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Susurrus
12-01-2007, 02:38 PM
Has SCH been shoved into the Curebot role already? Just wondering. My SCH is 12 and I haven't partied yet (no invites, so been soloing). I just want to know what SCH holds for me as I get higher.

Sabaron
12-01-2007, 06:47 PM
The word isn't "shoved". It will be, predictably, the nature of the beast. Think about it--as a magic DD, you are not competing for a support/heal party slot, you are competing for a DD slot. 90% of the server is also levelling DD jobs while everyone hates main heal and tank. So, the only person who can main heal for your level range is.... you. {Congratulations!} You get to main heal. It's really as simple as that. If you refuse to main heal, well, not only are you not getting XP, you are also preventing the 5 people who are asking you to main heal their pt from getting XP as well.

Tsrwedge
12-01-2007, 07:01 PM
Au contraire! At least in my experience so far (through 25), I haven't been asked to main heal once. Perhaps I've been lucky (or seeking on SCH/BLM works wonders *shrug*), but in every party I've been in my primary role has been DD. Sure, it's been understood that I'm backup heal, but I've not yet had to act as the primary healer. Part of that may be SCH's late pickup of curing spells, and perhaps part of the reason SCHs don't get cures till when they do is SE didn't want to see SCH become just another healer.

Omgwtfbbqkitten
12-01-2007, 07:47 PM
If you don't want to cure people, don't pick a job that has cures. Or a job that has curing potential, like SMN.

Its as damn simple as that.

This is really just whining for the sake of whining. I see no realy purpose to the topic. Curing will be every bits as much of part of SCH as it was for RDM. Don't like it? Don't level it.

And just because people invited you /BLM doesn't mean its the end-all/be-all subjob and you'll always get to nuke to your hearts content. Here's a hint, people will invite a RDM/WAR not because its /WAR, but because its RDM. I'd say "Red Moron" at that point, but when there's no other options seeking that level, you're taking Red Moron or you're not getting EXP.

Telera
12-01-2007, 08:01 PM
I've never seen a scholar main heal. Every party my little taru whm has been in, the scholars have been filling a mainly early-rdm'esque role in debuff/DD with heals thrown in if things get out of hand.

Any job that has MP and can cure will probably get asked to do it in some capacity eventually. If only Summoner could cure efficiently with avatars I'd probably feel more like a summoner and not a jury-rigged whm, but there you have it. (I'd also be less optically bored with the task.) That's SE's problem not mine. I'll work with what I've got until then. Also not the point of this thread at all.. and I'd like it to NOT turn into another of those.

Scholar is flexible, though. Lower cost, faster cast if needed. If I wanted to DD mage, I'd probably go for straight BLM, to be honest. I may pick up scholar eventually, but until I take BLM past 18 on my taru, I'll be subbing WHM. And since said Taru is mainly set to be a BST, I may never actually do any of the above.

Will you get asked to main heal? Probably. But not if there's some poor RDM or SMN around they can harass first. I hate those random /tells when I'm not seeking asking me to party and I just *know* the reason they asked. Fun fun..

Tsrwedge
12-01-2007, 08:38 PM
And just because people invited you /BLM doesn't mean its the end-all/be-all subjob and you'll always get to nuke to your hearts content. Here's a hint, people will invite a RDM/WAR not because its /WAR, but because its RDM. I'd say "Red Moron" at that point, but when there's no other options seeking that level, you're taking Red Moron or you're not getting EXP.
Whoa whoa whoa whoa whoa, cool down. I'm not saying /blm is the be-all end-all, nor do I think I'll be able to nuke to my hearts content forever and ever - in fact, I know I won't. Hell, when I was leveling BLM, I main healed in Qufim more often than not.

