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Old 10-09-2006, 05:44 PM   #1 (permalink)
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Possible way to solve the TP burn problem?
As everyone knows, TP burns completely exclude BLMs. Why? Because the stragity is to kill alot of weak monsters really fast. So what would happen if we tewaked BLM to make them more viable not only to TP burns, but possibly soloing weak monsters also?

I know what your thinking. It's impossible. There is no way a BLM can keep up with a TP burn speed. It just can't happen, aside from the 60 seconds of manafont.

Solution: A new job ability.
Yggdrassil Seal
Level: 60.
Recast: 30 min.
Duration: 30 min.
Cancelable: Yes.
Effect: For the duration, a super-refresh effect is placed upon the user.

Yes, I know. Overpowered. BLM can then solo anything, Manaburns would get EXP faster then TP burns, etc. But... what if... when you use the ability, all monsters would very, very, very quickly build up magic resistance, NMs even faster, so that after the second or third spell, it is no longer viable. In a TP burn, the monster would long be dead, so the resistance doesn't really play. In Manaburns or soloing a monster that takes more then 2 spells though, the ability is counter-productive.

The only problem I find is the continued exclusion of jobs such as Paladin, White Mage and Summoner... This wouldn't work for those clases because they don't attack the monseter



Originally Posted by Ellipses
Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
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Old 10-09-2006, 06:05 PM   #2 (permalink)
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Re: Possible way to solve the TP burn problem?
take away the unreasonably fast pop rate of enemies.

remove exp bonus from ToA.

reduce exp gain in PT from lower level monsters. Imagine 100 chaining puks for 30 exp each. no one wants that.

increase exp gain in PT for killing IT. like 300 a kill, without bonus. up to 500 for chain 5.

give us more IT+ mob camp spots.

what I think is that there need to be more reason to go up against IT+ mobs in exp party. And against IT+, melee damage is not going to be *that* reliable and the PT will need to perform skillchain+MB more in order to kill faster. And to promote this mind set, the TP burn getting super fast exp will need to go away. seriously.



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Old 10-09-2006, 06:57 PM   #3 (permalink)
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Re: Possible way to solve the TP burn problem?
Maybe they should give Paladins a passive trait that gives the whole party some sort of Auto-Regen and Auto-Refresh after chaining ITs to #5.

No, let's just make them harder, not fool with their spawns, and increase maximum EXP gained from IT.



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Old 10-09-2006, 08:39 PM   #4 (permalink)
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Re: Possible way to solve the TP burn problem?
Exp bonus from ToAU, when the candensce is gone you dont get it and yet exp seems to be the exact same 10-15k an hour.



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Old 10-09-2006, 08:56 PM   #5 (permalink)
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Re: Possible way to solve the TP burn problem?
Originally Posted by Jei View Post
take away the unreasonably fast pop rate of enemies.

remove exp bonus from ToA.

reduce exp gain in PT from lower level monsters. Imagine 100 chaining puks for 30 exp each. no one wants that.

increase exp gain in PT for killing IT. like 300 a kill, without bonus. up to 500 for chain 5.

give us more IT+ mob camp spots.

what I think is that there need to be more reason to go up against IT+ mobs in exp party. And against IT+, melee damage is not going to be *that* reliable and the PT will need to perform skillchain+MB more in order to kill faster. And to promote this mind set, the TP burn getting super fast exp will need to go away. seriously.
I don't think its even the pop rate or even the EXP bonus now, its just some of the mobs in Mire and Mamook in particular are pathetically weak. Colibris aren't hard, but damn do they ever put up a fight compared to an Imp. You could beat these things with a plastic spoon.

I did a PT in Halvung on the ramparts against various Troll mobs tonight. If anything, the fast repop made the camp challenging because the mobs were a threat - especially the WAR, MNK and PLD mobs. Some were VT and put up a good fight too. We had to SC and MB them.

Just call TP burns what they really are - "wImp PTs."





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Old 10-09-2006, 09:10 PM   #6 (permalink)
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Re: Possible way to solve the TP burn problem?
i know the soluton, remember that NPC "nurf"? my NPC does more damage in xarcabard compared to north gusta beacuse people brag about how well they do in Promyvion.

