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#52 Feb 28 2010 at 6:35 PM Rating: Decent
I doubt soloing a relic will be efficient, its still gunna cost 500k to enter dyna unless they lower that too... I think 4-6 blm againg everything will keep currency high but then u lose treasure hunter on every mob.. so I think only by mass killing could u keep it efficient
#53 Feb 28 2010 at 6:36 PM Rating: Decent
Charrah wrote:
I doubt soloing a relic will be efficient, its still gunna cost 500k to enter dyna unless they lower that too... I think 4-6 blm againg everything will keep currency high but then u lose treasure hunter on every mob.. so I think only by mass killing could u keep it efficient

Blm/rdm
blm/rdm
blm/rdm
blm/rdm
blm/rdm
blm/thf

Or thf/blm, using sleepga to get th on everything.

Edited, Feb 28th 2010 7:37pm by ThePsychoticOne
#54 Feb 28 2010 at 6:43 PM Rating: Default
Good point didnt think of /thf forgot they will have th2 now.
#55 Feb 28 2010 at 7:09 PM Rating: Decent
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JingWoo wrote:
Sir Exodus wrote:
Pffft, go solo your relic weapon like everyone else. Smiley: laugh

Man, even joking that's a weird thought.
Soloing would be a hell of a lot better than what every current relic is now. Either paid for with purchased gil, or the end result of years of work by an entire shell, where only one person ever sees any reward.


I paid for my relic by myself and I never purchased gil. It took me 4 years but I did it.
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#56 Feb 28 2010 at 7:24 PM Rating: Decent
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344 posts
In terms of low-maning or soloing old endgame with lvl 99, it'd be nice but I see SE level-capping Dynamis et al. Maybe not to 75, maybe to 80. Then again it is possible, because if you'll look at the graphic for upcoming updates, they're completely removing level caps from Promathia missions. This would indicate that they do want players to catch up on old content quickly, at least mission wise.

Edited, Feb 28th 2010 8:25pm by cookiesmonster
#57 Mar 01 2010 at 3:12 AM Rating: Decent
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1,448 posts
Yashnaheen wrote:
Seitekifu wrote:

WHM
Lv.48 Repose


Finally, my PLD will have something to use its capped Divine magic for.


Oooooh. I was so excite about self-refresh that I didn't even think about this.

For things you might need to sleep (maybe through a 2hr, or links/helpers), /whm might end up being better than /rdm. You still get haste/stoneskin, and PLD does have an ******** of mp-recovery/refresh methods already.
#58 Mar 01 2010 at 3:29 AM Rating: Decent
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1,523 posts
Quote:
EDIT: Forgot SCH spells


You forgot a whole job too lol.
#59 Mar 01 2010 at 3:40 AM Rating: Decent
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1,523 posts
KisharBlack wrote:
Yashnaheen wrote:
Seitekifu wrote:

WHM
Lv.48 Repose


Finally, my PLD will have something to use its capped Divine magic for.


Oooooh. I was so excite about self-refresh that I didn't even think about this.

For things you might need to sleep (maybe through a 2hr, or links/helpers), /whm might end up being better than /rdm. You still get haste/stoneskin, and PLD does have an ******** of mp-recovery/refresh methods already.


I wouldn't give up phalanx, refresh for a silly sleep as a Pld, but I don't know if I would give up /Dnc for /Rdm.
#60 Mar 01 2010 at 4:58 AM Rating: Good
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5,431 posts

Quote:
Support job abilities that are not expected to steal the limelight from main jobs as a result of the level cap increase will be allowed to come into play. Furthermore, there are plans to tweak certain job abilities, job traits, and magic spells on an ongoing basis in order to further accentuate the uniqueness of each job when used in a main role, as well as its versatility when playing a supporting role.


Like others have said in the topic, this is probably the most important paragraph in the whole thing. That's SE's way of slipping in the warning about neutering everything. :P
Second most important text would be the asterisk at the top where it says it's all subject to change anyway. We know nothing until the patch actually happens, as that ranger enmity change showed us last time.

Some of the abilities and/or spells will very likely be locked, but obviously lose some potency. We see it everywhere in the game. Utsu ni shadows lowered subbed, dnc FMs reduced to 1/step when subbed, meditate giving less TP, locking out call wyvern on drg.
Their skill system will take care of a lot of limitations (like those DRK abilities won't do much good for someone with no corresponding native skill), and they will probably police the rest and make it far less impressive than some of us are hoping for.

Sure would be fun to play around with Blu/Rdm, though, with convert, haste, refresh. raise, cure4... as well as it's offered phalanx, blink, stoneskin (even with limited enhancing)... even some easy ice spike and en-spell fun (just shy of II). No new fast cast tier, but if the sub is worth using, the fast cast would be greatly appreciated, and likely make some gear worth using more often.

Would give /nin a run for it's money, since it could have zephyr mantle and blink both, as well as haste and phalanx. /Nin's Yonin/Innin, new DW tier, and access to every ichi and ni ninjutsu (nice in some situations anyway) would be pretty wild, too, though.