I failed to communicate in my previous post is I've asked every party what sub they wanted, and not one of them has indicated a preference for the subjob. Dancer has introduced a very interesting dimension to XP parties through Drain Samba and Curing Waltzes where a dedicated healer just isn't quite as necessary as before. Though some people are poo-pooing SCH, I think DNC and SCH actually complement each other fairly well in an XP party - especially one with a NIN tank, where the dances are able to do mose of the curing neccessary.

Sabaron
12-01-2007, 09:16 PM
Let's take a look at what Scholar gets. We all know in terms of spells it's basically single target nukes, cures, basic protection and Drain/Aspir with Storms and Helixes at high levels.

At 10th level we earn our B-skill rating and we get abilities that allow us to be very efficient at whichever magic type we choose to temporarily specialize in--these are our only claim to fame until 25th, but I like these 50% cost abilities very much being a solid proponent of efficiency as I am. The only problem is that BLM get's Conserve MP and has a better skill rating, so they have less resists and still get discounts on mp. Is the efficiency provided by my 4 minute recast ability worth all of the stuff that BLM gets?

On the White mage side of 10-24, I'm not going to have resists, my MND will max my cures, and I use less MP than a WHM. I miss out on a few of the WHM abilities though being able to get them only off subjob and I don't get Divine Seal until 20th. Basically we're "even match" efficiency wise (though I like Divine Seal better than Penury) until 20th level when I get both--which makes me king. Of course, if WHM takes SCH sub they get both too...Hmm... So I run neck and neck with WHM on efficiency, but I lose out on the spells. Dang, I lost again.

So now I get 25 and what do I get now? Super Fast Cast, but at the expense of my efficiency boost and most of my spells don't really take that long to cast anyway. Hmmm. I don't think I'm going to be using that yet, so I still lose and my next ability is not until 40th level. I feel good about my sub job capacity, but I'm still not very cool.

At 40th I actually get to start doing cool stuff that no one else can do! I can now make almost anything Area of Effect. Now that I'm actually coming in to my own, let's see what I can do at 40th. Most notably, I see my recently acquired Regen II spell which no one other than WHM and I can cast, but I get to make it Regenga II every 4 minutes which vastly expands my efficiency as long as I can hit at least 4 targets (which is not hard). Also, I get Invisiga and Sneakga which could be quite satisfying on occasion (not confirmed). Look over there at RDM now though. What does he get? I see Enthunderga (at 10 damageish) for 150/240 seconds (62% coverage) which, to me, is my first eye-catching power since everything else thus far has been overshadowed by something someone else can do. I can now Enspell others and do so much better than a Summoner. If it turns out that I can't use Accession with Enspells well then... I can also cast (natively) Raisega or I can make a Cure into a Curaga without subbing WHM if necessary. Manifestation only works on black enfeebling magic which is not really that useful in XP with the exception of Sleepga which, of course, BLM already has. On WHM I now get the rough equivalent of Divine Veil which is very nifty on occasion, but not nearly as much fun as enchanting everyone's weapons and Blinkga which is so 25th level (Summoner).

At 55 I get Ebullience and Rapture which give me some definitive power especially since I can stack them with seals and make very powerful versions of my spells. Now I can start doing some better nuking damage, but I still don't have anything truly special on the black magic side. White Mage will give me Stoneskinga at 56 which, yes, Summoner got earlier, but mine's stronger than his. Nothing special comes from Red Mage this time. I'm also getting native Storms which helps boost my damage though my skill is still behind.

Now I'm 61st level and I start getting my helix. This is where I start to get something new in terms of nukes, but I don't know the specifics on helix, so I can't really make any comments except that they can't be "Manifested" which kinda sucks. At 66th level I get Reraisega from /WHM which is absolutely killer and Phalanxga from /RDM which is quite lovely especially if I have a tank who can't hold hate.

