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[dev1135] New Special Job Abilities

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  • #31
    Re: [dev1135] New Special Job Abilities

    Originally posted by Raydeus View Post
    Finally a good reason to lvl SCH. MPK machine gogogo! \(^-^)/


    And I'm very curious as to what kind of enhancement RDM gets from this. Like 100 damage Enspells? Super Phalanx? Mega-Stoneskin? Probably still useless in a real solo fight, but depending on how good the augment is it may be worth it. Although, shared recast is complete and utter bullshit. orz
    +50% to effect based on what's shown up on the test server. It's utterly pathetic.
    Server: Midgardsormr -> Quetzalcoatl -> Valefor
    Occupation: Reckless Red Mage
    Name: Drjones
    Blog: Mediocre Mage

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    • #32
      Re: [dev1135] New Special Job Abilities

      Whoah, that's just beyond trolling. That's just full fledged anti-RDM-ism.

      It might be time to get Vana'dielian rights groups involved.
      sigpic
      "In this world, the one who has the most fun is the winner!" C.B.
      Prishe's Knight 2004-Forever.

      その目だれの目。

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      • #33
        Re: [dev1135] New Special Job Abilities

        Have we not been copying you on all those memos? SE doesn't love RDM. They've been trolling us for years now.
        Server: Midgardsormr -> Quetzalcoatl -> Valefor
        Occupation: Reckless Red Mage
        Name: Drjones
        Blog: Mediocre Mage

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        • #34
          Re: [dev1135] New Special Job Abilities

          How long until they start allowing other players to hang RDMs on the streets of Jeuno?
          sigpic
          "In this world, the one who has the most fun is the winner!" C.B.
          Prishe's Knight 2004-Forever.

          その目だれの目。

          Comment


          • #35
            Re: [dev1135] New Special Job Abilities

            I don't know, BUT I CAN'T WAIT!
            Server: Midgardsormr -> Quetzalcoatl -> Valefor
            Occupation: Reckless Red Mage
            Name: Drjones
            Blog: Mediocre Mage

            Comment


            • #36
              Re: [dev1135] New Special Job Abilities

              I hate you.
              sigpic
              "In this world, the one who has the most fun is the winner!" C.B.
              Prishe's Knight 2004-Forever.

              その目だれの目。

              Comment


              • #37
                Re: [dev1135] New Special Job Abilities

                Server: Midgardsormr -> Quetzalcoatl -> Valefor
                Occupation: Reckless Red Mage
                Name: Drjones
                Blog: Mediocre Mage

                Comment


                • #38
                  Re: [dev1135] New Special Job Abilities

                  So I wonder if this means Rune Fencer and Geomancer will have dual 2 hours right away or not.
                  sigpic


                  "BLAH BLAH BLAH TIDAL WAVE!!!"

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                  • #39
                    Re: [dev1135] New Special Job Abilities

                    RDMs have been whining since like ever. It's as if they don't even remember the ToAU and WoG days where there was no other mage job people even considered inviting. It was level RDM or GTFO. This thing that drove me to leave FFXI was that I went six months without ANY sort of party invite for any event on my WHM. It was come on DNC or don't bother basically.

                    And RDMs are still useful today, it's just they won't top a WHM in healing or BLM in nuking (at least theoretically but RDMs can't proc Yellow as efficiently as BLMs) or a melee DD in stabbing things (I think a WHM with VERY good melee gear might have them beat too actually so this is a legitimate area). You know, they are the generalist class now and not the class that is better than all the other mages.

                    Originally posted by Icemage View Post
                    Most of those suck, but not all of them.

                    White Mage's alternate is very nice, actually. Some very annoying status effects are telegraphed or predictable, or are so abusive that burning your 2h for immunity might be better than Benediction (i.e. Mass Charm, Doom, Nightmare, Terror).
                    This is why WHM's is redundant, pick any one or combination of the below:

                    Divine Caress - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
                    Bar Spell Effect (Merit) - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
                    Orison Cap +1 - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
                    Yagrush - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
                    Divine Benison - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
                    Orison Pantaloons +1 - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
                    Divine Veil - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more

                    The other status effects you listed are so rare in the modern Endgame they tend not to be worth bothering with.
                    Rahal Gerrant - Balmung - 188 DRK
                    Reiko Takahashi
                    - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
                    Haters Gonna Hate



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                    • #40
                      Re: [dev1135] New Special Job Abilities

                      You list Yagrush like every WHM has one strapped to his hip. Completely preventing status ailments (like the new 2-hour does) =/= status removal. It is actually pretty much in line with the Embrava/Mighty Strikes/PD Zerg strategies that are used for harder (read: newer) fights (high tier VW, Legion).
                      99 DNC
                      99 WHM
                      99 WAR
                      * 99 THF
                      99 BLM * 99 RDM *
                      99 PUP

                      TWASHTAR

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                      • #41
                        Re: [dev1135] New Special Job Abilities

                        I listed it because if I didn't I would have just gotten "Why didn't you list Yagrush?"

                        We also don't know what the duration is. All we know is that it has a massive 2 hour cooldown and shares a cooldown with Benediction. Once those 2 hours are up you're back to removing them as normal.

