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Job Adjustments and Additions Part I (07/03/2009)

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  • #61
    Re: Job Adjustments and Additions Part I (07/03/2009)

    Originally posted by Karinya View Post
    I dunno about BLM. When a job can solo VT mobs and manaburn for exp as good as if not better than melee parties

    Manaburns usually tend to cap around 15k/hour. A really good melee burn can exceed 30k with mamool ja. BLM used to be the king at meriting, pulling upwards of 50k/hour but that was before SE nerfed manaburning in Sea.


    I agree that BLM's core powers are just fine, and that it largely suffers from MP endurance and enmity issues. Well, that and most people are too stubborn to do anything but Colibri which resist magic in general to begin with.

    Finally, a well-geared BST can be a real monster in a party, even in merits. They need to cough up the gil for the really good jugs however but the potential is there (Lifedrinker is particularly sick in terms of DD)
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    • #62
      Re: Job Adjustments and Additions Part I (07/03/2009)

      Originally posted by Karinya View Post
      I dunno about BLM. When a job can solo VT mobs and manaburn for exp as good as if not better than melee parties, do they really need another exp option?
      They really do. Soloing mobs is not always safe. There is usually aggro to consider, there is usually a pet's master to worry about. BLM solo camps are also often crowded, making it hard for BLMs to get xp solo because they can't find a good place to level without being a douche to another BLM trying to do the same thing. On top of that, you have BLUs and DRKs running around thinking they'll just go ahead and solo these pets when they have zero trouble getting parties on those jobs (or significantly less trouble), even further making it hard for BLMs to get xp. I ran into all of this shit while I was leveling. I'd start casting Freeze on a leech in Gustav, and some level 75 douche would ranged attack it right before my spell went off, just to be a dick. Chain killed. Nothing a GM can't take care of, but really do you need this kind of hassle trying to get a job to 75? No.

      There needs to be a way to introduce BLMs back into parties. I was in a party with my linkshell a month or so ago on my WAR with another ls member on BLM, at Lessers. We had no healer in the party, but another linkshell member was leveling DRG and brought his 3 RDM PL mules - yes, this guy has as many accounts as I have shoes - to haste and cure everyone. The BLM was tossing some T3 on the birds, Aspiring when it was up, basically DDing when he could, and we still made about 15k/hr, which at Lessers, is pretty good. But that doesn't happen often, and the BLM was taking up the spot used by the healer, which requires a PL or two. PLs at that level is pretty lame, but I'll be honest, if my healer is a SCH, I want haste, so bring on the RDM PL just to Haste bot.

      I'd like to see BLMs fill roles in parties without us thus requiring outside help to maintain high levels of xp/hr. BLMs are not at all broken at endgame (though PLEASE FIX THE ELEMENTAL NERF ON NMS) but they need something for partying.
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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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      • #63
        Re: Job Adjustments and Additions Part I (07/03/2009)

        Originally posted by Malacite View Post
        Finally, a well-geared BST can be a real monster in a party, even in merits. They need to cough up the gil for the really good jugs however but the potential is there (Lifedrinker is particularly sick in terms of DD)
        There are a few Bsts that own in parties. I was in a party with a Bst, and a Brd (They where partners), and the kills where coming pretty fast. Too bad we wherent lvl 45 though, then the kills would have been even faster, and would have had even less down time. (Raging Axe + Provoke + Snarl to give the pet hate so I don't have to worry about healing the tank) We where killing at 20% faster than what a normal lvl 38 party could kill in CN, in the Secret room.

        Any well geard bst can out do most jobs in terms of Damage, and Soloability, they can even help the healer when they are low on Mp as well.

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        • #64
          Re: Job Adjustments and Additions Part I (07/03/2009)

          Originally posted by Aksannyi View Post
          PLEASE FIX THE ELEMENTAL NERF ON NMS
          Wait, didn't they fix it back in late April?
          Originally posted by Armando
          No one at Square Enix has heard of Occam's Razor.
          Originally posted by Armando
          Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
          Originally posted by Taskmage
          GOD IS MIFFED AT AMERICA

          REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

          GOD IS AMBIVALENT ABOUT FURRIES

          THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
          Originally posted by Taskmage
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          • #65
            Re: Job Adjustments and Additions Part I (07/03/2009)

            Originally posted by Yellow Mage View Post
            Wait, didn't they fix it back in late April?
            the update is a lie!




            .....ok I know -.- I will go now ;p
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            • #66
              Re: Job Adjustments and Additions Part I (07/03/2009)

              Originally posted by Karinya
              Well, that and that they aren't necessarily prepared for party play. I wouldn't hesitate to invite a BST if I ever saw one flagged up (very rare in the first place), but I would also assume that if they flagged for invite they would be ready to bring appropriate gear and tactics for party play. That means, at a minimum, an effective DD sj and gear, a level-appropriate axe (two if /NIN), and some level-appropriate jugs and pet food. (If all you have is Carrie, that's not so good, but it's better than bringing no jugs at all to a party, which I have actually seen). Those expectations are not always met in practice and it contributes to the bad image of the job - so some people probably only invite BSTs they know and trust to have something other than charm gear to contribute to the party.
              So you're saying we're DRGs now?