In summary:

1-9: Blue Mage is king of subs.
10-24: White Mage wins hands down. I'm a loser compared to WHM and BLM.
25-39: White Mage is still king. I'm a loser compared to WHM and BLM.
40-55: Red Mage gets into the mix with Enspellga. I'm unique and no longer a loser unless I select /BLM as sub.
56-60: Still RDM v. WHM, but Ebullience is going to validate my subbing of /BLM.
61-75: Now I can really start into the nuking side of my personality with helical death, but Reraisega and Phalanxga still hold WHM and RDM in popularity. Now helix set /BLM as an appropriate sub.

Also remember that I can Helix and cast single-target nukes without going /BLM, but I can't EleDoT or Warp.

I still love WHM and RDM as subs for SCH over BLM. Show me some "mad numbers" off a BLM sub and you'll convince me, but I don't think you're going to get out of being heal/support especially with the lovely reportoire of things you get out of /WHM and /RDM. I can, however, see SCH being a very good nuker on 2hr and for burst damage (with all three stratagems saved up) at high level, but that's not the sustained power that is needed in XP.

Gobo
12-02-2007, 07:20 AM
Raise, Reraise don't work with Accession.

Enspells can

Sabaron
12-02-2007, 07:22 AM
Raise, Reraise don't work with Accession.

Enspells can

Aw... yet another bug in my butter...

I don't know about you, but every time I dig a bit further, it looks like Scholar has been practically designed to sub RDM--all the time. SE keeps taking all the cool stuff away from BLM and WHM subs. No Raise/Reraise, No AoE EleDoTs or Helixes, no Spikesga, and I can't make my single target nukes AoE or even cast Warpga!

Silent Howler
12-02-2007, 08:08 AM
Au contraire! At least in my experience so far (through 25), I haven't been asked to main heal once. Perhaps I've been lucky (or seeking on SCH/BLM works wonders *shrug*), but in every party I've been in my primary role has been DD. Sure, it's been understood that I'm backup heal, but I've not yet had to act as the primary healer. Part of that may be SCH's late pickup of curing spells, and perhaps part of the reason SCHs don't get cures till when they do is SE didn't want to see SCH become just another healer.
I think the reason for this also has to do with the other new healer.

Icemage
12-02-2007, 03:04 PM
I think the reason for this also has to do with the other new healer.
Yep. Dancers are pretty good at keeping HPs up with Curing Waltz. As the Dancer and Scholar craze starts fading in the coming months, you'll see the typical lack of healers resurface - because most people really hate to heal, and I suspect that Scholar will get shoved into the curetanking role by a lot of players simply out of necessity.

It doesn't mean Scholar isn't a capable nuker, because it most certainly is. But just as a Red Mage can nuke capably at level 51+ with staves, no one ever invites them for that purpose because it's not going to be in much demand.

Now, if Square-Enix makes good on their promise to improve the power of skillchaining, then maybe we'll see more demand for nuking jobs, and this sad state of affairs will change.


Icemage

Omgwtfbbqkitten
12-02-2007, 05:17 PM
Now, if Square-Enix makes good on their promise to improve the power of skillchaining, then maybe we'll see more demand for nuking jobs, and this sad state of affairs will change.

I've been playing FFXI too long to believe that simply adjusting SC power would bring mages back in the picture. While the WotG are still new and possibly unexplored, ToA's lame hub design only facillatates laziness in players. A practical camp will be neglected if it isn't easy to get to with virtually no aggro.

SE has to do the hard thing, the thing that will make people upset.

They need to kill the melee-friendliness of ToA zones to bring BLM and WHM back into the picture, RDM back to its true PT role and make SCH what they envision it to be.

Karinya
12-03-2007, 07:38 PM
They don't need to kill its melee-friendliness. They just need to kill its exp/hr superiority.

If some people want to lazily warp to mire to get 12k/hr with 5 dd/nins and a bard while others can make 15 with a balanced, SC+MB party in Oztroja_S or wherever... that's OK with me.

Players don't tpburn just because it's convenient and easy: they primarily do it because it's *more effective*. That's the part that would be pretty easy for SE to change, without necessarily even taking away the option of tpburning for players who can't fight the right jobs to do anything else.

