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All I know is that level 1 pro V only adds 5 more defense, and we will be having another maint to fix it as it is broken, and wearing off too early....
Yeah, I read that too. The JAs look kind of promising I guess, and Shell V is hawt.
With Raise and ReRaise getting 25% more XP back when a cast as a spell, does this also mean the RR earrings and the reraiser medicine will also get the 25% extra i wonder?
Problem was that there are so many people with multiple 75s that they needed to do something. X-box users haven't had the 2/3 + years in game, with capped merits and begging for more goodies. I'm personally happy (my main jobs are whm and rdm, so I made out like a bandit), though my ls are now telling me to go solo Genbu and they will stand and watch...
Maybe so, but SE should have been more realistic for the achievement goals lowbies can get. Not everyone has the time to spend countless hours to get multiple jobs to Lv. 75. I would have preferred achievements for unlocking jobs rather than spending 24/7 everyday just to get x job to Lv. 75. Hell, those achievements should have been visable in the first place, so lowbies can tell what they gotta do to get those achievements. I'm not a big fan of secret achievements.
Originally posted by FFXI's view on other MMORPGs
'Start learning boy, no you don't get a tutorial, this is man's country! Tutorial's are for little sissy babies who need their mommies! Now, are you a sissy baby or a man?"
Well, until SE allows people in lower levels the ability to switch into merit mode, I'd have to say the losers are anybody without a level 75 job. For instance, THF got some really good stuff, but the ability to eventually be more useful to a party is not adequate motivation to invite them to the party on the way to 75.
4 out of 3 people have a problem with fractions. . .
Well, every job had something added, and it all seems pretty nice. However, it really seems like some jobs made out really well.
BRD got some awesome abilities, especially if Nightingale and Troubadour stack (mini-Soul Voice).
Raptor Mazurka seems nice, but I already have Chocobo Mazurka, and I use BRD/BLM (or /WHM depending upon circumstances) as my travel job anyway . But I could see 75 jobs subbing BRD for a little speed increase when traveling.
All MNK, SAM, and THF abilities look real nice. I think everyone of those abilities is beneficial.
>Formless Strikes (Melee Attacks are not considered physical damage), sounds to me like it basically ignores any weapon resistance (e.g. blunt weapons on crabs)?
>Shikikoyo, the TP sharing ability, could be really nice paired with jobs that have bad TP gain. Also, using this in conjunction with a PLD (Chivalry) has the potential to give a nice MP return.
>THF got some nice damage and I like the idea of Aura Steal.
BLM, and SMN seemed to have gotten a nice set of higher tier elemental damage spells. Although I was never a big fan of AM (I liked AOE bursts better), I’m sure the tier II AM spells will be a nice chunk of damage for not that much more MP.
NIN, and RNG: Expertise/Recycle seems like BLM Conserve MP for NIN tools/ammo. :D
Seems like RDM got some nice spells to reinforce its enfeebling role with the next tier dia/bio/slow/paralyze/blind spells.
I saw Burst II last night, the blm that cast that kept pulling hate whenever he did, dropped a good 50% of the mob's hp, hard on our pally to pull hate back.
Heaven's Strike & Wind Blade did around 500+ damage. Burst for 1k damage w/no tp. I think they just wanted SMN's to melee more, so more excuse to melee more = more chance to leave avatar out = more bp damage.
He can just spawn anywhere in the room now. It's not really much of a change.
That sucks. Still a little better. Before everyone was just standing in the middle of the
room with their bots or w/e. Now at least maybe Ulli will spawn out their "bot" area,
unless they do that thing where they warp to the mob.... Ok, so this might not fix
anything.
Here's what I've seen from limited play last night:
Bard: Troubadour
Doubles the duration. Does not double the effect.. This is mostly useful with Mazurka to cross large zones, or for extending either Minuet IV or Ballad II.
Red Mage: Dia III
Significantly better Defense penalty than Dia II, but more MP cost too. Still worth it in XP/merit parties, but you run a serious risk of running out of MP as a RDM in a merit party if you spam this on everything.
White Mage: Devotion
Transfers 1/4 of your current HP into MP to a target player other than yourself (no, WHMs, you cannot Convert with this ability!). Very useful. I see this being extremely useful for merit party WHMs (who rarely take damage, and can beef up their RDM pals when Convert isn't quite ready yet). End-game usefulness is iffy, depending on how likely it is that you'll pull aggro or take AoE damage immediately after using it. Generally speaking should be a safe bet, though.
Bard: Troubadour
Doubles the duration. Does not double the effect.. This is mostly useful with Mazurka to cross large zones, or for extending either Minuet IV or Ballad II.
Ah.. thanks Icemage; I must have misunderstood the description. I guess double effect would overpower BRD's.
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