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Expansions, Updates, SOMETHING?!Follow

#27 Feb 11 2009 at 7:29 PM Rating: Decent
Who's saying anything about you dying on the front lines? Can you solo cure and haste everyone while meleeing and not resting? If so, go ahead.
#28 Feb 11 2009 at 7:42 PM Rating: Decent
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Kerberoz wrote:
Who's saying anything about you dying on the front lines? Can you solo cure and haste everyone while meleeing and not resting? If so, go ahead.
It's not something I'd want to do in a Sanction area (losing TP from resting = fail for this; resting one fight out of every 5 is fine, though), but my answer is a definite "probably". I assume you include hasting myself in "haste everyone"; if not, I'm hasting three people, same as I normally do. (I don't haste the bard, and I'll leave out a samurai before any other DD because they don't ******* need it by comparison to other DDs. If it's 4xSAM, BRD, WHM... the hell with Haste or meleeing, I'm just whoring out Cures as needed because Haste is a waste of casting time that would be better spent keeping the party alive.)

If Haste is only lasting two fights before it wears, your party is doing something wrong, and that something is not "letting the WHM melee".
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#29 Feb 11 2009 at 9:10 PM Rating: Default
Edited by bsphil
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MDenham wrote:
Kerberoz wrote:
Who's saying anything about you dying on the front lines? Can you solo cure and haste everyone while meleeing and not resting? If so, go ahead.
It's not something I'd want to do in a Sanction area (losing TP from resting = fail for this; resting one fight out of every 5 is fine, though), but my answer is a definite "probably". I assume you include hasting myself in "haste everyone"; if not, I'm hasting three people, same as I normally do. (I don't haste the bard, and I'll leave out a samurai before any other DD because they don't @#%^ing need it by comparison to other DDs. If it's 4xSAM, BRD, WHM... the hell with Haste or meleeing, I'm just whoring out Cures as needed because Haste is a waste of casting time that would be better spent keeping the party alive.)

If Haste is only lasting two fights before it wears, your party is doing something wrong, and that something is not "letting the WHM melee".
Shitty SAMs are still shitty just like any other DD. Can we drop the stereotype that SAMs vomit damage? Also, if you are actively avoiding hasting a DD (ANY DD), you're not doing your job as a WHM or RDM. End of story.
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#30 Feb 11 2009 at 9:58 PM Rating: Default
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bsphill wrote:

Quote:
MDenham wrote:
Kerberoz wrote:
Who's saying anything about you dying on the front lines? Can you solo cure and haste everyone while meleeing and not resting? If so, go ahead.
It's not something I'd want to do in a Sanction area (losing TP from resting = fail for this; resting one fight out of every 5 is fine, though), but my answer is a definite "probably". I assume you include hasting myself in "haste everyone"; if not, I'm hasting three people, same as I normally do. (I don't haste the bard, and I'll leave out a samurai before any other DD because they don't @#%^ing need it by comparison to other DDs. If it's 4xSAM, BRD, WHM... the hell with Haste or meleeing, I'm just whoring out Cures as needed because Haste is a waste of casting time that would be better spent keeping the party alive.)

If Haste is only lasting two fights before it wears, your party is doing something wrong, and that something is not "letting the WHM melee".
****** SAMs are still ****** just like any other DD. Can we drop the stereotype that SAMs vomit damage? Also, if you are actively avoiding hasting a DD (ANY DD), you're not doing your job as a WHM or RDM. End of story.
----------------------------


Most mages forget that they can't cast and hit at the same time. A whm could do all his/her duties while meleeing but by the time they actually get 100 tp, WS and regain their mp from resting I don't see the point.

It's just so hard to get through their heads that they cannot do it all because the attacks pause when you are casting.
#31 Feb 11 2009 at 10:02 PM Rating: Good
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1,615 posts
Quote:
Can we drop the stereotype that SAMs vomit damage?


I will if SE does first!

As a whm, unless whatever frontline stuff SE has planned for whm and rdm is ridiculously amazing, I'll probably pass it up. I certainly didnt make whm my second 75 because I wanted to beat on things with a hammer, even though I <3 Hexa Strike.

I think I'll stay on the fence for now, and wait and see how the update pans out.
#32 Feb 11 2009 at 10:04 PM Rating: Good
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438 posts
Quote:
Knowing SE it'll either be underwhelming to the point of uselessness, or incredibly unbalanced and strong.


