Re: Samurai Update
I miss a good SC + MB party...
what crystals drop from what cannot be used for determining mob strength, unfortunately. Goblins, for instance, will drop Fire Crystals in one zone and then the same type of gob may drop Lightning Crystals in another. However, they're weak to light.
The Break series are elemental based for their enfeebling effects. Shield Break is tied to Ice (Frost lowers DEX, DEX lowers evasion, shield break lowers evasion, so it's the same element for the same type of effect), Armor Break is Wind (choke >> VIT >> Defense), Weapon Break is Water o0 (Drown >> STR >> attack), and Full Break is errr Earth, because someone told me and everyone in forum-land agrees. Though logically it's because the only unique feature of Full break is it's accuracy-lowering effect, which means (Rasp >> DEX >> Accuracy).
Misconception that I want to dispel: using Breaks against mobs neutral does not mean it's worthless. Shield Break to Gobs works very well. Undead will completely resist it's effect because they're ice-based or strong to ice or whatever. Likewise, Full Break has full effect against most mobs in the game, since most are not actually strong to Earth. I am pretty sure that elemental resistance will only decrease the duration of the debuff, not the potency (Which I believe is fixed).
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None of that has anything to do with Samurai, though.
I hadn't thought about the Riceball effects. Indeed, this update could potentially make them more willing to use riceballs. I always thought it was stupid that S-E would go through so much effort to give Samurai enhanced effects with Riceballs, but turn around and make them shitty. Since they give a good offense and defense, they may indeed get use. As a war, I have to decide what kind of food to use for the situation. And this kinda stumps me for war/sam as I'm not sure how much I'll actually be getting hit. Sam can just eat both AKA riceballs.
I still do not think that a Sam/war will be a complete tank, but I'm not really sure why I feel that way. I was thinking NM tank or duo tank. Imagine doing Guivre with Sam/war + nin/war instead of 2x nin/war. With the best Parrying skill in the game (A+ I thought, FFXIclopedia says A-? someone look into that), decent-to-good evasion (B+), access to decent standard melee defense gear (like the Chain armors) as well as the oriental armors (Rasetsu, Arhat's), and of course, AF with some piddly +enmity on it. Seems pretty nice :O but as was the case with my War/sam concept, you would be about worthless w/out equip swap macros.
Now that I've posted all that, I'm starting to feel that sam tanking can really be pushed. It may end up just an equivalent to mnk/war tanking, but it may end up becoming what WAR has had such a hard time being for these past years -- DD tank.
I miss a good SC + MB party...
what crystals drop from what cannot be used for determining mob strength, unfortunately. Goblins, for instance, will drop Fire Crystals in one zone and then the same type of gob may drop Lightning Crystals in another. However, they're weak to light.
The Break series are elemental based for their enfeebling effects. Shield Break is tied to Ice (Frost lowers DEX, DEX lowers evasion, shield break lowers evasion, so it's the same element for the same type of effect), Armor Break is Wind (choke >> VIT >> Defense), Weapon Break is Water o0 (Drown >> STR >> attack), and Full Break is errr Earth, because someone told me and everyone in forum-land agrees. Though logically it's because the only unique feature of Full break is it's accuracy-lowering effect, which means (Rasp >> DEX >> Accuracy).
Misconception that I want to dispel: using Breaks against mobs neutral does not mean it's worthless. Shield Break to Gobs works very well. Undead will completely resist it's effect because they're ice-based or strong to ice or whatever. Likewise, Full Break has full effect against most mobs in the game, since most are not actually strong to Earth. I am pretty sure that elemental resistance will only decrease the duration of the debuff, not the potency (Which I believe is fixed).
---------------------------------------------------------------------------------
None of that has anything to do with Samurai, though.
I hadn't thought about the Riceball effects. Indeed, this update could potentially make them more willing to use riceballs. I always thought it was stupid that S-E would go through so much effort to give Samurai enhanced effects with Riceballs, but turn around and make them shitty. Since they give a good offense and defense, they may indeed get use. As a war, I have to decide what kind of food to use for the situation. And this kinda stumps me for war/sam as I'm not sure how much I'll actually be getting hit. Sam can just eat both AKA riceballs.
I still do not think that a Sam/war will be a complete tank, but I'm not really sure why I feel that way. I was thinking NM tank or duo tank. Imagine doing Guivre with Sam/war + nin/war instead of 2x nin/war. With the best Parrying skill in the game (A+ I thought, FFXIclopedia says A-? someone look into that), decent-to-good evasion (B+), access to decent standard melee defense gear (like the Chain armors) as well as the oriental armors (Rasetsu, Arhat's), and of course, AF with some piddly +enmity on it. Seems pretty nice :O but as was the case with my War/sam concept, you would be about worthless w/out equip swap macros.
Now that I've posted all that, I'm starting to feel that sam tanking can really be pushed. It may end up just an equivalent to mnk/war tanking, but it may end up becoming what WAR has had such a hard time being for these past years -- DD tank.
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