, and more appeal from these NMs could take some much needed focus away from the older areas as far as HNM and end-game is concerned.

  5. #45
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    Q: How has Campaign affected you?
    A: Considering that it took the thunder away from two new jobs as the staple addition from WotG, it's a big success. FFXI's largest problem was always the ridiculous amount of time you had to invest in order to get anything done, namely the exp grind. Being able to actually play the game on my lunch break, and have fun/get something while doing it is the kind of thing FFXI has needed more than possibly anything else its gotten since its release.

    Q: How have the new jobs panned out?
    A: I haven't even touched DNC, so I can't comment on it. It does seem that everyone's turning it into the "lol" job that they just have to have to make their e-peen feel better. SCH, while initially being meh, is probably the best job they've added in an expansion, not becoming useless in the population's eyes, and not being game-breaking (coughNINcough).

    Q: Split mission/ story arcs hit or miss?
    A: Holy shit, someone at SE learned about the use of sub-plot! The core game's three stories was awesome, and I'm glad now that I can play the other two nations along with my own. The storylines aren't that bad either (although Bastok's detective mystery and Windurst's LotR-like epic wipes the socks off of San d'Oria's straight to video Disney movie) and the cutscenes are of so much better quality than the previous expansions' it's a joke. I am very sad at its length though (Are we seriously almost at the climax? They've barely even addressed a main conflict!)

    Q: New areas and NMs a bust or a success?
    A: This is the same company that made Chrono Trigger. Use time-travel a little better please. So far the number of ways we know we can affect the future I can count on one hand. I've rarely ever camped NMs, preferring instanced events, so I can't really comment on the new ways SE is trying out.


    All in all, as a standalone expansion pack it's relatively weaker than the others, but when you look at way its changing the game entirely for the better, it's doing a great job.

  6. #46
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    (although Bastok's detective mystery and Windurst's LotR-like epic wipes the socks off of San d'Oria's straight to video Disney movie) and the cutscenes are of so much better quality than the previous expansions' it's a joke.
    One of the kid is about to get killed in Tavnazia, and you will kill another 10 year later during Dragoon's job BC. It's not quite Disney-ish.

  7. #47
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    Excenmille lives to the present. He is actually the Ballista license NPC for San d'Oria. After the war he runs a campaign against Orcs in the Northern regions.

  8. #48
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    One of those kids ends up the leader of the Royal Knights as well. (Rholont if im not mistaken)

  9. #49
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    Rahal is the leader of the Royal Knights in present-day Vana'Diel

  10. #50
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    Quote Originally Posted by Rocl View Post
    Rahal is the leader of the Royal Knights in present-day Vana'Diel
    Ah right, Mr. Sanguine Sword himself.

  11. #51
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    How has Campaign affected you?

    One of the best thing added to FFXI. Buffering EXP on jobs like THF had never been so easier. I don't like doing merit parties on my THF (while I have DRG and WAR for Meriting), and I main pull in dynamis, so I tend to die a lot on my THF. Also, it's pretty fun and good way to pass time if you're bored and got nothing else to do. My only qualms is keeping your medal, while it has never been a problem. I'm at the current highest, and it's just rather annoying that I have to keep getting evaluation, when I'm at the max within few days (If I'm focused at campaigning, which I have been as of late.) A lot of the campaign NM leaders are very interesting to fight, and some are general pain in the ass. (Kazan the Peerless, Dee Xalmo, Steelbiter, Deathlord to name a few.)

    How have the new jobs panned out?

    SCH I haven't got a chance to touch that job, but I think it's a wonderful healing job, definitely a good alternative to WHM or RDM when needed. Also Party wide buffs like stoneskin, haste, and etc, is great. SCH have definitely proved to be a lifesaver for tank parties when needed.

    DNC While DNC isn't good for end game, it's a great soloing or campaign job to play with. I've been leveling it to 75 as of late (it's 71 now), and I'm generally having fun with it, but I don't see myself using DNC in any of the end game event.

