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I moved from RNG after coming back to the game, not because of the added difficulty, but because 1) ammo is too damned expensive, and 2) for how much I pay per hour gil-wise, I should be doing better than comparable damage as the WAR who just sits there hitting the attack key. I think that the ranged nerf would have been fine, if they hadn't nerfed damage at the same time and made it impossible to be first in WSs without a godly tank.
if they do something similar to BLM, it won't be so bad. Know why? I burn mana, not money. Sure, my food and drinks cost gil, but NOWHERE near what arrows, food, shihei, etc. cost me for RNG. My spells cost a lot at 60, but they're on a decline from there on.
If SE wants to nerf BLM burn PTs, they'll probably make it so multiple spells of the same kind on a monster raise resistance to the element of the spell or something of the sort.
Thx for the replys @_@ i kinda went to bed woke up and POOF 30 posts -.-;; well I guess we'll have to see if SE will actually do it.. They might be hated from most of da blms in da world ><
Double Post Edited:
I havent seen jug burns o_O but why 5 bsts not 6? there pets will be tanking most likely.. and they just use reward when pet low on hp
Last edited by CarmelofromKujata; 07-14-2006, 08:49 AM.
Reason: Automerged Doublepost
I moved from RNG after coming back to the game, not because of the added difficulty, but because 1) ammo is too damned expensive, and 2) for how much I pay per hour gil-wise, I should be doing better than comparable damage as the WAR who just sits there hitting the attack key. I think that the ranged nerf would have been fine, if they hadn't nerfed damage at the same time and made it impossible to be first in WSs without a godly tank.
if they do something similar to BLM, it won't be so bad. Know why? I burn mana, not money. Sure, my food and drinks cost gil, but NOWHERE near what arrows, food, shihei, etc. cost me for RNG. My spells cost a lot at 60, but they're on a decline from there on.
If SE wants to nerf BLM burn PTs, they'll probably make it so multiple spells of the same kind on a monster raise resistance to the element of the spell or something of the sort.
A long time ago, when i was still in school telling all my buddies about how cool FFXI was gonna be, i remember very well reading about resistances and how monsters would grow to resist spells.
It was probably just a rumor, probably just a out-of-the-ass-rumor that people spread, but it was a lil something like this:
A Black mage fought many a crawler, he used the Fire spell alot. He soon found out that he changed the whole crawler species in that zone by doing so: crawlers that would pop, would slowly gain a resistance against fire, the more the mage burned the little worms, the more they resisted it, newer crawler generations would grow resistant to the fire spell, these new generations would change in color and appearance, lots of fire spells meant they would grow stronger (fire governed the STR stat), and turned into a shade of red, their abilities would also slowly become more fire-based, eventually if many mages were also casting fire spells, the mobs would become too strong, too resistant, and their elemental properties would cause more damage to those who suffered more from fire. To balance out the species alteration, mages from througout the world would have to use other spells, but carefull! there are spells that do not stop the shift! If you moved from fire to thunder, you wouldnt cancel the fire effects, you would only add thunder properties to the monster! since water > fire, to balance out you would have to wet them crawlies.
Obviously with the ill-intentions of people nowadays, this would probably be more hassle than its worth, and also, i doubt it would pose a treat to manaburns, mages would simply have to use other spells.
My solution to ceasing manaburns (if NEED be), would be quite simple:
If they gave BLM a major Enmity reduction (DOES NOT MEAN ERADICATION OF BLM ENMITY, read this, read it good), manaburns would surely take a hit.
I could do more damage in a party without drawing hate so fast. Thus making me more desirable in a party.
It wouldnt help me in solo situations at all, im already at 100% hate if im soloing.
It wouldnt help me in manaburns, mobs cant be allowed to hit people, thus they die in very little time, hate has no place in manaburns.
In dynamis, you pretty much manaburn the statues and whatever it is your nuking too, a BLM seldomly casts a nuke on a regular mob, so its the same case as manaburning, but in dynamis its fair, right? (yea its right, since it benefits you too, huh? )
In gods and HNM, you would shine through, much like in parties, this is why smn shines in gods and hnm: they do buckets of damage and they get no hate at all, unless theyre curing. On HNMs and Gods, have these special NMs have a certain hate-counter, a BLM is nuking away, his enmity isnt going up too much, but overtime this will change, overtime if you keep nuking, after a while the HNM will grow weary of you, gaining extra hate, this might just get you killed if you dont watch it.
Well, blah! I didnt want to bring this subject back again, but hey, what the hey. ><;
lol sure it is in the eyes of S.E. drg/sam, drk/sam mnk/sam did insane DD thus they got nerfed real fast. no more 60+ return on a multi hit WS.
Actually the reason that TP return was nerfed was because of MNK relic weapon(D1 Delay999). Because of the delay it would return over 100% TP to MNKs when using Asuran Fists so they could just spam it until their hearts content.