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              • #67
                Re: Job Adjustments and Additions Part I (07/03/2009)

                Originally posted by Yellow Mage View Post
                Wait, didn't they fix it back in late April?
                Not that one. That was an enfeebling nerf. This one was the one they did wayyyy back in the day, which made subsequent spells of the same element do less damage on NMs because it would build resistance. Because when someone does Light skillchain, I want to nuke Fire instead of Thunder, right? I understand building resistance, but perhaps over LONG periods of time, not after one person lands their MB.
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                ~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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                • #68
                  Re: Job Adjustments and Additions Part I (07/03/2009)

                  If SE undid it, people would go right back to manaburning those NMs down, so I don't really see the point of undoing it.

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                  • #69
                    Re: Job Adjustments and Additions Part I (07/03/2009)

                    What do you think people do now? It never changed. We bring one SAM to Sekkanoki and self skillchain, and the BLMs MB it.
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                    ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
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                    • #70
                      Re: Job Adjustments and Additions Part I (07/03/2009)

                      Originally posted by Aksannyi View Post
                      BLMs are not at all broken at endgame (though PLEASE FIX THE ELEMENTAL NERF ON NMS) but they need something for partying.
                      Yeah, BLMs aren't broken, you just need about 1/3 of your group to be made up of one particular job out of the 20 in the game. And they're the only job that you absolutely, positively can't do without for more areas/encounters/pulls than I have time to list. Nothing broken about that, no sir.

                      They do have some limitations, but most jobs have limitations *and* have to compete against other jobs for their spots in content with headcount limits, like CoP Dynamis. Not only can you never have too many BLMs, most shells can never get enough of them.

                      The main reason I haven't leveled BLM to 75 is that I don't think it's that interesting to play. But a big secondary reason is because if I did, I would rarely ever again be allowed to come to any endgame content as anything else. BLMs don't have that problem because their job is weak, or average, or slightly above average. They have it because they have some of the best crowd control in the game combined with burst damage that is light-years beyond *any* other job, at range, regardless of defense and evasion, and doesn't incur any hate or break CC until the last second. And then they can also do all of that with AoE.
                      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
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                      • #71
                        Re: Job Adjustments and Additions Part I (07/03/2009)

                        Originally posted by Karinya View Post
                        They have it because they have some of the best crowd control in the game combined with burst damage that is light-years beyond *any* other job, at range, regardless of defense and evasion, and doesn't incur any hate or break CC until the last second. And then they can also do all of that with AoE.
                        __________________
                        Wait... I thought Rdm, Brd, Cor, Sch, and Smn where good at crowd control as well. AoE sleeps, Binds, enfeebles, ect? Blms arent the only ones who can be good at crowd control. Crow control isnt nesicerally killing everything that links. Its also making it unable to attack or land any hits if it does get close enough.

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                        • #72
                          Re: Job Adjustments and Additions Part I (07/03/2009)

                          The only thing you really NEED BLMs for in Dynamis is time nuke -gas for some of the pulls. If you don't have the BLMs for it, you can sac pull, as well. You don't really need them, it's just easier to have them.

                          The fact that BLMs use a ton of MP and have to rest constantly in order to keep up is what keeps them balanced. If BLMs had some crazy MP regeneration ability they'd be incredibly broken.
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                          ~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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                          • #73
                            Re: Job Adjustments and Additions Part I (07/03/2009)

                            Originally posted by Aksannyi View Post
                            What do you think people do now? It never changed. We bring one SAM to Sekkanoki and self skillchain, and the BLMs MB it.
                            Lucky I didn't set the bear trap there.

                            Yes, they still do it. So why undo the nerf when manaburn is still exploited? I apparently has some level of impact, in fact, I'd say it didn't have enough of one. Resists are just as annoying to BLMs as misses are to melee, BLMs should get resisted from time to time.

                            The nerf was put into place just as much for reducing exploitation of missions and BCNM content as it was HNMs. Not really practical to manaburn all that stuff now, just some of it. This allows other jobs to be included, which is a good thing.

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                            • #74
                              Re: Job Adjustments and Additions Part I (07/03/2009)

                              If they would change the fact that the only two spells to do any decent damage were Thunder and Blizzard, maybe I'd care about this nerf and I'd think it was a good idea. But as it stands now, using Fire over using Thunder is stupid.

                              Not that it matters anymore. They're not gonna change it regardless.
                              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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                              • #75
                                Re: Job Adjustments and Additions Part I (07/03/2009)

                                Originally posted by Aksannyi View Post
                                On top of that, you have BLUs and DRKs running around thinking they'll just go ahead and solo these pets when they have zero trouble getting parties on those jobs (or significantly less trouble), even further making it hard for BLMs to get xp.
                                Jesus H Christ this. Hell I've run into NINJAS doing fighting BST pets and refused to move....

                                How cheap can you be?

                                Originally posted by Aksannyi View Post
                                Nothing a GM can't take care of, but really do you need this kind of hassle trying to get a job to 75? No.
                                Actually under the recent amendment to the ToS, this would be considered griefing since that mob is a TW to a 75 and drops nothing anyway.

                                ---------- Post added at 09:04 PM ---------- Previous post was at 08:50 PM ----------

                                Originally posted by Omgwtfbbqkitten View Post
                                If SE undid it, people would go right back to manaburning those NMs down, so I don't really see the point of undoing it.
                                Does it honestly matter worth a fuck when all we do is spam the hell out of SAM and TP burn big NMs in minutes? (seconds in some cases...)

                                Either way most end game mobs are being slaughtered with ease these days thanks to the ever-growing power creep. At this point undoing the nerf would just give BLMs some more breathing room and would go a long way in campaign battle and besieged where every god damn mob is an NM
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