The probem i saw with that update is all melees get that effect not just the NPCs all the NPCs did was show what it was like for a Good gear melee to kill weaker mobs

So make those melee eat the nurf my poor ripokeke took i made her a FA for a reason beacuse i cant benfit from the broken curve personally on the melee forumluas
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Old 10-09-2006, 09:23 PM   #7 (permalink)
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Re: Possible way to solve the TP burn problem?
Originally Posted by Rambus View Post
i know the soluton, remember that NPC "nurf"? my NPC does more damage in xarcabard compared to north gusta beacuse people brag about how well they do in Promyvion.
The probem i saw with that update is all melees get that effect not just the NPCs all the NPCs did was show what it was like for a Good gear melee to kill weaker mobs
So make those melee eat the nurf my poor ripokeke took i made her a FA for a reason beacuse i cant benfit from the broken curve personally on the melee forumluas
Did I understand you right? You want to make melee's do less damage on mobs? Or just barely T-VT mobs? Like making a static -atk% for the first few levels a mob has over you? Yes, that makes BLM's more useful in regular parties, but at that point, why would they even want to party with melees? They could just go back to manaburns again since melees would be so weak at this point.



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Old 10-10-2006, 06:06 AM   #8 (permalink)
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Re: Possible way to solve the TP burn problem?
If MP usage and resting for MP is the issue for BLM in TP-burn parties, maybe S-E could:

1. Make Aspir (spell) to 30 second recast timer.
2. Make ToAU's mob more vulnerable to Aspir.
3. Increase the strength and accuracy of Aspir, so it can drain more MP.

I would also suggest a new spell for BLM that can convert damage into MP. For example, if the spell does 200 damage on the mob, the BLM would gain 200 MP.

That should make BLM more mobile in TP-burn parties.



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Old 10-10-2006, 06:21 AM   #9 (permalink)
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Re: Possible way to solve the TP burn problem?
More mobs on the level of Uluguerand Range would make me a happy bunny...





Originally Posted by Aksannyi View Post
"As a RDM, it should irk you to the depths of your soul when a mob had the audacity to buff itself in front of you."
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Old 10-10-2006, 06:37 AM   #10 (permalink)
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Re: Possible way to solve the TP burn problem?
Originally Posted by Caspian View Post
Did I understand you right? You want to make melee's do less damage on mobs? Or just barely T-VT mobs? Like making a static -atk% for the first few levels a mob has over you? Yes, that makes BLM's more useful in regular parties, but at that point, why would they even want to party with melees? They could just go back to manaburns again since melees would be so weak at this point.
I think you fail to understand WHY BLMS manaburn. It's a last resort. Manaburn EXP SUCKS compared to ANY meleeburn, and is even less then a standard EXP party. The only thing Manaburn WAS good for was NMs and BCNMs, and SE took that away. With ToAU monsters being pro-melee and anti-mage, with the fast EXP, I've tried to start a party only to have the DRG and SAM say "sorry, I got an invite to a meleeburn". the party disbanded, and 4 hours later they where raving about 9k/hour.
I don't care if they nerf melees or make BLMS stronger, but something has to be done.

EDIT: I was actually thinking about doing that to. Perhaps if SE gave us Aspir II and a Drain/Aspir Hybrid, though the spells themselves aren't super powered, we could at leats do SOMETHING.gular jobs, not fast tracks like NIN and WAR... thats why I invited them in the first place.



Originally Posted by Ellipses
Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
Originally Posted by MCLV
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Old 10-10-2006, 06:51 AM   #11 (permalink)
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Re: Possible way to solve the TP burn problem?
Quote:
I don't care if they nerf melees or make BLMS stronger, but something has to be done when a DRG and SAM without NIN leveled can get that much EXP in a burn party. It's broken. They're supposed to be regular jobs, not fast tracks like NIN and WAR... thats why I invited them in the first place.
I appreciate you trying to exclude drgs from yet another aspect of the game.

I like SC+MB parties. I enjoy leveling my job sometimes and just tp burning is kinda mindless. The traditional parties in ToA I have been in have been some of the most fun and rewarding I have had.