Just one more thing that will be interesting to see, for sure.

#61 Mar 01 2010 at 6:54 AM Rating: Default
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you missed every ninjutsu spell is sub 49
with dw4 being 5% more than dw3 nin as a main i doubt will be very attractive. the stuff they will get 76-99 cant be great otherwise the preferred main jobs would throw a hissy fit.

frankly this will polarise job combos more than now, and amending gear will go the same route. in d&d terms this is min/max time which ruins both the game and the mmoprg.

unless they balance 2h/dw for melee, and jobs overall then the scenario now for pt makeup for meripos will be copied for exps to 99. not necessarily the same classes but think of the skills. pld preferred tank and a+ wep wielders with a bigger gap to a-. sorta stuffs current merits.
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99 NIN/DNC/WAR/MNK/SAM/BST/WHM/RDM
70 BLM/RNG
#62 Mar 01 2010 at 7:22 AM Rating: Decent
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879 posts
shadowymithra wrote:
1. The subjob cap will stay at 37. Maybe go up to 40, but probably stay at 37. It would break too many things otherwise.


http://www.playonline.com/ff11us/event/vanafes2010/index.html

WHM af using convert. Guess SJs will go to 40 at least.
#63 Mar 01 2010 at 7:30 AM Rating: Decent
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1,257 posts
shadowymithra wrote:
Personally, I predict that

2. The levels above 75 only are available in the new expansion areas, and in certain instanced situations in the existing areas. Most existing areas will be level 75 capped.


Actually, I think this is the most likely scenario. This is the most logical way for SE to go about the whole lvl cap 99 business. This way they don't have to change anything much in regards to the game as it currently exists.
#64 Mar 01 2010 at 7:33 AM Rating: Decent
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879 posts
Lady iniadelphinae wrote:
shadowymithra wrote:
Personally, I predict that

2. The levels above 75 only are available in the new expansion areas, and in certain instanced situations in the existing areas. Most existing areas will be level 75 capped.


Actually, I think this is the most likely scenario. This is the most logical way for SE to go about the whole lvl cap 99 business. This way they don't have to change anything much in regards to the game as it currently exists.



...

And this is actually a pretty good thinking. It would be another kick in the nuts of the community though, its like saying:

"Level cap raised to 99*"

*Restrictions migh apply
#65 Mar 01 2010 at 8:06 AM Rating: Decent
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but restricting a bunch of areas to 75 means that the fruits of grinding to 99 is only available in a limited number of spots, no doubt overcamped eventually or some instance bcnm type thing.
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99 NIN/DNC/WAR/MNK/SAM/BST/WHM/RDM
70 BLM/RNG
#66 Mar 01 2010 at 8:14 AM Rating: Good
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879 posts
dilthanas wrote:
but restricting a bunch of areas to 75 means that the fruits of grinding to 99 is only available in a limited number of spots, no doubt overcamped eventually or some instance bcnm type thing.


Thats SE we are talking about. You doubt this why?
#67 Mar 01 2010 at 8:21 AM Rating: Decent
I have a feeling some jobs will have their ABJ's weakened, Convert? Treasure Hunter?


But spell wise, nothing seems to be limited with that, skill levels will effect some of course but still. Great prospect, i dont think it will change as much as people say.

I am interested to say one thing, no one seems to ask it.

MNK HP?!!!!! ZOMG GALKA!!
SMN MP!!!!!!! ZOMG!!!! Taru!!

hehe just had to, I honestly cant wait for the next one I am going to start playing more to get CAP EXP ready for the level cap increase.
#68 Mar 01 2010 at 8:22 AM Rating: Good
If they don't limit it, it's going to be absurd. Instead of competing against 2 or 3 LS for Dynamis/Limbus areas, or for sky pops, you'll be competing against twenty duo/trio setups. Instead of Fafnir being a standoff of three bots, it's going to be a ************ of epic proportions.

With Remora getting merged with Leviathan, it's going to be bad enough. If they don't limit the levels in current zones, it is going to be worse.

Although, as a multiple account user, being able to "solo" my own currency is definitely appealing.
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#69 Mar 01 2010 at 8:23 AM Rating: Decent
One more thing I will add, people will play their jobs again.

Even my subs I will level up to level 50 (always prefer 1 level more exp buff etc)

People will finally go back to parties!!! because they seem rare these days. And I will do something I not done in a long time Level whm! which has been 75 for 4 years at least.
#70 Mar 01 2010 at 8:48 AM Rating: Decent
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Blue Mage could be added to the list.
#71 Mar 01 2010 at 9:05 AM Rating: Decent
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Quote:

(Their automatons probably get some stuff too but I wouldn't really call it noteworthy when you'll be level 80+ with a level 40 puppet)



Not entirely too sure how the automaton works, but doesn't the whm frame get Cure IV at 48? Might make for some interesting soloing with the proper attachments.



Oh, and on the note of blms lowman -againg Dynamis, wasn't there some tidbit about a smnburn nerf where dmg would be reduced according to the number of targets?

