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Job Adjustments and Additions Part II (03/30/2009)

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  • Re: Job Adjustments and Additions Part II (03/30/2009)

    Originally posted by Callisto View Post
    First thing I'm doing post-update is muling for my Fencer's Ring, grabbing my Hyorin Obi and my ESword and heading to U.Range for some epeen shots.
    I'll be in DA. Probably be on WHM, too, trying to remember where my macros are.

    This is why I fail at macro casting. I can't remember where things are, even with MONTHS of use, and it slows me down to the point where I'm ineffective.
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    ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
    ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
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    ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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    • Re: Job Adjustments and Additions Part II (03/30/2009)

      Spells menu onry.
      Gear, ja and ws macro onry.
      Adventures of Akashimo Hakubi & Nekoai Nanashi


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      • Re: Job Adjustments and Additions Part II (03/30/2009)

        I have really well-planned macros for my g/f's WHM and SCH on the laptop, but she plays on console and her macros are all over the fucking place and sorely in need of a tune up, not looking forward to fixing those. I don't want to just copy the ones off the laptop and make her get used to them since she's responsible for keeping me alive and whatnot, but they still need to get fixed somehow.
        Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

        Formerly Callisto of Ramuh. | Retired 5.28.10

        Callisto Broadwurst of Palamecia

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        • Re: Job Adjustments and Additions Part II (03/30/2009)

          It's not even that macros I've made are poorly organized. It's that I just have a terrible memory of things like that, and I can't just "feel" my way to the macros, so to speak. Some can just hit the button and then 'over over over BAM that's the one!' and I can't do that, I have to look at the names on the macros and sometimes scroll up and down to different lines trying to find macros. All my -na are on one line, all my single-target Cures on another, -ga Cures on another, Barspells on another, yet I still get turned around and lost trying to use them. It's cost people their XP on many occasions, so when I got the chance to use spellcast and really get used to it, my life became nine zillion times easier.

          I don't have to search for spells anymore. I just have to type the one I want and who I'm targeting on and it's taken care of. Efficiency wins.
          sigpic
          ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
          ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
          ~I has a blog~~http://aksannyi.livejournal.com/~
          ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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          • Re: Job Adjustments and Additions Part II (03/30/2009)

            I just use Mnemonics for how I get to some of my important macros. For example, "Utsusemi: Ichi has 3 shadows, so that goes into [alt or ctrl]+3." My WS/JA macros on RDM, NIN and BLU go to the 8-10 spectrums.

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            • Re: Job Adjustments and Additions Part II (03/30/2009)

              You don't need to be a rocket scientist to properly use macros.

              Anyone who doesn't use macros fails to realize that Macro Mastery results in at least double efficiency.

              I can't NOT use macros; they're too dang convenient.

              Typing spells and names takes too long for me. If I have to use the keyboard for anything, it's communicating. Otherwise, I'm 100% Controller Cruise Control.

              ---------- Post added at 05:31 AM ---------- Previous post was at 05:28 AM ----------

              Edit: To be fair, I only have WHM subbed, and my macros for it are a headache, so I truly feel bad for WHM Mains.

              I love macros so much. I abuse Recast and Echo, and I'm always constantly updated with what's going on with my character without ever needing to go into a menu.
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              • Re: Job Adjustments and Additions Part II (03/30/2009)

                As much of a let down as it is, it could always be worse;

                It could have been:
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                • Re: Job Adjustments and Additions Part II (03/30/2009)

                  Originally posted by Aksannyi View Post
                  Not to really start a huge argument here, but this is part of the problem. To perform a primary aspect of my job, I'm required to use a support job ability?
                  Hi2u smn/whm, war/nin, pld/war, sch/rdm... lots of jobs actually.

                  Enfeebling is our A+ skill, one which we should be able to use without much issue. Subbing DRK and using CS+Stun is a niche capability, where yes, we rely on our subjob to get the job done. But to perform a main aspect of my job, such as enfeebling at endgame, I have to rely on a ten minute job ability that isn't even native to my job.
                  This is... um... what's the polite word for not true? Certain specific mobs resist certain specific enfeebles (but you can still land others on them). Anything other than that you can stick at least 25% with reasonably attainable gear and merits, often better.