Omgwtfbbqkitten
12-04-2007, 08:58 PM
They don't need to kill its melee-friendliness. They just need to kill its exp/hr superiority.

If some people want to lazily warp to mire to get 12k/hr with 5 dd/nins and a bard while others can make 15 with a balanced, SC+MB party in Oztroja_S or wherever... that's OK with me.

Players don't tpburn just because it's convenient and easy: they primarily do it because it's *more effective*. That's the part that would be pretty easy for SE to change, without necessarily even taking away the option of tpburning for players who can't fight the right jobs to do anything else.

Please, let's not kid ourselves, you've been arguing about the "overpowering" effects of melee buffs and Sanction for as long as I can remember, I'm not buying this hair-splitting for a second. "Melee friendliness" and "more effective" EXP have same exact reasons behind them:

- Low HP/VIT/Evasion mobs
- High Respawn
- For ToA: Sanction.

We can't get rid of Sanction, they've already expanded and hybridized that buff with Signet into Sigil, the cat is out of the bag.

RoZ retain thier slow respawn rates, CoP's generally follow a six minute respawn but with mobs just as difficult as RoZ zones for the most part, or even meaner ones. CoP mobs - the popular targets - are all weak mobs with high respawn, all conviently located within the reach of Staging points.

And there is a very good reason to kill TP Burn (1) To force melees and mages alike to play at the top of thier game again, ToA weakened strategy and teamwork. Niether the lolWARs or their lolBRDs gear thier jobs with any shred of respect for the job, its just a charade (2) We need actual teamwork back in the picture, we need mages back in PTs.

If you leave the easiest option open to FFXI players, the easiest option is the only option FFXI players will ever take. The people out there EXPing and exploring the WotG zones right now are the exception to the rule, they'll draw benefit from making smaller groups and getting EXP in the ways these zones offers. Most players are lazy, incompetent and spoiled and will never leave the ToA Zones.

I don't want to derail this topic further - well, maybe I do, it was little more than an inane complaint topic to start with, SCH can solo - but we have the following ways to EXP right now:

- The 1-54 FFXI/RoZ Grind
- The 55-75 ToA Grind

The 55-75 RoZ/CoP grind no longer exists, no one will do it because why? Because ToA zones are easier to make melee PTs for; Or as you would say "more effective." I remember the PTs we were making in RoZ/CoP, they usually had BLMs and WHMs in them. They usually had PLDs in them, too. There wasn't a goober BRD gimped to the gils pulling, we had THF or RNGs doing it. BRD pulling did exist then, mind you, but not in the mainstream way it is now.

Moving on:

- Campain/Besiged
- Escort Quests, Campaign Ops, ENMs
- Solo
-Duo/Trio

The Signet update last summer converted the FFXI/RoZ/CoP zones into a more solo-friendly experience for smaller groups from 1-75, but getting people to go out to any of them in a full group at 55+ is like pulling teeth. Now we have Sigil and the WotG Zones, adding all kinds of new small group options and standard group options as well. As far as meleeburn PTs go, you'll never get the ToA sloths out here. They'll' complain about the walking (transport is almost as braindead as ToA once you do the legwork, too), they'll complain there's not as many meleeburn camps. They'll basically find any excuse to stay out in Whitegate seeking and moan abou thier invite rate.

You can't have SC/MB come back into the picture and hope it to mean anything anywhere but endgame if we leave ToA camps as they are. Nothing will change with the situation BLM, SMN, WHM and RDM are in, as well as the one SCH faces if SE does not address and properly nerf TP burn.

