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Old 10-21-2009, 07:19 AM   #16
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Re: Job Adjustments and Additions: Part II (10/21/2009)

4mp/tick is the amount gained for Corsair's lucky roll. I'd assume a SMN would have to keep Diabolos out for a considerable amount of time to reach that rate...and depending on how much the perpetuation is lowered when using Avatar's Favor, it may be only beneficial in a tight spot.

Regardless...price of Pluto's Staff about to skyrocket?
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Old 10-21-2009, 07:27 AM   #17
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Re: Job Adjustments and Additions: Part II (10/21/2009)

I need sleep, I keep reading it wrong.

COR's Lucky # for Evoker's Roll is is 5, which is 3 MP a tick and 4 MP a tick with SMN present. 10 is 3 MP a tick, too. 11 is 4 MP a tick. So, at best SMN would be doing 3 MP a tick.

So actually, COR still retains exclusivity to the 11 roll value on Evoker's.
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Old 10-21-2009, 07:34 AM   #18
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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Although I think my post in the part I section can still happen.
Ton of Bsts with Amigo and Zoolander hat…1000 needle-ga…
In the 6 minutes it would take a Bst to get full charges, a regular melee would have already done more then 1k dmg total.
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Old 10-21-2009, 07:34 AM   #19
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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price of Pluto's Staff about to skyrocket?
Better off getting a good Fay Coizer and NQ Darkstaff imo (if you dont need it for other jobs).
saved me about 500k+ gil
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Old 10-21-2009, 07:37 AM   #20
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Re: Job Adjustments and Additions: Part II (10/21/2009)

Staves don't affect any other buffs in the game, why would SMN suddenly be an exception?
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Old 10-21-2009, 07:37 AM   #21
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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In the 6 minutes it would take a Bst to get full charges, a regular melee would have already done more then 1k dmg total.
not if you havent popped a NM yet...you can use call beast early while people are still gathering together.

dont think that 1000 needling would be ideal in an xp situation.

**Guess I could clarify my point a little better.
We have a petLS on hades with a large number of bst/smns/pups. So yes, melees could be doing more damage then 1k easily. But we don’t really use those…’normy’ jobs. Pets FTW!!!
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Last edited by Romyro; 10-21-2009 at 07:43 AM.
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Old 10-21-2009, 07:42 AM   #22
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Re: Job Adjustments and Additions: Part II (10/21/2009)

Summoner change looks groovy but it kinda sucks that they don't get it until level 55, which means they'll still be stuck cure-botting a lot while leveling.
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Old 10-21-2009, 07:47 AM   #23
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Re: Job Adjustments and Additions: Part II (10/21/2009)

The update to BST might get me back ingame atleast for a couple months.

I noticed the last line...

We will continue to observe the beastmaster job following the release of the November version update, and as necessary, make adjustments to special abilities and calling items for each pet.

I hope this doesn't mean adjusting things DOWN. Also, the underlined gives me hope?
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Old 10-21-2009, 07:52 AM   #24
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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Staves don't affect any other buffs in the game, why would SMN suddenly be an exception?
Diabolos perp cost? Though this new Fay Croizer thing is pretty crazy. When was it added?
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Old 10-21-2009, 07:53 AM   #25
2300 AD is pretty screwed up
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Re: Job Adjustments and Additions: Part II (10/21/2009)



I've got three words for ya:

Fuck. Yeah.

@BBQ: I don't see what would be so broken about a high Refresh rate at max. As long as you keep Diabolos out you're missing out on other buffs like Earthen Ward. If you do switch avatars you reset the potency. You gotta be in range of the avatar to get the effects, too. Either the front lines will get it or the back lines.
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Old 10-21-2009, 08:01 AM   #26
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Re: Job Adjustments and Additions: Part II (10/21/2009)

Quote:
Though this new Fay Croizer thing is pretty crazy. When was it added?
This year I believe
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Old 10-21-2009, 08:06 AM   #27
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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This year I believe
Cool. Too much to ask to not be a huge pain in the ass to get, I'm guessing?
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Old 10-21-2009, 08:07 AM   #28
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Re: Job Adjustments and Additions: Part II (10/21/2009)

OK, Armando, tha'ts enough KH for you. Put down the DS and back away.
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Old 10-21-2009, 08:09 AM   #29
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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Though this new Fay Croizer thing is pretty crazy. When was it added?
It was added in the last update.

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Originally Posted by Pai Pai Master View Post
Cool. Too much to ask to not be a huge pain in the ass to get, I'm guessing?
Get a good party of 6 and a staff from the AH and you're all set. The Grauberg fight is the only one I've done myself, but it's not too hard at all.
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Old 10-21-2009, 08:10 AM   #30
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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If you do switch avatars you reset the potency. You gotta be in range of the avatar to get the effects, too. Either the front lines will get it or the back lines.
You can probably set it so that the Melee are near the summon, as well as teh mages. But the mages can probably be just out of range of AoEs, but the summon may be close enough to the mages to effect them. It might be enough range if set just right so the Summon can Melee as well and still give refresh to everyone.
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