BLMs don't need to be nerfed at all. Look at it this way; BLMs can put out damage fast and that's what we do. Once we run out of mp we're done with.
Actually the reason that TP return was nerfed was because of MNK relic weapon(D1 Delay999). Because of the delay it would return over 100% TP to MNKs when using Asuran Fists so they could just spam it until their hearts content.
eh? didnt they nerf tp gain long before dynamis came out? because i remember drg/sams being upset at the tp return long before dynamis was around.
except I still haven't heard of manaburns going over 8k exp/hour. >.> And people can achieve that with PLDs and other "non-burn" jobs. Soooo manaburn still sits as a "colorful alternative"
8k? heh... Maybe your mana burn parties just consistantly suck? Most of them do, since there are so many gimp/noob BLMs these days who made it to LV75 somehow.
Before the expansion, an average MB party in KRT made about 12k/hr. Nowadays, the new areas offer much better exp for a team of 5 BLM's and a refresher. Take a look at this:
We were made a steady 17k/hr. (clocked via exp watch) We had to hold back since we were already killing as fast as the mobs could pop. Any faster would break the chain.
Originally posted by Lmnop
Please tell me I'm wrong, as my sister's record is close to 20k/hour in sky with some nins, wars, bards, etc (granted, that party only lasted an hour, but 20k in that hour nonetheless).
I am always skeptical of the 20k+/hr boasts. Simply because, 20,000/60m = 333exp/minute. That's 1 IT++ per minute or 1 VT (around 200exp) every 30~40 seconds. A well-built party can certainly kill that fast... However, at 75, I don't think there are many place where you can get such a constant, and quick mob spawn. Certainly not in sky. Even a rapid killing party that gets nexsus by themselves doesn't get that much, not to mention how over-campped all the lv75 spots in sky are these days. A 60 something party? maybe.
A good TP burn should be comparable to a good mana burn, but they are still going to be limited to the same factor: mob spawn rate. You can't really gain exp faster than mobs can pop.
- No party can currently make 20K/hr (though those wild and wacky sea-burn parties probably could). You can do well over 15K an hour if the conditions are right, though.
- As Yuanlung points out above, manaburns can definitely clock over 10K per hour, 15K+ if the setup is right (I'm guessing the above party was BRD COR BLM BLM BLM BLM?).
- If S-E's intention was to make manaburns less desirable for BLMs in ToAU, they completely screwed up. Most non-manaburn parties are extremely allergic to BLMs because they can't keep up with the pace. And in the other extreme, manaburn parties in ToAU are quite viable.
*Patiently waits for Refresh II, Refreshga, Tier II debuffs, Ballad III, Tier II AM (which generate the same hate as a tier III nuke and do 4 times the damage and have half the casting time), Bio III and Dia III, San, etc. etc. etc.*
sigpic "In this world, the one who has the most fun is the winner!"C.B.
I think the rng "nerf" had a lot more to do with getting rid of arrowburn parties than endgame status.
It was more because a RNG/NIN had nothing to worry about. They could be right under the mob or just within targeting range, do the same massive amount of damage that a BLM can and never worry about it because of /NIN. They could do the same damage that a BLM can without the worries that limit what a BLM does.
So instead of destroying what shadows do, instead of limiting how many arrows/bolts/bullets that a RNG can carry they added a little strategy to the job. Apparently requiring some thinking is nerfing a job.
I wonder if the emergence of TPburn parties has delayed them trying to do something about manaburns. Now everyone is happy.
No actually. IIRC they were asked if they had any intentions of trying to dissuade TP/Arrow/Axe/whatever burns like they want to with Manaburns and the answer was no, they only have a problem with Manaburns.
8k? heh... Maybe your mana burn parties just consistantly suck? Most of them do, since there are so many gimp/noob BLMs these days who made it to LV75 somehow.
Before the expansion, an average MB party in KRT made about 12k/hr. Nowadays, the new areas offer much better exp for a team of 5 BLM's and a refresher. Take a look at this:
We were made a steady 17k/hr. (clocked via exp watch) We had to hold back since we were already killing as fast as the mobs could pop. Any faster would break the chain.
I must say that I'm quite impressed. Please share how you were able to obtain that. Strategy and where exactly you camped :D We were doing those roaches as well and would gather them all together and ga spell them for high chain in 1 fight and were very impressed with the results. But 17k an hour? I have to know how...
Last edited by TheMidg; 07-14-2006, 01:07 PM.
Reason: Automerged Doublepost
Please share how you were able to obtain that. Strategy and where exactly you camped :D
Same old MB configuration, BLMx5+BRD. Same old stradegy, BRD keep ballads up, pull mobs, both wamouras and dragons, and sleep at camp, BLM's get up and nuke in sync to kill it, sit back down for a couple clicks of MP. Repeat on a <1 minute rotation to keep chain alive. Camp was in Mount Zhayolm.
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