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Old 03-06-2008, 08:13 AM   #46 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Originally Posted by Ellipses View Post
Trance is their two-hour ability. Lasts one minute.

Bah....useless..

I had to look at their ability list... Wiki says the recast for Waltz is normally 00:06. Does that mean that Trance used to increase the recast?

Wait... nevermind... The waltzes all have different Recasts but are on the same timer. I see...



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Old 03-06-2008, 08:26 AM   #47 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Originally Posted by Armando View Post
OHGODWTF NINJA DOESNT NEED TO BE MORE BROKEN Y DO U DO THIS TO UR LOYAL FANS SE Y DONT U BELIEVE IN BALANCE WHAT!????
I have the feeling I'm actually quoting myself.

Originally Posted by LilithAngel View Post
Shortened Immobility Duration
The issue whereby certain restoration magic causes the character to become temporarily immobile, will be addressed. Up until now, casting cure on a character immediately after they initiate the attack command will result in that character becoming unable to move until spellcasting is complete, even after they have assumed battle stance. This immobility duration will be reduced drastically with the next version update.
The way they put focus on "immobility" makes me think this fix doesn't take auto attack into account. However, if swinging is affected too... maybe I could bear to level THF again.



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Old 03-06-2008, 08:49 AM   #48 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Does anyone who's actually bothered to master travel in FFXI ever groan when new transportation options are added?

Because you know, no matter what, no matter what new awesome camps open up, no matter how fucking easy it is to do them that there will always be ONE PERSON in your party that doesn't have the ability to get there quickly, doesn't have the latest expansion or didn't quest access or get the spell.

And so, you end up going to the same old dumb camps we've been doing for years.

Finally, the existing shared timers, while annoying to some, are totally neccessary or DNC would become too overpowered and WHM would be almost completely out of a job. That said, the update to Trance isn't the boost to DNC I was looking for, Trance is every bit as deadly to DNC as Benediction is to WHM, they just made it more deadly to the DNC with this update.

More Steps, however, would have been appreciated. Three just doesn't cut it.




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Old 03-06-2008, 08:58 AM   #49 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Quote:
Does anyone who's actually bothered to master travel in FFXI ever groan when new transportation options are added?
I always looked at it as a new opportunity to learn the way around.

Also, I usually kick that person, or ask before I let them join. So eh.



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Old 03-06-2008, 09:02 AM   #50 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Oh man i hope this spell freeze thing includes bards too...no longer will i have to fail a foe lullaby, stand there like an idiot for a second while the mob goes psycho hundred fists on me, before i can run for a chance at a horde lullaby o.o;;;



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Old 03-06-2008, 09:08 AM   #51 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Originally Posted by Feba View Post
I always looked at it as a new opportunity to learn the way around.

Also, I usually kick that person, or ask before I let them join. So eh.
Oh, I don't mind getting the new methods, its just that I've obtained all the critical outposts, have all gate crystals/staging points/maws, airship access, can teleport to whitegate from my nation, have the olduum ring (I won't fault people for not having the Tavnazian ring), raised a chocobo and all that.

Only to have some noob with 3 75 jobs and no Altepa or Vazhl gate crystal in groups, makng things take longer




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Old 03-06-2008, 09:20 AM   #52 (permalink)
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Re: New Battle Adjustments (6 March 2008)
I keep telling myself not to be that noob, but man, those ports are so far to walk to!
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Old 03-06-2008, 09:27 AM   #53 (permalink)
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Re: New Battle Adjustments (6 March 2008)
I even went and got a friggin' Moongate Key...and no one goes there anymore.

I'm nutty for maps and travel options, and ever so glad some Bastokan patrons have paid good money to buy Ronfaure and Sarutabaruta OP warps.

I would seriously love to XP in the new Shadowreign regions...but no one ever comes to me--I have to go to them. I'm levelling SAM > 37 and then DRG > 75 and was hoping what with the new areas and all that people would come out here. You can get Regen, Refresh, and increased meal duration on the same Sigil! It's awesome to have Auto-refresh at level 10... I was chaining EM/T Worms in North Gustaberg >.< Imagine what a party can do here, but no... No one ever comes here. I end up being summoned to Valkurm/Qufim/Yuhtunga/Alepa/CN/Garlaige as usual all the way up to Aht Urghan.

People only go where others tell them good camps are. The worm camps in North Gustaberg are friggin top notch--there are 3: Tunnel Worms by the entrance to Bastok (for soloing basically to 15), Stone Eaters by the OP (take you to 21-23 solo but I didn't stick with them long enough), and then the Rock Eaters up by Palborough which are level 32-35 making them a perfect replacement for mid-range Elshimo camps like Furrier & Mandy/Smithy.




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Old 03-06-2008, 09:32 AM   #54 (permalink)
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Re: New Battle Adjustments (6 March 2008)
I got a moongate key, when it was still semi useful (and my highest job, I think it was 48); I had every telecrystal by the time I was 45.

Honestly, I had more ways into and out of things than a lot of higher levels I knew. I know plenty of people 20 and 30 levels higher than me who I would walk through Ro'Maeve to open up the moongates so they could look for theirs. I was one of the first people I knew who could open the gate in that volcano area in TAU (Halvung, I think. Can't remember all the TAU names), even though I really had nothing to do there. I had both ways into Toraimorai, and the only thing I had to do there was AF hat.



Travel in FFXI is far easier than most people would have you believe. It's long, but it's not hard.



Originally Posted by someone who just spent ten minutes with feba
wtf? I am horribly disoriented and scared. I can't tell what's real anymore
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Old 03-06-2008, 09:37 AM   #55 (permalink)
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Re: New Battle Adjustments (6 March 2008)
As with all the Summoners here, we are more interested in learning what the Spirit Elemental Absorption is...

We love SE for being very vague. Yes we do.
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Old 03-06-2008, 09:41 AM   #56 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Originally Posted by Grizzlebeard View Post
Whilst this is very nice and all, why did it take so damn long to ever make it in to the game?

Exactly.. Ninjas have ALWAYS been more sneaky than invisible..

Silly SE.. Seeing as how Ninja originated in Nippon..



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Old 03-06-2008, 09:43 AM   #57 (permalink)
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Re: New Battle Adjustments (6 March 2008)
On the other hand, real ninjas don't need to rub themselves in powder to be silent. They're silent just because they're freaking Ninjas.

Aggro dodging isn't that hard, and you're playing a goddamn ninja, so you should take the time to learn how to go undetected if you're going to play the job.



Originally Posted by someone who just spent ten minutes with feba
wtf? I am horribly disoriented and scared. I can't tell what's real anymore
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Old 03-06-2008, 09:57 AM   #58 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Man, you're a damn White Mage. Learn to heal people with the power of magic!
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Old 03-06-2008, 10:03 AM   #59 (permalink)
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Re: New Battle Adjustments (6 March 2008)
I fear no matter what SE does with SMN they will still be thrown into the curebot role where partys bitch at them for summoning instead of spamming Cure III's

"I don't care how long it took you to quest fame, i don't care how many times you died soloing avatars, i don't care what you had to farm for elementals, just freakin cure me"



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Old 03-06-2008, 10:20 AM   #60 (permalink)
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Re: New Battle Adjustments (6 March 2008)
Rangers range.
Summoners summon.
Dark Knights are Emo.
Ninjas.... tank?

One of those four is out-of-place. Three are expected. Summoners aren't meant to be a 24/7 DD, if you're playing for raw mage DD, you're playing SMN for the wrong reasons. SMNs meant to deal a decisive blow against enemys/bosses and support in the meantime. Am I the only one that understands this?




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