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Rounding out COR, BLU, PUP and other jobs

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  • Rounding out COR, BLU, PUP and other jobs

    This isn't so much a job adjustment question as it is in regards to Weaponskills and gear.

    Certain jobs have exclusive weaponskills while others do not. So far COR, BLU and PUP have nothing they can really call their own in the weaponskill department. Now, to be fair, COR gets access to Savage Blade, Detonator and Eviceration, this on top of things like Joyeuse and Peacemaker, allowing them fast TP. So perhaps COR is fine having what they have.

    Same goes for BLU, with their vast arsenal of spells and ability to use them to make and burst on skillchains, in addition to questable WS as well, they perhaps do not need much, either.

    PUP, on the other hand, is wanting more in terms of weapon rating and weaponskills. Seeing as these guys are really the only other main H2H users in the game, couldn't they be given some exclusive weaponskill?

    Ok, next half of the question.

    When is Tu'Lia going to catch up with the times?

    There are a host of jobs in this game, yet only seven of them have access to god gear. What's even more frustrating is that one of those jobs arguably doesn't even need any of it, meanwhile melees who could benefit cannot. The are the abjurations to go after, but its kind of maddening to see Seiryu's Kote have that +15 AGI and not be able to use it as a COR or even a THF.

    Since I consider COR to be my main job, this diminishes my interest in Tu'Lia and the gods there, especially in the face of the newly-introduced Salvage equipment. But some god gear is still great or better, I'd love to have my COR enjoy some what my RNG and BST would be able to. AGI is, after all, COR's stat for lowering resists on Quick Draw and that +10 accuracy is good, too. RNG has access to both Crimson Finger Gauntlest and Seiryu's Kote, why not COR?

    Now, perhaps it would be a bit much to let all jobs use all the gear, wars would ensue as a result, but I think some classes should be afforded access to various pieces of it to benefit their jobs.

    I know this affects interest in Tu'Lia for others. Why participate in this content if you can't use any of the equipment gods drop? What's even more strange to me is each Zilart job except DRG got access and none of it goes to mages at all... but Bard gets to equip it o.O

  • #2
    Re: Rounding out COR, BLU, PUP and other jobs

    Originally posted by Omgwtfbbqkitten View Post
    l... but Bard gets to equip it o.O
    That's great. Even though we can wear a decent amount of god gear I can't find a use for it. Zenith makes me a mini-healer(which I'm not just like how you say you aren't a refresher), heca makes me a shoddy DD, and God gear makes me something(I don't know).

    Even though i can't find a use for most of it, I am happy to have it. Salvage gear for bard is the only thing I even see that has bard in mind.

    But on topic. I want Swift blade for blu.....or at least a special blu only weaponskill. Do we get Black Halo?

    Comment


    • #3
      Re: Rounding out COR, BLU, PUP and other jobs

      PUP has access to all the previously exclusive H2H WS except Asuran Fists. Howling Fists and Dragon Kick were both MNK only, now they're MNK/PUP only. In addition to that high level puppets have WS which are PUP only (just as BLU have high level blue magics that are BLU only and can also be used in SC).

      Given storyline factors, Nyzul Isle dropped attachments or even new heads/frames (possibly ex) are a quite reasonable possibility. Let's keep in mind that TAU is *not finished*, potentially including its jobs. Several of the new spells BLU got recently were from monsters that didn't even exist 6 months ago, and PUP has gotten new attachments more updates than not, I think.


      As for endgame gear, I agree that the new jobs are a little short at the moment, but I think that SE should focus on introducing AF2, AF+1 and crafted JSE sets for them first, and then see whether or not any changes need to be made to abjurations/osode set/etc. New jobs do have less gear to choose from because they're new, but there's no reason to believe that it will be a permanent effect.

      I do think that SE plans to introduce high level gear for the TAU jobs at some point, probably before the TAU expansion is complete; maybe they didn't want to release it too early and have it be based on a misunderstanding of how players were using the job. Therefore maybe we should start discussing what kind of stats/abilities/bonuses you want to see on the new jobs' AF+1, AF2 and JSE when they come out...
      Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
      RDM90, PLD90, DRG90, COR90, SCH90, BLU54
      All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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      • #4
        Re: Rounding out COR, BLU, PUP and other jobs

        Sky has been mostly a darkly humorous joke for the majority of its existence. The one job archetype you need most in Sky - mages... gets virtually nothing from going there. Hardly any useful abjurations to speak of that any of the mage jobs can wear except maybe wyrmal legs/Crimson pants for RDM. And I think the only actual god-drop gear that any mage can make any use of is Genbu's Shield.