It's a mage class, it'll be the former rather than the latter, which is reserved for melee jobs only.
#33 Feb 11 2009 at 10:13 PM Rating: Default
Edited by bsphil
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21,739 posts
carlcarl wrote:
bsphill wrote:

Quote:
MDenham wrote:
Kerberoz wrote:
Who's saying anything about you dying on the front lines? Can you solo cure and haste everyone while meleeing and not resting? If so, go ahead.
It's not something I'd want to do in a Sanction area (losing TP from resting = fail for this; resting one fight out of every 5 is fine, though), but my answer is a definite "probably". I assume you include hasting myself in "haste everyone"; if not, I'm hasting three people, same as I normally do. (I don't haste the bard, and I'll leave out a samurai before any other DD because they don't @#%^ing need it by comparison to other DDs. If it's 4xSAM, BRD, WHM... the hell with Haste or meleeing, I'm just whoring out Cures as needed because Haste is a waste of casting time that would be better spent keeping the party alive.)

If Haste is only lasting two fights before it wears, your party is doing something wrong, and that something is not "letting the WHM melee".
sh*tty SAMs are still sh*tty just like any other DD. Can we drop the stereotype that SAMs vomit damage? Also, if you are actively avoiding hasting a DD (ANY DD), you're not doing your job as a WHM or RDM. End of story.
----------------------------


Most mages forget that they can't cast and hit at the same time. A whm could do all his/her duties while meleeing but by the time they actually get 100 tp, WS and regain their mp from resting I don't see the point.

It's just so hard to get through their heads that they cannot do it all because the attacks pause when you are casting.
Pretty much. Back at the 2007 fan festival when SE announced they wanted to improve RDM's melee ability, I said they wouldn't be able to do it unless they got a Hastega spell. That hasn't changed...
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His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#34 Feb 11 2009 at 10:38 PM Rating: Default
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RDM's need an update, why? As far as I see it, RDM is the second most broken job after SAM, and you guys want to give it a boost. Maybe I'm missing something, if so, help me out.
#35 Feb 11 2009 at 10:38 PM Rating: Decent
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bsphil wrote:
Shitty SAMs are still shitty just like any other DD. Can we drop the stereotype that SAMs vomit damage? Also, if you are actively avoiding hasting a DD (ANY DD), you're not doing your job as a WHM or RDM. End of story.
I'm not actively avoiding it. I'm saying that if the cycle, for whatever reason, doesn't allow it (the SAM is fulltiming Hasso and thereby bloodtanking, for example) I'm going to drop the person that's the cause of it first.

If it's a DRK who decides he needs to ride Souleater as much as possible, he's only getting Regen III, as it's a waste of my EXP to cure him as much as he needs (because I don't care that Cure V has a fixed amount of enmity, I'm still going to end up pulling hate with it).

If it's a DRG, I'm more likely to ask him if he's got a mage sub he can switch to. :-D
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#36 Feb 11 2009 at 10:40 PM Rating: Good
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And I'm still one saying if anybody else outside summoner(which already has it) should get Hastega, it's white mage. If red mage is given it, where does it leave white mages aside deeper in the trash heap, and red mage even more cemented in the back?

Quote:
RDM's need an update, why? As far as I see it, RDM is the second most broken job after SAM, and you guys want to give it a boost. Maybe I'm missing something, if so, help me out.


When something has remained unchanged and unevolved for years, with literally everything else with exception to maybe black mage which even then while a bare-bones thing(Retrace) was -something- given to them...WHY THE HELL WOULD WE NOT WANT SOMETHING NEW?!?! Red mage has been relegated to nothing more than white mage wannabe by the populace, and the one thing that keeps it desireable is the fact that it retains Haste while Scholar does not, considering Scholar is a far superior magic user with just about everything else.

Aside from Haste, really the one thing that we have better than them is capacity to fight, which is largely ignored by most, though it doesn't help that most red mages fail to adequately equip themselves for the task.

Edited, Feb 12th 2009 12:56am by Deedlitchan
#37 Feb 11 2009 at 11:00 PM Rating: Good
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Pluelf wrote:
RDM's need an update, why? As far as I see it, RDM is the second most broken job after SAM, and you guys want to give it a boost. Maybe I'm missing something, if so, help me out.


That while it's broken in a good way (for them) solo, it's broken in a bad way (for them) in a party.