It would be a damn shame for WotG to be another CoP where the zones are just a backdrop for missions. The potential is just too good to waste and players need to be given a little push into exploring new options. Buffing ToA mobs to be stronger is not nerfing any job, just reducing thier impact and bringing mages back into the picture in thier proper party roles.

arkaine23
12-06-2007, 02:30 AM
Pre-20 SCH plays like either as WHM or a BLM depending on your subjob. However, it does have useable nukes regardless of subjob. At 20 it gets MAB from /BLM and Drain at 21. /BLM can work quite well as a psuedo-BLM provided a SCH has some elemental merits and good INT gear. Although having Cure II at 17 and Regen at 18 starts to make SCH/WHM a decent healer.

By 40 there's no longer a need to choose between the two. You can SCH/RDM and get a full set of enfeebles instead of a half set, and Enhancing Magic spells start coming in all the way up to level 66, plus Dispel @ 64. You still have MAB and MDB. You start getting more unique spells and abilities and becoming a SCH and not a slightly-off BLM or WHM.

Ziero
12-06-2007, 05:20 AM
Please, let's not kid ourselves, you've been arguing about the "overpowering" effects of melee buffs and Sanction for as long as I can remember, I'm not buying this hair-splitting for a second. "Melee friendliness" and "more effective" EXP have same exact reasons behind them:
- Low HP/VIT/Evasion mobs
- High Respawn
- For ToA: Sanction.
We can't get rid of Sanction, they've already expanded and hybridized that buff with Signet into Sigil, the cat is out of the bag.
RoZ retain thier slow respawn rates, CoP's generally follow a six minute respawn but with mobs just as difficult as RoZ zones for the most part, or even meaner ones. CoP mobs - the popular targets - are all weak mobs with high respawn, all conviently located within the reach of Staging points.
And there is a very good reason to kill TP Burn (1) To force melees and mages alike to play at the top of thier game again, ToA weakened strategy and teamwork. Niether the lolWARs or their lolBRDs gear thier jobs with any shred of respect for the job, its just a charade (2) We need actual teamwork back in the picture, we need mages back in PTs.

Actually, the only thing that makes ToAU mobs so much better to exp on is the Exp bonus from Sanction. Otherwise those choice mobs would NOT be worth the effort as the best ones to Exp on have *annoying as hell* specials. And the reason why the SC/MB died is because these choice mobs killed it with their *abilities*. I've actually had a Pt where we were SCing on imps, but it could only be done real early in the fight because if it wasn't there would be no more WS. Colibri mimic magic cast, so bursting on them is bad and Puks have that wonderful AoE Flash, that absurd AoE knockback and blink, which I've seen screw up many a WS.

If you leave the easiest option open to FFXI players, the easiest option is the only option FFXI players will ever take. The people out there EXPing and exploring the WotG zones right now are the exception to the rule, they'll draw benefit from making smaller groups and getting EXP in the ways these zones offers. Most players are lazy, incompetent and spoiled and will never leave the ToA Zones.
I don't want to derail this topic further - well, maybe I do, it was little more than an inane complaint topic to start with, SCH can solo - but we have the following ways to EXP right now:
- The 1-54 FFXI/RoZ Grind
- The 55-75 ToA Grind
The 55-75 RoZ/CoP grind no longer exists, no one will do it because why? Because ToA zones are easier to make melee PTs for; Or as you would say "more effective." I remember the PTs we were making in RoZ/CoP, they usually had BLMs and WHMs in them. They usually had PLDs in them, too. There wasn't a goober BRD gimped to the gils pulling, we had THF or RNGs doing it. BRD pulling did exist then, mind you, but not in the mainstream way it is now.

Exping is one of the most annoying parts of this game and is generally disliked by the populace. It's not a sign of comitment, skill, apptitude or anything, it's just time spent. So I think that ruining the 'easiest' way to exp for 80% of the jobs in game would be kinda counter productive. People complain about how ToAU TP burns 'exclude' certain jobs from lvling, but back in the RoZ/CoP stuff, a lot more jobs were excluded.