                  How does no one else see this as at least mildly retarded? Sure a lot of jobs rely on their subjobs, but not to perform the primary function of their jobs. PLDs don't need /NIN, /WAR, /RDM, or any other sub to actually tank mobs. They can be PLD75/---00 and still get the job done.
                  Again, not true. Have you done CoP dynamis where there are pulls at the start of the run while everyone is under subjob restriction? WARs do the tanking because PLDs can't generate enough hate quickly enough. (Either that, or DDs tank with their face because PLDs were trying to tank, but can't generate enough hate quickly enough. And they don't have the *subjob* ability that would keep their face from getting eaten when they tank with it.)

                  BLMs can still nuke perfectly fine without any subjob.
                  Yeah, I've seen BLMs like that. Usually I see them dead on the ground, where they deal 0 DPS, but somehow that doesn't penetrate their brains. BLMs that want to stay alive need their subjobs.

                  Outside of CoP dynamis, Maat, and Pulling the Strings, nobody has to go without subjobs anyway, so I really don't get people that whine about having to use a subjob ability (well, except maybe pre-adjustment SMN, who were sometimes using their subjobs more than their main job). Subjobs are a basic part of the game design of this game.

                  WHMs can cure with no issues without a subjob. DDs of all types can still smack mobs with their weapons.
                  Mostly true, but at HNM fights, how often do DDs smack mobs with their weapons? They're dropping out of the alliance to meditate. Which is, for all but one of them, a *subjob* ability.

                  WHMs (and BRDs) have most of their effectiveness from spells cast on friendly targets, which aren't subject to resistance. That's nice when you're up against extremely high level mobs. But it makes it kind of an unfair comparison with people who are trying to do something *to a mob*.

                  But RDMs can't enfeeble where it really matters without that extra push from a support job ability. That is what I'm so upset about.
                  And that's just not true. There's no way around this - RDMs can, and routinely do, do exactly what you say they can't. If you don't want to start an argument, then you shouldn't claim that a popular job can't do things that it actually can and does do.

                  Sure there is the chance for resist, I'm not saying make it infallible. Just like melees have the chance to miss their hits, RDMs should have the chance for resist. But why is it that I can stack 300+ skill and have absolutely ZERO chance of landing an enfeeb on an HNM without ES?
                  I don't mean to harp on this more than necessary, but, well, it isn't. That's not true at all. 1/3 chance is not zero chance, and when you're talking about a spell that costs under 50 MP, having to cast it three or four times isn't really a crushing burden.

                  To take a specific example, I had over 50% stick rate on all the enfeebles I cast on Proto-Ultima last weekend - probably more like 75%, but i wasn't using a parser. Since I was /DRK, I didn't use elemental seal at all. Would you claim that Proto-Ultima isn't an HNM? Or that enfeebling it isn't "enfeebling where it really matters"? I think my Limbus shell would dispute both claims.

                  Honestly, that is so unbelievably dumb. If melees had as hard of a time landing hits as RDMs do landing enfeebs, we wouldn't be able to kill jackshit.
                  On some of the kinds of mobs you're talking about, melees *don't* land hits - they only land WS and then drop out to meditate or use sleep potions. Meanwhile the BLMs keep on nuking, and getting resisted more often than not outside MB.

                  Proto-Ultima isn't an alliance swapping mob, of course - melees stay in the alliance and swing at it. I don't know what their miss rate was, but I'd be surprised if it wasn't at least as high as my resist rate. We killed it anyway.

                  As a WHM, you're not subject to missing or resists, so maybe you don't appreciate how widespread they are, but for just about anyone else, some of your abilities will miss or be resisted on HNMs. So you keep trying until you land it. If everything worked on it the first time, it wouldn't be a hard mob.
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                  • Re: Job Adjustments and Additions Part II (03/30/2009)

                    I don't have a problem with RDMs being unable to land debuffs on certain mobs, but I definitely do about other jobs being able to do it in those situations.