Edited, Mar 1st 2010 10:27am by Sephrick
#72 Mar 01 2010 at 9:17 AM Rating: Default
I promise they will make alot of iconic Job Abilities/Spells Main Job only. For instance Refresh will most likely remain the domain of RDM only...unless they give RDM another level of Refresh at 76 o.O

EDIT: I made an account to post this. Been lurking for 5 years, first post, just because people are doing the whole "OMG-the-unknown-is-scary-lets-panic-now-before-we-know-anything" thing. Drives me nuts I tell ya lol.

TL;DR: Just wait poppets, it'll be okay.

Edited, Mar 1st 2010 11:02am by allsopman
#73 Mar 01 2010 at 9:24 AM Rating: Good
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1,064 posts
TheKhory wrote:
Lady iniadelphinae wrote:
shadowymithra wrote:
Personally, I predict that

2. The levels above 75 only are available in the new expansion areas, and in certain instanced situations in the existing areas. Most existing areas will be level 75 capped.


Actually, I think this is the most likely scenario. This is the most logical way for SE to go about the whole lvl cap 99 business. This way they don't have to change anything much in regards to the game as it currently exists.



...

And this is actually a pretty good thinking. It would be another kick in the nuts of the community though, its like saying:

"Level cap raised to 99*"

*Restrictions migh apply


I predict they will not limit the level cap to new areas. Mostly because of things that they said in their interview about most of their monsters being defeated already and it being the right time to raise the level cap.

That, and they are removing previous level caps from CoP areas etc.

I would be very, very suprised if they imposed a level 75 cap in any zones. Save for possibly level cap BCNM/ENM etc.
#74 Mar 01 2010 at 10:14 AM Rating: Decent
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1,448 posts
RedGalka wrote:
KisharBlack wrote:
Yashnaheen wrote:
Seitekifu wrote:

WHM
Lv.48 Repose


Finally, my PLD will have something to use its capped Divine magic for.


Oooooh. I was so excite about self-refresh that I didn't even think about this.

For things you might need to sleep (maybe through a 2hr, or links/helpers), /whm might end up being better than /rdm. You still get haste/stoneskin, and PLD does have an ******** of mp-recovery/refresh methods already.


I wouldn't give up phalanx, refresh for a silly sleep as a Pld, but I don't know if I would give up /Dnc for /Rdm.


I certainly think /whm will only have niche uses, but I wouldn't dismiss the ability to sleep things so quickly. Might make some things PLD-soloable which currently aren't. Or it might not, but /whm will also give afflatus: solace, adding a stoneskin effect to cures* and MDB to bar-spells. And Regen II+auto-regen, which isn't game-breaking but is a small bonus.

I also think there will still be things for which /rdm is superior to /dnc. The ability to have refresh and haste at the same time, unaffected by whether the mob has mp (or by your accuracy); stoneskin, phalanx, ice spikes on the defensive side; en-spells for things which can become immune to phys. damage, fast cast. And another tier of MDB lol.

/dnc is definitely going to get better as well though, admittedly (and it was already very nice - I love me some /dnc in campaign). Violent flourish alone might make it the obvious sub choice for some situations. Subtle blow/reverse flourish aren't so much of a big deal but as free extras aren't that bad. I think /dnc will get nicer for NIN by a larger amount, since NIN benefits more from evasion bonus and subtle blow. Plus the ability to stun something which would have stripped your shadows will be awesome :]


*which is nice because as well as being free in terms of mp, you're also getting it free in terms of casting time, and cures are faster to cast than SS, leaving less chance of interruption.

Edited, Mar 1st 2010 4:19pm by KisharBlack
#75 Mar 01 2010 at 11:30 AM Rating: Good
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SE is known for trying to alter JA's as subs so they aren't as strong as when they are used on main jobs. I can see these spells/job abilities being altered when subbed:


Haste - 10%
Refresh - 2mp/tic
Convert - Only 1/2 mp recovered from Convert
Reverse Flourish - 40 TP returned


Yonin/Innin is 50/50 I think and it probably might be nerfed slightly. SAM is pretty much the desired sub for H2H users with the different stances. But when you think about 1h DW users on /NIN the idea of Yonin/Innin comes into play with Innin giving a very nice boost of +30 Crit Hitrate and improved accuracy from behind, and for PLD/NIN + Yonin, added enmity, evasion, and Ninja Tool expertise when using from the front.

Edited, Mar 1st 2010 9:32am by ImmortalAlchemist
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#76 Mar 01 2010 at 11:39 AM Rating: Default
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1,222 posts
I think they will limit individual abilities for certain subjobs but not their levels.

And, I think we've seen the end of Nin being the only subjob of choice for many. With RDM being able to Protect, Shell, Heal as well as Refresh itself, it will be the new subjob of choice for many activities. Fighting a mob that constantly aoe shadows off makes /Nin worthless. A healing sub that can buff/heal/refresh itself would definitely be a better choice.
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