        Used to be Kirin was the primary source of Shining Cloth for Noble's Tunic, but with the Vir subligar desynth that's no longer true, so now even your WHMs have zero reasons to want to go unless they want something for another job.

        EDIT: To stay on topic, I don't really think any of the 3 new jobs is really complete yet. BLU is close, but still lacks a niche at end-game. COR is OK, but flaky and unreliable to build strategies around. PUP is just... ugh... can't even come up with the words to describe how incomplete the job still is even now.


        Icemage
        Last edited by Icemage; 01-12-2007, 09:23 PM.

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        • #5
          Re: Rounding out COR, BLU, PUP and other jobs

          If SE is unwilling to give PUP higher H2H skill, then they need to give them a shitload of accuracy and attack boost traits. Some people will say that C skill isn't so bad when coupled with a puppet's DD, but SMN, BLM, and WHM have BETTER melee then a puppetmaster in addition to spells. Thats just wrong.

          I don't care what SE said about us not using PU the way they intended, they need to boost it to match the way the community uses it, or else give a way for it to work effectively. There is 0% logic in the fact that PUP is one of the most expencive and weakest josb in existance, no matter how you look at it.
          Originally posted by Ellipses
          Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
          Originally posted by MCLV
          A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
          More Sig:

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          • #6
            Re: Rounding out COR, BLU, PUP and other jobs

            Originally posted by Karinya
            As for endgame gear, I agree that the new jobs are a little short at the moment, but I think that SE should focus on introducing AF2, AF+1 and crafted JSE sets for them first, and then see whether or not any changes need to be made to abjurations/osode set/etc. New jobs do have less gear to choose from because they're new, but there's no reason to believe that it will be a permanent effect
            I think that Salvage shoots a large hole in the AFv2 theory. You basically have gear there that takes the best of sky, abjurations and AFv2s and rolls them into specialized sets that are fantasic for multiple jobs. And if we were to have Dynamis in ToA Zones I couldn't think of a place to put them. So I think v2s are really just wild speculation based on the last two expansions. ToA isn't related to the Great War story arch and if there is a Dynamis line of zones coming, then we must not have seen those zones yet. There is still plenty of map left to fill.

            I'm unaware of any JSEs that BLU or COR get, but the WAR set is joke save for the pants and feet.

            I could see AF1+1 happening, though.

            Originally posted by Icemage View Post
            EDIT: To stay on topic, I don't really think any of the 3 new jobs is really complete yet. BLU is close, but still lacks a niche at end-game. COR is OK, but flaky and unreliable to build strategies around. PUP is just... ugh... can't even come up with the words to describe how incomplete the job still is even now.
            Well, if there's another tier of Phantom Rolls to get... I'm gonna throw up, especially so if SE chooses to make them meritable in Group 2.

            And I really disagree about COR being flaky and unreliable for endgame strategies. Its more to the end that people are still too used to the way things were done before in alliance and even PT strategy. COR isn't a job you just plug in to a PT or alliance, its a job you build a PT or a alliance PT around.

            To get the most our of a melee PT, what needs to be done is (1)Have a SAM and (2) have a WAR or DRK in the melee PT. Samurai, Fighter's and Chaos Roll are by far the best buffs to have present in that kind of PT.

            SMN PT, save one slot for one of the following (1) a DRG or (2) a BST. If your SMNs are going for Magical attacks with their Avatars, DRG's presence will boost that via Drachen Roll and if they skew to Physical Avatar attacks, Beast Roll would Boost that.

            BLM PT - pretty obvious. add a SMN in one slot and roll Evoker's and Wizard's Roll here. Aslo easy to coordinate QD when you know what nukes BLM will focus on.

            Trouble landing spells? Add a RDM and COR to the PT where a job might be having those issues, roll Warlock's Roll and then QD the matching element to make it work harder.

            Support Healer PT outside of alliance - Add a SMN, Roll Healer's and Evoker's.

            So long as you have the complimenting job in PT, a Roll will be better than it was before by itself.

            And just to note, COR has one distinct advantage over BRD in alliance play - if they do roll below a 6 and a mage scurries off and misses it, they can still catch them on Double Up. So long the job is in PT, other jobs don't have to be in range of it to still recieve the bonus from the respective roll.

            There are also the camps where link management is a must, COR is now a sleeper, If you're down fighting Vrtra, you have yet another option for sleepers or an addition to a link management PT there or in other grand camps.

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