The Signet update last summer converted the FFXI/RoZ/CoP zones into a more solo-friendly experience for smaller groups from 1-75, but getting people to go out to any of them in a full group at 55+ is like pulling teeth. Now we have Sigil and the WotG Zones, adding all kinds of new small group options and standard group options as well. As far as meleeburn PTs go, you'll never get the ToA sloths out here. They'll' complain about the walking (transport is almost as braindead as ToA once you do the legwork, too), they'll complain there's not as many meleeburn camps. They'll basically find any excuse to stay out in Whitegate seeking and moan abou thier invite rate.


I doubt anyone would be dumb enough to complain about walking in WotG as it provides *the* fastest modes of transportation to *all* the past zones. And from what I've seen, Campaign is PACKED with people at 75 in endgame gear because it earns them decent EXP in a fun way. You don't even *need* to make PTs anymore, you just show up and fight. So if you run into any of these people, you should just blist em now because they're not that bright.

You can't have SC/MB come back into the picture and hope it to mean anything anywhere but endgame if we leave ToA camps as they are. Nothing will change with the situation BLM, SMN, WHM and RDM are in, as well as the one SCH faces if SE does not address and properly nerf TP burn.

If the SC/MB exp per hour can rival TP burns, I'm sure there would be plenty of people making those pts. Not everyone is as adversed to SC/MB as people seem to believe. And imo the only jobs that really suffer from TP burns are Blm, who can solo 10k an hour anyway, and Smn, who was *always* a low invite job, even back before ToAU.

It would be a damn shame for WotG to be another CoP where the zones are just a backdrop for missions. The potential is just too good to waste and players need to be given a little push into exploring new options. Buffing ToA mobs to be stronger is not nerfing any job, just reducing thier impact and bringing mages back into the picture in thier proper party roles.

There are only three missions available, yet the past is FULL of people. And it's not because it's new, it's because it provides a fun challenge and decent rewards with very little commitment. With CoP they were a pain to travel to, and required a specific reason to go there. With WotG I can log on, check the campaign map, then hop into that fight in a matter of minutes. Hell I got about 2-3k exp last night just beating on a WALL. Absolutely 0 risk involved and had a blast doing it.

And Sch will be a great main healer because of one simple thing. It can cast Cure. Yes it can nuke effectively, but there are plenty of other DDs in this game that will be competeing against it, so I definately see a lion share of this job's duties falling under healing and support functions. But really, is that such a bad thing?

DakAttack
12-06-2007, 05:29 AM
There are only three missions available, yet the past is FULL of people. And it's not because it's new, it's because it provides a fun challenge and decent rewards with very little commitment. With CoP they were a pain to travel to, and required a specific reason to go there. With WotG I can log on, check the campaign map, then hop into that fight in a matter of minutes. Hell I got about 2-3k exp last night just beating on a WALL. Absolutely 0 risk involved and had a blast doing it.

You had fun beating on a wall? Beyond the obvious innuendo that I may or may not have implied, it seems like you might need to raise your standards just a little bit. I really wish they would give the enemy and allied generals a bit more character. I've seen Leonoyne speak in battle once, and that's it. I'd like to see the Orcs talk a bit more even if it's in broken English.

Ziero
12-06-2007, 05:57 AM
You had fun beating on a wall? Beyond the obvious innuendo that I may or may not have implied, it seems like you might need to raise your standards just a little bit. I really wish they would give the enemy and allied generals a bit more character. I've seen Leonoyne speak in battle once, and that's it. I'd like to see the Orcs talk a bit more even if it's in broken English.
It was a revenge thing. Many of times I would zone into a Gustaberg battle to see an army of turtles with no one around to stop them from happily plucking away at the tower. Doing what I could with what I had, I'd end up spending most of the Campaign kiting these bastards long enough for other people to start popping...sort of like a REALLY messed up Garrison. So finally gaining the chance to turn the tables and start ripping at THEIR walls while they're not around? Oh yea, that's fun. Revenge is a dish best served with a GIANT FREAKING AXE! >=O

Also, it's a great way to build tp on a lower lvl job and TA+WS any mobs that do show. (note, I ignored SA because them damn turtles have their ass-shields up 90% of the time)

Omniblast
12-06-2007, 09:49 AM
Oh I saw a bunch of Yaguado beat on the tower once...
I went up, Astral Flow, Aerial Blast...

