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| | #31 | |
| Pai Pai Lackey Iron Emblem of Service | Re: FFXI information from TGS '06 by Destiny Quote:
So a WAR might end up being able to wield Katana's and G. Katana's. Or wield other weapons that were certain job main only if WAR has that job as sub. Maybe also an adjustment on were their weapon's skill max is taking the sub job into account. So WAR/RNG might get a higher cap in skill for Archery, and can use E-Bow and other RNG only weapons. WAR/COR might get a higher cap in Marksmanship and get to use the CORs Hexaguns. Something like sounds like the most common and obvious thing considering most games similar view of WAR and the previous FFs were a WAR could wield any weapon. MNKs change sounds like they are making them more like a MUD style MNK I played once before. Basically they are giving the monks more stances. An example of what I mean this particular MUD did this: Crane Stance: Higher Evasion, Better Counterattack, Low Defense, Moderate Damage, Normal Attack Speed Dragon Stance: Higher Damage, Moderate Defense, Low Evasion, Low Counterattack, Normal Attack Speed Mantis Stance: Higher Attack Speed, Moderate Damage, Low Defense, Moderate Counter, Low Evasion Tiger Stance: Normal Damage, Moderate Attack Speed, Low Defense, Slightly Higher Counter, Low Evasion And so on, not a great example. Enough to give an idea of what I'm thinking. Basically if the MNK finds himself drawing hate and ending up the Tank he can change his stance. Say it's a MNK type mob or fast hitting one MNK could change to Crane stance and tank by avoiding and countering frequent attacks. If it's a hard hitter and slow attack then could change to Dragon Stance and do a fight Fire with Fire logic. Or if he isn't a tank can change to Mantis and get a quazi Hundred Fist like damage going to start building up TP and whatever else.
__________________ ![]() Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!) Last edited by Macht; 09-25-2006 at 09:52 AM. | |
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| | #32 | ||
| Psylocke's Pal Super Moderator Sterling Star Join Date: Dec 2002 Location: Windurst
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| Re: FFXI information from TGS '06 by Destiny Quote:
We ca already do support DD, this just makes it easier for us, and SMN can stop being Cure tank onry, But knowing People, nothing will change. Quote:
Say -1 Perpetuation/60-70 Summoning skill at 296 capped that would help alot. And make those Summoning skill gear that much more needed.
__________________ It's Official Promathia Hates me.... ![]() それは公式である,プロマシア は私を憎む。 Trielは博雅なる大召喚士 A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie ![]() BecomingThe Movie: The tale of the Journey of a Blue Mage | ||
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| | #33 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
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| Re: FFXI information from TGS '06 by Destiny
It seems to me like SE wants to make the game less Refresh dependant, while giving RDM and BRDs better debuffing/enhancing options so they are still wanted in a party. I'm just curious about how it'll work out in the end, but Auto Refresh II or Conserve MP for SMN and PLD (or even Auto refresh for BLM? o.O ) doesn't seem too farfetched imo.
__________________ Sanctuary of Zi'tah! ![]() "In this world, the one who has the most fun is the winner!" C.B. Prishe's Knight since 2004. その目だれの目。 |
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| | #34 | |||
| Senior Veteran Iron Emblem of Service | Re: FFXI information from TGS '06 by Destiny Quote:
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| | #35 | |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
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| Re: FFXI information from TGS '06 by Destiny Quote:
Enfs are capped though, players have tested the max Slow effect and stuff like that, it's not that spells wont cap, is just that you'll never see the max effect they can have simply because you'll never have enough +skill +stat (compared to the mob's) to reach it unless you are fighting low lvl mobs or something like that. Say Thunder damage caps at 130*, well if it was an Enf. then you as a RDM would always be doing 80-90* and say 200* (from something like a 270 cap*) with Thunder II. You wont reach the cap in both cases, but the effect will always be better using a Tier II spell. (* The values aren't real, and were just used to illustrate the example) Now, you might see Tier I spells do the same they have since you were lvl 10, and that's exactly the problem. Tier II spells should have a greater impact, for instance if Paralyze II kicked in as often as the Paralyze from Ice Spikes does and the effect lasted as much it would be great. If Slow II was closer to Carnage Elegy it would be awesome... but they aren't, and for the MP cost they are pretty useless too given the tiny difference in effect compared to Tier I spells. So SE needs to improve that if they wanna enhance our role as enf/support.