    Split mission/ story arcs hit or miss?

    Definitely hit. So far the story quest and mission has been a lot of fun to do, and so far the story has been epic. I just finished Windy storyline, almost done with Sandy storyline, and just started Bastok's. Windy introduced quite a few of interesting characters (almost reminds me of Suikoden), while Sandy's been fun to do. I can't comment on Bastok's yet, but it looks interesting.

    New areas and NMs a bust or a success?

    New Areas are interesting, but mehish mostly. I do like the re-done look of several of the past zones that exists in present, and I feel that they could do a lot more with the three actual new zones (Fort KN, vunkerl, and Grauberg), but at least the story quests are utilizing these new zones to a dagree (definitely with Vunkerl Inlet and Grauberg, but not so much with Fort KN yet). Wotg is far from complete, and I feel it has a lot of potential, so I'm looking forward to see what comes next.

    NMs are fantastic. I love the look new look of the three beastmen NM, and the helms on Gigas. As for the new HNMs, it's also fantastic, especially the way you have to claim and work for getting to these new HNMs is much needed compared to what's already done.

  12. #52
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    Only thing I wish they'd fix is the deterioration of Medals. Seriously. I was gone for more than few weeks and my shit gets revoked. Campaigning puts an obligation on you, taking time away from other content I personally enjoy.

    (Goes along the lines of deleveling at 75)

    This is by far my biggest beef with SE. I wish someone asked regarding this at FanFest.

  13. #53
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    It is possible to let it stay revoked while you get more points to reverse it, as long as you don't select the top option I think.

    I think that was what I did last time.

  14. #54
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    Once the 30 days are up and the seal expires you can't participate in Campaign, do Ops, or get Sigil until you renew it.

  15. #55
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    Quote Originally Posted by Soa View Post
    Once the 30 days are up and the seal expires you can't participate in Campaign, do Ops, or get Sigil until you renew it.
    Ah. I must have gotten enough points to renew it then before it expires.
    Which means you can probably accumulate enough points before expiry, let it expire while you go on your year long trip round the planet and come back to renew it.

  16. #56
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    Quote Originally Posted by Toth View Post
    How has Campaign affected you?
    Great way to get buffer on non-meripo jobs or just some xp before events; they did a good job making soloing the regular mobs challenging but doable, though people soloing mobs far away from the fort prolonging the whole fight can be a pain (and could be fixed if they wanted to make all mobs act like the "recon mobs" that don't fight back if they're over a certain distance from the fort) Not allowing skillups in it is bad. Also this has made Besieged obsolete except for skillup. Boost XP in Besieged at least twofold (even if you need to keep the IS gain as is), and allow skillups in campaign, and you'll end up with more participation in both.

    How have the new jobs panned out?
    SCH was soooo bad, most improved job ever. Still would've been nice for it to get stoneskin, definitely was funny when SE said "we recognize sch not having ss/blink is a problem" and then went and gave them almost literally everything but those instead. Though with all they did get, getting ss/blink on top of that would've been too much.

    DNC is nuts at low levels, even more game-breaking than BLU was. The hate they can pull...had a RDM PL in a lvl 30's party do convert and ds cure 4 to try and pull hate off the dnc, mob didn't turn at all. Its use as a main job endgame is pretty bad though, best use is as a sub for your THF for the debuffs for certain fights.

    Split mission/ story arcs hit or miss?
    Great idea, haven't really done much of it myself yet. Nice implementation of Cait Sith so far from what I've seen.

    New areas and NMs a bust or a success?
    Some of the best yet. Ixion/Sandworm are designed well for the most part, except for Sandworm zoning glitch and Ixion getting scared off turning into a grief tactic. Good range of low to mid-range NMs and now the BCNM sets as well.