                    Ever seen mobs shrug your 300+ skill debuff just to get enf'd by another job with half the skill? That should not happen under any circunstance. Period.

                    If they want to add some randomness that's ok, but it has to be skill/job tiered, not completely random.
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                    • Re: Job Adjustments and Additions Part II (03/30/2009)

                      Everyone can get lucky with an unresisted enfeeble now and then, it's like when you go to bloodwarp and you take a swing at that lvl 70 mob on your naked lvl one job...and hit it. The chances of doing that are extremely low, but it still happens. The exceptions do not make the rule. And while I can't say one way or another about the usefulness of Rdm debuffs on Endgame HNMs, I can say for all the endgame/higher level stuff I've done, debuffs were applied liberally and proved to be very useful.

                      However, having said that, I wouldn't be aversed to Rdm getting some sort of enfeebling boost. But it seems like that ship has sailed. Oh well, maybe they'll get something the next time their job rolls around for it's turn at buffs...in like 5 years or so.
                      "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                      • Re: Job Adjustments and Additions Part II (03/30/2009)

                        DAMN YOU PHOTOBUCKET!!!

                        @.@ was supposed to be the classic "Lolfootwork" pick that floated around for a while.

                        Anyway it'll be interesting to see how much of a boost the new enspells get from sword enhancement spell gear. Will it function similar to MAB? (higher tier spells getting a bigger boost)
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                        "BLAH BLAH BLAH TIDAL WAVE!!!"

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                        • Re: Job Adjustments and Additions Part II (03/30/2009)

                          HA, Enhancing sword steals the top spot on FFxiAH.com. Bune's spawn timer is increased to 194 hours.

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                          • Re: Job Adjustments and Additions Part II (03/30/2009)

                            Well I don't have access to my merited rdm so I've been using my unmerited rdm lately. (FYI, she has merits but they are stuck in melee catagories.) I've taken her to Ultima and she's landed debuffs just fine. No Para 2 or Slow 2 though. Did KS99's last night and debuffed just fine. Unfortunately, she doesn't have access to other areas yet so I've not had the chance to play her at other events and I come melee to other stuff. (Been sitting out a lot lately and its pissing me off. Have to miss Odin tonight! >< ) I'm not saying that I can do what a merited rdm can do but I thought it would be a LOT worse when I had to play her. /shrug
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                            • Re: Job Adjustments and Additions Part II (03/30/2009)

                              Originally posted by Raydeus View Post
                              Ever seen mobs shrug your 300+ skill debuff just to get enf'd by another job with half the skill? That should not happen under any circunstance. Period.
                              This I agree with. MAKE SKILL MATTER. Make my enfeebling magic skill directly scale to how much of it I have. Make my cures directly proportional to the amount of skill I have.

                              Hell, it works for SCH under Light/Dark arts, does it not?

                              I'm not saying some shit shouldn't just be resistant, but for me to need /BLM for only one reason (ES) when I could be subbing something more useful (WHM) for status cures, etc. that's just retarded, I will always feel that to be the case.

                              I also disagree about tagging melees in and out of fights. I guess some linkshells do that, and that's perfectly valid, but we don't do it that way. From my standpoint, I'm fairly sure every member of my linkshell could do their job just fine without a subjob. It does make things more difficult, but it can be done, I'm sure of it.

                              Regardless, I would have rather seen a boost/adjustment to enfeebling and enhancing than to melee, which I feel is useless for what I spend my time doing.
                              sigpic
                              ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
                              ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
                              ~I has a blog~~http://aksannyi.livejournal.com/~
                              ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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                              • Re: Job Adjustments and Additions Part II (03/30/2009)

                                Originally posted by ShepardG View Post
                                HA, Enhancing sword steals the top spot on FFxiAH.com. Bune's spawn timer is increased to 194 hours.




                                Also, this update really could have been worse: it could have been a totally baseless buff to any part of our magical side other than the Accuracy. >_>;
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