Needless to say, hit them all for quite a bit of damage. Then I ran my ass to the nearest Pixie I could find. :p

Patchinko
12-06-2007, 12:48 PM
I saw a bad man kill a pixie. :(

Feba
12-06-2007, 01:05 PM
Oh yea, that's fun. Revenge is a dish best served with a GIANT FREAKING AXE!

I would've thanked you and stuck this in my sig, were it not for that little smiley you put behind it. That looks like shit.

Coinspinner
12-06-2007, 01:48 PM
At 24 SCH now and I've been both healer and nuker equally. I have no merits at all but my nukes have worked well anyways. The zillion DNC out there provide enough healing so I really haven't done that much ever since I got MAB.

Karinya
12-06-2007, 05:19 PM
Please, let's not kid ourselves, you've been arguing about the "overpowering" effects of melee buffs and Sanction for as long as I can remember, I'm not buying this hair-splitting for a second.
Not exactly. Melee parties are indeed overpowered, but it has little to do with "melee buffs" and not even that much to do with sanction. It's primarily about level: hunting low level mobs is too rewarding. BLMs' damage doesn't suffer as much against very high level enemies (HNM); but it also doesn't benefit as much against very low level enemies, so they're undesirable against those enemies (even leaving out the effect of the specific mob families).

Melees' damage is relatively strongly affected by enemy level, so their damage goes way up against low level enemies. If those enemies, in spite of their low level and general wimpiness, are still worth decent exp, then ridiculous exp/hr rates result - unless there aren't enough mobs to sustain them.
"Melee friendliness" and "more effective" EXP have same exact reasons behind them:
- Low HP/VIT/Evasion mobs
- High Respawn
- For ToA: Sanction.
You're leaving out the most important factor: Despite the pathetic weakness of those mobs, they are still worth quite decent EXP.

There have been weak mobs around for a long time and still are: they're called "Decent Challenge" and "Even Match". Nobody exps on them (in a full party) because they're worth such pathetically tiny amounts that even chain #999 can't help you. It's only ToAU that brought you mobs that fight like an EM, and give you exp like a VT - and they pop in such huge quantities that you really can chain them forever.

When players can solo "VT" mobs, you know the level system is breaking down. Partly this is the mob families, but *no* mob family keeps up with the growth in player power after 65. High-level mob stats need serious adjustment, and mob exp values to high-level players need even more adjustment.
We can't get rid of Sanction, they've already expanded and hybridized that buff with Signet into Sigil, the cat is out of the bag.
Irrelevant. Sigil can only be used in WotG areas, while Sanction can only be used in the Empire, so they apply to completely different camps. Anyone who's taking advantage of Sigil in any way isn't abusing ToAU's easy, abundant, fast-respawning mobs - unless SE repeated those mistakes in designing WotG areas, which I don't have enough experience in WotG to say yet.

Furthermore, SE most certainly can reduce the importance of Sanction, without even nerfing it directly, by making Besieged not such a damn joke. Fewer and fewer people show up and the Empire still wins every time. There's hardly even a couple attacks a week because merit parties are too effective at stopping the beastmen from getting enough forces to prepare in the first place.