The trick is in how to expand roles for them in a party so that they're a proper jack-of-all-trades, without breaking them further in solo play or swinging the adjustment too far so that they're broken in party play as well.

To explain further.... In xp, Enfeebling is pointless on Ts and VTs, Red Mage nukes are underpowered even IF you're not fighting magic-resistant opponents, there's no time to swing a sword, and red mage melee abilities aren't sufficient to justify inviting them purely for melee.

This leaves them with nothing but cures, haste, and refresh. If it were only one type of role that they were invited for, that would be one thing, but when it's EVERY party you're invited for... Well, it makes you wonder why you didn't just level white mage instead.

I'd go on, but I'm not familiar enough with red mages in other aspects of the game to comment there.
#38REDACTED, Posted: Feb 11 2009 at 11:18 PM, Rating: Sub-Default, (Expand Post) personally i think that swarm will be released in the next update
#39 Feb 11 2009 at 11:20 PM Rating: Decent
Quote:
while a bare-bones thing(Retrace) was -something- given to them

This is why retrace should have been 36. Sadly, I'm sure SE thinks that a new warp spell is an actual BLM adjustment.
#40REDACTED, Posted: Feb 11 2009 at 11:54 PM, Rating: Sub-Default, (Expand Post) Out of all this I say wow. Did you know with my Red Mage I can fight and cast spells at the same time. Want to know how?? MACRO THEM IN! Have a line for hastes to a particular member, a line for refresh to a particular member, a line for cures to party members. For me to cast a spell It does not take long to find it and go do it even while fighting. People Assume because your on the front lines as a RDM or WHM you will do nothing. Hmm lets see If i was in a party on the front lines Sword or Dagger in hand, meleeing I would still make sure the job is done. IT CAN BE DONE! People just are lazy or choose not to realize there is potential. The FFXI community has to discover what it can do. If i am able to do it and make others happy why not others?
#41 Feb 12 2009 at 12:04 AM Rating: Good
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Quote:
This is why retrace should have been 36. Sadly, I'm sure SE thinks that a new warp spell is an actual BLM adjustment.


Which is why I referred to it as a bare bones thing. At least black mages can potentially make some money off of it, as many of us have noted the various shouts for Retrace request shouts.

Edited, Feb 12th 2009 2:05am by Deedlitchan
#42 Feb 12 2009 at 2:13 AM Rating: Excellent
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509 posts
March '09 Update wrote:
Battle-Related

Samurai

- The following Job Traits have been added to the Samurai job:

Attack Bonus I
Attack Bonus II
Attack Bonus III
Attack Bonus IV
Attack Bonus V
Attack Bonus VI
Attack Bonus VII

- The following Black Magic spells have been introduced:

Death
lv.5 SAM

- The following Job Abilities have been introduced:

Death
lv.5 SAM

- The Counter rate when under the effects of "Seigan" and "Third Eye" has been increased to 200%.

- The efficacy of the Weapon Skills "Tachi: Yukikaze", "Tachi: Gekko" and "Tachi: Kasha" has been drastically increased.

- The re-use timer for the Job Ability "Meditate" has been reduced to 30 seconds.

- Samurai will now receive an Accuracy Bonus when equipped with a weapon.

- Samurai will now receive an Attack Speed bonus while standing.

- Samurai will now receive a Critical Hit Rate bonus when logged into FINAL FANTASY XI.

Dragoon

- Dragoon Wyverns are now able to perform more emotes!

/dance1
/dance2
/dance3
/dance4

- The following Job Traits have been added to the Dragoon job:

HP Healed Bonus
-Note: The bonus given to HP healed will be equal to +1HP per interval. The bonus will not extend to the master's wyvern.

Resist Blind

Miscellaneous

Item-related

- The following items have been introduced:

Hashasgfdfwtf Haramaki
-Accuracy +50/Attack +50/STR +20/Critical Hit Rate +50%/Haste +100%
lv.75 SAM/WAR/MNK/DRK/BRD/RNG/NIN

Doubleyuteeff Mail
-Accuracy +2/Attack +1/STR +1/Wyvern HP Healed +2
lv.75 DRG

- New synthesis recipes have been added.
(image of Amood, Mezraq, Jambiya and Sainti reskins)

Other

System-related

- In rare circumstances, an issue where certain Notorious Monsters in the Arrapago Remnants/Zhayolm Remnants/Silver Sea Remnants/Bhaflau Remnants areas drop lv.35 armour items has been addressed.

