Ballista League: Rules?

Kire said:
BRD tanks basicly as they get the most -% damage in the game (NA V JP royal balitsa final watch it how great that brd was)

Wrong. So very, very wrong.

Just added it up. MNK: -60%, BRD: -54%. Both with Earth Staff. This is including all HQ Darksteel Harness for the BRD, with the better pieces of HQ Arhat's for the MNK. Both with Jelly and Defending Rings. BRD with Umbra, MNK with Black Belt.

Granted, if the MNK went HtH, he'd be 40%, if BRD went Joyeuse/Genbu's he'd be 44%, but you've also got subjob restricted Shield skill, vs. Natural A Guard. Not to mention, the Monks Higher VIT, Chakra fall back, and Dodge. I'll cancel Parry out with higher evasion and Counterattack, even though thats more favorable to the Monk. It's clear which of the two will be taking more damage. Sure, BRD has Minstrels, but you have to be dangerously low in HP for it to take effect, so one nuke(Since most of this is -Physical Damage% only, magic will still hit for majority of what it should) or powerful multihit weaponskill(Specifically Mighty Strikes Rampage/Raging Rush,) and you're done for. Since this is No SJ, I'd imagine by the time it kicks in, you'll only have between 200 and 300 HP. Someone with a good eye could also end it for the BRD before the Earring even kicks in. Permanent Damage Reduction is much more functional than latent in that kind of situation.

Not to mention, theres other jobs that could pull off further damage reduction through items/skills/ability/magic, Such as PLD or RDM. RDM can wear everything the BRD does, and throw Phalanx ontop of that. PLD, if they have Aegis, it's over.

All moot though if it's 60 cap, since the only damage reduction you'll have access to is Earth Staff, which is why I'm calling bullshit on your post since just about any SE event like the Royale is 60 cap.
 
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Torqameda said:
Hmm. This is true. lol But wouldn't that put some of the other jobs a slight advantage?

And how is that any difference from the slight advantage some jobs get from having subjob?

I figure if theres no subjob, it will be the job itself fighting, not borrowing techniques from its subjobs to win.
 
No subs is the way to go.
It'll pit ballista teams to work together by compensating with what they do and do not have job specific.

Lv.60, like the Royale pretty much sums it up.
 
I might have missed the thread on the number of participants on each team.
How many will be able to participate per team?

10 per group? The more full-scaled; the more fun it is.
Or are we going to mimic the party of 5/6 setup instead?

It might be interesting if we can try with 9-10.
 
It seemed like people wanted 6 per team fighting at once, but I like the ballista royale rules where you can have 10 total on the team then swap out. It helps the strategy part more imo with which job does what and it's strengths and weaknesses. Also I think any more than 6 per team at once will lead to a lot of ganging up.
 
I think it very ideal for a redmage with blue mage on the team since a lot of their best abilities can be used without a sub. Very many flexible combos
 
The more full-scaled; the more fun it is.
Not when there are 15+ people on each team. Lag central
 
I think ten people fighting on each team at once is still kind of a lot, it would be hard to put strategy into that.
 
Botosai said:
I think ten people fighting on each team at once is still kind of a lot, it would be hard to put strategy into that.

I'm talking about similar to the Ballista Royale format though, like previously stated.
 
Skaw said:
Wrong. So very, very wrong.

Just added it up. MNK: -60%, BRD: -54%. Both with Earth Staff. This is including all HQ Darksteel Harness for the BRD, with the better pieces of HQ Arhat's for the MNK. Both with Jelly and Defending Rings. BRD with Umbra, MNK with Black Belt.

Granted, if the MNK went HtH, he'd be 40%, if BRD went Joyeuse/Genbu's he'd be 44%, but you've also got subjob restricted Shield skill, vs. Natural A Guard. Not to mention, the Monks Higher VIT, Chakra fall back, and Dodge. I'll cancel Parry out with higher evasion and Counterattack, even though thats more favorable to the Monk. It's clear which of the two will be taking more damage. Sure, BRD has Minstrels, but you have to be dangerously low in HP for it to take effect, so one nuke(Since most of this is -Physical Damage% only, magic will still hit for majority of what it should) or powerful multihit weaponskill(Specifically Mighty Strikes Rampage/Raging Rush,) and you're done for. Since this is No SJ, I'd imagine by the time it kicks in, you'll only have between 200 and 300 HP. Someone with a good eye could also end it for the BRD before the Earring even kicks in. Permanent Damage Reduction is much more functional than latent in that kind of situation.

Not to mention, theres other jobs that could pull off further damage reduction through items/skills/ability/magic, Such as PLD or RDM. RDM can wear everything the BRD does, and throw Phalanx ontop of that. PLD, if they have Aegis, it's over.

All moot though if it's 60 cap, since the only damage reduction you'll have access to is Earth Staff, which is why I'm calling bullshit on your post since just about any SE event like the Royale is 60 cap.
there are some hidden effect items that give a bit of -% damage btw one is a mantel forgot name it has bad sats but -% hidden alot
 
Botosai said:
Yeah you just get a crap load of damage taken -% gear on. Plus you can play a VIT+ and DEF+ song. I'm not sure if you "tank" but most people will think you're weak so they'll go to attack you only to find they're not hitting for what they think they should be hitting for.
also im on about a HNM when you do mazurku (flee song if im right) its X 2 provoke :D
 
ya i'm assuming 10 would be tops for most ppl, that's usually the amount of ppl on each team in OM's when i'm havin the most fun.
 
Torqameda said:
Mazurka = Speed Increase. I believe it is a 15-22% increase. And of course, 100% is the cap.

I think they're saying you get as much hate as you would 2X provoke.
 
.... that's what I just said... lol anyway are we talking 10 people fighting at once on a team or just 10 people on one team with substitutes and all?
 
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