    Other random thoughts:

    Also things like Sprinter's Shoes and upping inventory from 60 to 70 being tied into this made the xpac worth it right there. The outposting system is great (should add ability to port to strongholds though.) Pixies are a great idea too.

    One pet peeve is that since we're able to view maps for past zones because we have the maps for present zones, even though the maps are slightly different, that same ability should transfer to dynamis where the zone outline is exactly the same as the present day zones. (in before "get apradar" etc)

    Of course, the xpac lacks some of the more detailed content from CoP/ToAU, but they've done well with what they have so far.

    edit:
    Quote Originally Posted by Lordwafik
    Dark Ixion should maul anyone who tries to spook him
    definitely like this idea

  17. #57
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    My only qualms is keeping your medal.
    This.

    Only thing I wish they'd fix is the deterioration of Medals. Seriously. I was gone for more than few weeks and my shit gets revoked. Campaigning puts an obligation on you, taking time away from other content I personally enjoy.
    and This.

    There's nothing worse than at the end of a busy week, feeling like you HAVE to do this in order to keep your medal.

    You never loose your Assault Ranks, I don't understand why this should be any different.

  18. #58
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    How has Campaign affected you?

    Campaign is a nice addition for casual players and jobs that dont get many invites, used it alot pre SCH buff update and afterwards on PLD and BST for buffers. Very nice.


    How have the new jobs panned out?

    SCH was in the beginning very weak, i played it pre buff and it felt like an halfassed mage job with no power being close to the trifecta of mages WHM RDM BLM. after the update SCH is very potent and up there, I would even say SCH is clerly the better choice then BLM and WHM, when paired with RDM. Very nice for smallman events where you have to adjust yourself.

    DNC lacks in endgame, and lacks also somebit in PTs. Its very nice for low lvls but when facieng IT++ mobs a DNC can and will never come up to real mages in terms of healing power. It needs many adjustments to endgame and PT. Nice subjobs for melees tough.


    Split mission/ story arcs hit or miss?

    I find it nice. It doesnt botter me much, the questline is nicely worked out. But its hard sometimes to motivate/find people for it.


    New areas and NMs a bust or a success?

    New areas are Fail. there are nowhere near competent camps as in conquest zones or ahturgan zones. everything mixed up with mobs that have sometimes 20 lvl difference inbetween so finding a camp for lower levels there is a bit hard. I dont know who had the fuckign idea to put IT mobs in Eeast ronfaure S or North Gustaberg S (compared when you do low lvl pts there). Big Potential failed in terms of opening up new camps and lift the weight of Aht Urgan camps.

    Sandworm and Dark Ixion are nicely done. However the drops of some NMs doesnt come close to zilart NM drops. It would be nice if SE would finally release CLEARLY better armor then Zilart armor and finally shutdown sky/kings, there is so little time you can spend and filling your week with every possible event has become nearly impossible. Nyzul salvage kings dynamis limbus sea sky etc. and now with maybe new WotG events I dont sea how you can go after all that shit.

  19. #59
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    Disappointed with the entire expansion. I knew right away that SE was going to milk campaign to death and not really work on the idea of being in the past to stop the Shadow Lord.

    The blue RDM AF? That's never gonna be equippable.
    Northlands? Keep waiting.

    SCH got a serious overhaul. OK I like that. Though I guess I dont appreciate it as much as those pre-buff SCHs. I got 75SCH after the fact.

    As pointed out, for every update, it was for TOAU and not so much for WoTG. Why? This expansion has the potential to be better than all the previous ones.

    Sigil should be exactly like sanction. Making TOAU aspects SUPERIOR to WoTG keeps people IN TOAU. THINK SE THINK.

    The missions were OK. Nothing overbearing like with zilart and CoP.

    All in all it blew balls. I hate being in whitegate and I hate meriting in TOAU areas.

  20. #60
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    Quote Originally Posted by Elathia View Post
    The blue RDM AF? That's never gonna be equippable.
    looks more purple than blue.

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