__________________ Sanctuary of Zi'tah! ![]() "In this world, the one who has the most fun is the winner!" C.B. Prishe's Knight since 2004. その目だれの目。 | |
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| | #36 | |
| Junior Member | Re: FFXI information from TGS '06 by Destiny Quote:
__________________ The last remaining evil white mage on Ramuh. Killing tanks since 2004 Deep Thoughts, by Jack Handey "I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it." | |
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| | #37 | |
| Pai Pai Lackey Iron Emblem of Service | Re: FFXI information from TGS '06 by Destiny Quote:
On that MUD the godly Monks could kill Medusa solo (1 of the hardest mobs in the MUD, con about IT+ to lv. 75 in FFXI), but the pathetic ones could barely solo a master thief (one of the mid level mobs be about one conning as EP to a lv. 70 in FFXI). There was a lot more controllers though too. | |
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| | #38 | |
| The Old Man Join Date: Nov 2003 Location: Silicon Valley
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My Mood: | Re: FFXI information from TGS '06 by Destiny Quote:
Something I think needs to be considered here is that SE isnt trying to screw up jobs as much as they might be trying to alter perceptions. Example: Trying to get BSTs into a PT structure seems (dont flame) something worthwhile considering BSTs were never meant to be a solo job. | |
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| | #39 | |
| Pyro-Medic Super Moderator Brass Ribbon of Service Join Date: Nov 2003 Location: Los Angeles, CA
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My Mood: | Re: FFXI information from TGS '06 by Destiny Quote:
Now we can finally do stupid buffs to our pets BEFORE doing a damage blood pact, and it would increase the blood pact's effectivness. Ecliptic Howl, then Ecliptic Bite (full moon = more accuracy) I'm sick of seeing 200 damage by fenrir, when I know he can do more. Last edited by Omniblast; 09-25-2006 at 12:51 PM. | |
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| | #40 | |
| Veteran Member Allied Ribbon of Glory Join Date: Nov 2005 Location: Honolulu
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My Mood: | Re: FFXI information from TGS '06 by Destiny Quote:
And yes, it's not easy to master. It takes a certain individual that is willing to be anal in his/her process with each of the stances. You're either perfect or just a nub.
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| | #41 | |
| Where The Bad Things Go Mythril Star Join Date: Jan 2005 Location: Confirmed
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| Re: FFXI information from TGS '06 by Destiny Quote:
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| | #42 | |
| Veteran Member Allied Ribbon of Glory Join Date: Nov 2005 Location: Honolulu
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My Mood: | Re: FFXI information from TGS '06 by Destiny Quote:
For example, if you go speccing fully into one tree, you can't get abilities or enhancements from another tree without enough points.That's why I point out the similarities. In this case, yes, the subjob availability may be a factor (about time) since right now, there's no incentive for jobs unless they only sub one or two jobs with their main (Only job right now that can be defined better by their subjobs and options available are RDMs and maybe to a certain extent DRGs)
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| | #43 | ||
| Senior Veteran Iron Emblem of Service | Re: FFXI information from TGS '06 by Destiny Quote:
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| | #44 |
| Brooklyn Rage Bronze Ribbon of Service | Re: FFXI information from TGS '06 by Destiny
After looking at Counterstance, I can actually see Macht's idea actually coming through. Different stances that do different things.
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| | #45 | |
| Psylocke's Pal Super Moderator Sterling Star Join Date: Dec 2002 Location: Windurst
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| Re: FFXI information from TGS '06 by Destiny Quote:
OR have a JA that lasts 1-3 min, cool down of 3 min to have 0 perpetuation cost. That way you can use your Avatar free for a2-3 BP's. Kinda like a Mini Astral Flow.
__________________ It's Official Promathia Hates me.... ![]() それは公式である,プロマシア は私を憎む。 Trielは博雅なる大召喚士 A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie ![]() BecomingThe Movie: The tale of the Journey of a Blue Mage | |
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