No AC in the empire = no exp bonuses, no purchaseable bonuses, IIRC no warping to staging points other than for Assault. It's a huge impact - for the three or four hours per month that it actually happens. If Besieged were given real teeth that put the AC in beastman hands for a third to half the time - you bet your ass people would find some new (or old) camps. Even if they went back as soon as the AC did, it would be an improvement IMO.
RoZ retain thier slow respawn rates, CoP's generally follow a six minute respawn but with mobs just as difficult as RoZ zones for the most part, or even meaner ones. CoP mobs - the popular targets - are all weak mobs with high respawn, all conviently located within the reach of Staging points.
Assuming you mean ToAU mobs: yeah, pretty much. With SE's intense reluctance to change old content no matter how broken, I doubt we'll see much revitalization of the old camps, unless the monsters that are already there become worth more exp (either absolutely, or in comparison to the alternatives). But several WotG zones have yet to be released. If ITs in Oztroja_S are *really* worth fighting, and also really demand a party that brings its A game (including a tank and hate control), then TP burns won't be simultaneously the easiest way to party *and* the best exp/hr way to party. I think in that situation their frequency will drop. You might not; but I bet we'd both love to see it put to the test (if only so that the players who *can* do something other than tp-burn can at least make better exp than the Rampage-spamming hordes).
And there is a very good reason to kill TP Burn (1) To force melees and mages alike to play at the top of thier game again, ToA weakened strategy and teamwork. Niether the lolWARs or their lolBRDs gear thier jobs with any shred of respect for the job, its just a charade (2) We need actual teamwork back in the picture, we need mages back in PTs.
If you leave the easiest option open to FFXI players, the easiest option is the only option FFXI players will ever take. The people out there EXPing and exploring the WotG zones right now are the exception to the rule, they'll draw benefit from making smaller groups and getting EXP in the ways these zones offers. Most players are lazy, incompetent and spoiled and will never leave the ToA Zones.
I agree with the first part, but I'm not as quick to jump to the conclusion that players are being stupid (or even lazy). To the contrary, they're very effectively finding the best exp/hr possible under the current rules - it just so happens to be a relatively mindless party style in camps (effectively) very close to town. But it works better, until SE makes something else work better. When it doesn't work better anymore, some players will turn away from it; maybe not all, but some. I bet a lot.

In short: It may not be necessary to *kill* TP burn, only to create an equally rewarding or slightly better alternative to lure some players away.
It would be a damn shame for WotG to be another CoP where the zones are just a backdrop for missions. The potential is just too good to waste and players need to be given a little push into exploring new options.
Well, *that* I agree with 100%. But I'm not as convinced as you seem to be that the playerbase will fail to take advantage of new opportunities, *if* they are really better than staying in the ToAU rut.

But unless SE modifies some old content or globally changes game mechanics (like the exp system for high level characters), I don't think ToAU will become any less effective than it is right now, which is a high hill for WotG to overcome.

Omgwtfbbqkitten
12-06-2007, 10:41 PM
What Campaign is doing right now is taking a lot of players with lots of idle time or waiting for invites and moving them elsewhere. In a way thats good enough for some jobs, I can roam as BST then when Campaign hits, report in to an NPC and get started wailing on some beastmen for some extra EXP.

Whatever difficulties we may see for Scholar presented by current trends, we also must accept that ToA camps could be incredibly difficult for DNC if its not fighting Mamools or Trolls. Imps spam Amnesia - pretty much destroying DNC's main heal ability (fair enough, considering COR is the same and seeing as WHM and BRD could be silenced) and then there's the colibri's TP wipe moves.

SCH could just go join a manaburn if it was so unloved, though I doubt it will be.

The community will have to find a way to incorportate these new jobs, particularly due to DNC's overwhelming reception. SCH can play WHM, BLM, RDM or SMN to varying levels, which is a lot of ground to cover and could actually help those other jobs since they can adapt thier percieved roles.

At any rate, I see a lot of subtle fixes to older content and issues within WotG. Easy access to Roc camp and Garalige Citadel coffers was just the tip of the iceberg. DNC's and SCH's existance could very well address many of the issues presently had with other jobs by assimilating some of thier duties to free them up to thier truer roles. Don't have OPs to rival nation zones? Time travel, you can OP anywhere back during the war. Hate the dunes? New places to solo past them. Hate Crawler's Nest and Garalige in present day? Got new camps to cover those too.