- An issue in the Konschtat Highlands area where certain scenery aspects appear to 'float' has been addressed.

Pankration

- More monster types can be recorded and pitted against one another than ever before!
(image of Peiste, Slug, Rafflesia)

Campaign-related

- The 'Wings' rank has been removed from the game.

Note: This may or may not be an embarrassing insight into my current psyche.
#43 Feb 12 2009 at 2:13 AM Rating: Excellent
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The only way to break RDMs out of the Haste/Refresh/Cure rut is to give other jobs the ability to take that place. Preferably jobs that have no native MP.

DNC : Vitalizing Flourish (consumes 3-5 FMs, grants one PT member Regen and Refresh effect, more FMs enhance the effect/duration (Regen: FM+2/tick, Refresh: FM/tick)

PUP : Performance (effect is determined by which maneuvers are active, but Light gives [Regen(5) + 3 CHR]/man and Dark gives [Refresh(3) + 1 to all stats]/man)

Only worrysome part is that it might cause the same problems for those jobs as it did for RDM.
#44 Feb 12 2009 at 4:40 AM Rating: Decent
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Monsieur EddOfGilgamesh wrote:
March '09 Update wrote:
- New synthesis recipes have been added.
(image of Amood [...] reskins)
Wait ... wait ... wait ... just a second ... and there. You've given me Eye AIDs. Thank you very much for the death sentence.

Edited, Feb 12th 2009 7:40am by lolgaxe
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#45 Feb 12 2009 at 5:12 AM Rating: Excellent
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Quote:
PUP : Performance (effect is determined by which maneuvers are active, but Light gives [Regen(5) + 3 CHR]/man and Dark gives [Refresh(3) + 1 to all stats]/man)


This would work wonderfully, but knowing SE, they would:

a.) not tell you it's on the update
b.) make it activate with Tactical Processor
c.) when the puppet does the ability, it silences the mob and the main caster in your party

>_>;
#46 Feb 12 2009 at 5:19 AM Rating: Good
Monsieur EddOfGilgamesh wrote:
March '09 Update


There was much ROFLing this morning. Thank you Edd!

Edited, Feb 12th 2009 8:19am by Soracloud
#47 Feb 12 2009 at 5:55 AM Rating: Good
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11,630 posts
I hope they manage to fix WARD RANGE until then. Promising us it 2008 and then starting to mumble about RAGE RANGE 2009 have me seriously worried.

That is at least the minimum I want to see next update. Ward range is even so simple to fix as change the radius variable. Shouldn't take longer than 5 seconds. (Which makes it hilarious that it has gone over 5 years)
#48 Feb 12 2009 at 8:05 AM Rating: Good
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907 posts
Mellowy wrote:
I hope they manage to fix WARD RANGE until then. Promising us it 2008 and then starting to mumble about RAGE RANGE 2009 have me seriously worried.

That is at least the minimum I want to see next update. Ward range is even so simple to fix as change the radius variable. Shouldn't take longer than 5 seconds. (Which makes it hilarious that it has gone over 5 years)


Mellowy, I HIGHLY doubt they're going to do anything with rage and not ward range. If anything, they only fix ward range. And the article that makes you think otherwise doesn't come across the same way to me. It actually made me glad they were looking at more than just the range issue with bloodpacts.
#49 Feb 16 2009 at 3:49 AM Rating: Default
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111 posts
As of today, still no info about next updates.

We now can assume the next update will be on April. or even May lol
#50 Feb 16 2009 at 6:11 AM Rating: Good
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907 posts
Maruchiru wrote:
As of today, still no info about next updates.

We now can assume the next update will be on April. or even May lol



Nah, it'll probably be either late march, or it's going to be a smaller update, or just an update with few prior announcements in early march. They said the update would be in March iirc.
#51 Feb 16 2009 at 6:22 AM Rating: Good
Traditionally, the updates has been in mid-to-late March. Sometimes it's larger; however, I have a feeling this one will be small in order to tide us over until the Episode Expansions begin rolling out. I'm predicting Missions (maybe), Campaign tweaks, Job Tweaks, and maybe new synths and that's it. Depending on their plans for expansions outside of the episode ones, I am not certain how much longer they will draw out WotG.

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