                        If the 2 hour lasted long enough for it to be worth using over the "OHSHIT" button that is Benediction then I would be more than happy to stop being sceptical about the new ability.

                        Also there are enough people on your server to do Legion regularly and they have tactics other then "Just throw 36 Dark Knights at it"?
                        Rahal Gerrant - Balmung - 188 DRK
                        Reiko Takahashi
                        - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
                        Haters Gonna Hate



                        Comment


                        • #42
                          Re: [dev1135] New Special Job Abilities

                          Originally posted by Firewind View Post
                          RDMs have been whining since like ever. It's as if they don't even remember the ToAU and WoG days where there was no other mage job people even considered inviting. It was level RDM or GTFO. This thing that drove me to leave FFXI was that I went six months without ANY sort of party invite for any event on my WHM. It was come on DNC or don't bother basically.

                          And RDMs are still useful today, it's just they won't top a WHM in healing or BLM in nuking (at least theoretically but RDMs can't proc Yellow as efficiently as BLMs) or a melee DD in stabbing things (I think a WHM with VERY good melee gear might have them beat too actually so this is a legitimate area). You know, they are the generalist class now and not the class that is better than all the other mages.
                          The shitty game design of yesteryear does not excuse the shitty game design of today. The only reason RDM enjoyed its perch was because it was the only mage job that SE didn't royally fuck over in terms of MP endurance, and it was able to share that boon with party members. Every mage job should have had similar MP endurance right from the start, but SE is terrible at game design so we had that situation where RDM was king.

                          That doesn't mean the pendulum swinging from one extreme to the other is acceptable either. Now that there's more widespread access to MP replenishment, RDM's core strength has become unnecessary. Coupled with developer neglect and in many cases game design actively tailored against RDM's other assets, we see Red Mage being put in a dark hole and left to rot. Red Mage is perfectly fine on old and easy content, but there's very little reason to bring it to anything more challenging these days. Being a generalist doesn't help the job much at endgame.

                          So please, let's not pretend Red Mage doesn't have issues, or that its past dominance in some way disqualifies it from receiving some attention and much needed help.
                          Server: Midgardsormr -> Quetzalcoatl -> Valefor
                          Occupation: Reckless Red Mage
                          Name: Drjones
                          Blog: Mediocre Mage

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                          • #43
                            Re: [dev1135] New Special Job Abilities

                            Well the one thing I would like to ask is this: How you would "buff" RDM while also ensuring that they don't overshadow the specialists?

                            Also a related tangent but still an interesting fact: the WHM is still the only mage class in the game that has no native form of MP regeneration. It is still 100% reliant on gear, subjob and party support (and Atma for Abyssea stuff) to regenerate MP. Basically in Nyzul Isle, VNM and Legion events, a WHM healer means you pretty much require a RDM (if the WHM was stupid enough to sub RDM), BRD or COR to be present. In Abyssea it's less of an issue due to Atma but Abyssea seems designed to be low manned anyway.

                            EDIT: I derped and forgot about atmacite for vNM.
                            Last edited by Firewind; 08-04-2012, 06:44 AM.
                            Rahal Gerrant - Balmung - 188 DRK
                            Reiko Takahashi
                            - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
                            Haters Gonna Hate



                            Comment


                            • #44
                              Re: [dev1135] New Special Job Abilities

                              Originally posted by Firewind View Post
                              Well the one thing I would like to ask is this: How you would "buff" RDM while also ensuring that they don't overshadow the specialists?
                              Make our enfeebles worth a damn. All I want is to be able to turn big stompy monsters into a gibbering pile of status ailments that lets the rest of the party wail on it without fear of reprisal. Currently our enfeebles are almost negligible on anything that isn't being low-manned.

                              Beyond that I have no idea. I am not a game designer, figuring that shit it out is the responsibility of the people who keep getting my monthly fees, but they've been falling down on the job for years.
                              Server: Midgardsormr -> Quetzalcoatl -> Valefor
                              Occupation: Reckless Red Mage
                              Name: Drjones
                              Blog: Mediocre Mage

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                              • #45
                                Re: [dev1135] New Special Job Abilities

                                RDMs have been whining since like ever. It's as if they don't even remember the ToAU and WoG days where there was no other mage job people even considered inviting. It was level RDM or GTFO. This thing that drove me to leave FFXI was that I went six months without ANY sort of party invite for any event on my WHM. It was come on DNC or don't bother basically.
                                No RDM I've ever talked to enjoyed ToAU parties. Yeah, they were better off than WHM and BLM since they actually got EXP, but a RDM's job was reduced to something that you could do with a script, or a trained monkey, or a monkey trained to run a script. You could show up naked and keep looping Haste and Refresh and you'd be 90% as effective as someone who gave a damn. Meanwhile the melees were throwing hate control out the windows and playing Epeen Fantasy XI, and SE introduced a melee mage that actually worked.

                                The only other job I can think of that could also be played by a trained monkey using a naked character and be absurdly effective was BRD, which was the other job that you'd always want in your party. There was something terribly, terribly wrong with that.

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