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Old 10-10-2006, 06:51 AM   #12 (permalink)
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Re: Possible way to solve the TP burn problem?
Originally Posted by Onionsoilder View Post
I think you fail to understand WHY BLMS manaburn. It's a last resort. Manaburn EXP SUCKS compared to ANY meleeburn, and is even less then a standard EXP party. The only thing Manaburn WAS good for was NMs and BCNMs, and SE took that away. With ToAU monsters being pro-melee and anti-mage, with the fast EXP, I've tried to start a party only to have the DRG and SAM say "sorry, I got an invite to a meleeburn". the party disbanded, and 4 hours later they where raving about 9k/hour.
Huh?

I've never been in a manaburn party that clocked less than 7K per hour - not even at level 55, and I've been in a few that tipped the scales over 12K per hour. That's not "sucky" XP.

If you've gotten less than 7K/hr in a manaburn you're seriously doing something wrong (i.e. your Bard sucks). I've even gotten these sorts of numbers when leading manaburn parties as RDM/BRD (which is far more difficult, let me tell you).

Quote:
I don't care if they nerf melees or make BLMS stronger, but something has to be done when a DRG and SAM without NIN leveled can get that much EXP. It's broken.
I've been talking about the woes of BLMs for a while now, but giving BLMs super-autorefresh isn't the answer. Might as well just give them Auto-Refresh trait and be done with it if you're going to do that.

---

A more amusing idea I think would be to give BLMs an ability like:

Soul Consumption
Recast: 3 minutes
The next spell you cast will damage your HP for its MP cost instead of drawing from your MP.

So if you're casting big whopper spell like Ancient Magic, you can get a lot of mileage from it - but you'd best make sure the monster dies or you're probably eating dirt afterwards.


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Old 10-10-2006, 07:10 AM   #13 (permalink)
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Re: Possible way to solve the TP burn problem?
That HP cost for magic sounds pretty neat. I think adjustment to 1 job alone will not solve anything tho. This is more about the available leveling ground than anything else. We have the puks, mamools, imps... that are too good to pass up the TP burn choice.



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Old 10-10-2006, 07:31 AM   #14 (permalink)
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Re: Possible way to solve the TP burn problem?
Originally Posted by Onionsoilder View Post
I think you fail to understand WHY BLMS manaburn. It's a last resort. Manaburn EXP SUCKS compared to ANY meleeburn, and is even less then a standard EXP party. The only thing Manaburn WAS good for was NMs and BCNMs, and SE took that away. With ToAU monsters being pro-melee and anti-mage, with the fast EXP, I've tried to start a party only to have the DRG and SAM say "sorry, I got an invite to a meleeburn". the party disbanded, and 4 hours later they where raving about 9k/hour.
I don't care if they nerf melees or make BLMS stronger, but something has to be done.
The manaburn existed before the TP burn, and a good manaburn PT is just as good as a TP burn. Regardless of you feeling left out of the massive EXP gain of ToAU... I am sorry, but I dont feel bad. BLMs do way more consistant damage than any melee on any event... and if they nerf melee damage or TP gain anymore... I am done with this game. Need I remind people of this:



Spellcastors dont dominate this much because they suck.


While I am not saying BLM do not have a valid complaint, BLMs had it easy for the longest time until they implemented the resistance over time nerf. Several of the people I knew were leveling up BLMs so they could manaburn meripo for their main jobs, because no one wanted melee for anything. (And Im a THF... was even worse before the dagger update) Thats how out of control manaburn was getting before ToAU.




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Old 10-10-2006, 08:02 AM   #15 (permalink)
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Re: Possible way to solve the TP burn problem?
Quote:
While I am not saying BLM do not have a valid complaint, BLMs had it easy for the longest time until they implemented the resistance over time nerf. Several of the people I knew were leveling up BLMs so they could manaburn meripo for their main jobs, because no one wanted melee for anything. (And Im a THF... was even worse before the dagger update) Thats how out of control manaburn was getting before ToAU.
we had it easy beacuse a lot of melee did not kow how to gear up back then
back way back it was mnk/drg/and sam before you had that tp fix

Last edited by Rambus : 10-10-2006 at 08:04 AM. Reason: SP and wanted a bit more info
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