if you were a designer for SE....

As for why BLU should have a higher skill than RDM, because BLU's TP gain is directly related to how much damage they can do with their spells once they get chain affinity, whereas RDM just has the crappy sword ws. Also, RDM should be changing weapons(staves or wands) with their spells anyways so their TP is unimportant.

The rest Neyla nailed, most of the rdm's out there consider being just a back-line job a daunting task, throwing melee into the mix would mean they're not doing their primary purpose in the party, enfeebling, refresh and dispel.
 
Rdm- higher elemental skill maybe B raise drk's elemental if they "have" to be higher
 
Lecan said:
DRK will be given a trait named "Two Hands."
Lecan owns at naming new abilities.

"I want 2 hands lol"

"no lol drk gets 2 u get 1"

As far as I can see, a lot of jobs don't need any change. They're getting 'optimizations' in the near future just so they don't feel left out.

War don't need anything, but I am looking forward to the supposed 'weapons mastery' that seems to be coming.
Mnk, god I hope nobody complains about mnk. They do one thing and they do it better than anyone.
Thf are badass when they're good. Crappy ones, oh man are they noticable... definitely big drags on the party. That could be fixed.
Rdm, yeah right... I aint touching that one with a 10 foot pole.
Blm rocks.
Whm doesn't need anything, except maybe some 2nd-tier buffs like Haste (probably would overpower the job though) or bar-spells, maybe a paeon-like aoe regen (low hp/tick).

Drk, sure let them do L3 with scythe.
Bst rocks.
Rng I cant attest for, but they still seem to be able to do some pimp dmg.
Pld tanks, hell I still prefer them to nin; always have, always will for xp situations.
Sam get the disgustingly high mods on their later ws's.
Drg always parse high on the charts when you add in wyvern dmg, not to mention their versatility with subs.
Smn needs something to do while they wait for BP recast.
Brd, see rdm.
Nin is probably one of the strongest jobs in the game, at the expense of high cost to level.

Pup is just crap, they need a lot of work from what I've seen (granted I have limited experience with them, so I may be missing some of their stronger abilities).
Cor, while my experience with them is also limited, is just awesome. Excellent addition to the game and great to see something compete with brd.
Blu rocks.

I havent read this thread since page 5 though, not enough free time here. Sorry if I rehashed old posts.
 
My only complaint on monk is the utter lack of JSE, we're the only pre-Aht Urghan job without some form of JSE gear and I would like to see some at some point, even if it's just for looks and completely sucks. Oh, and I'd cream my jeans for an AoE regen on whm.
 
Elemmire said:
I still like the idea of HNMs having a ENM part. You get a group of 6-18 to do an ENM, and occassionally, by luck, get a king. These ENMs could have a timer similar to the insane mode timer and work out fine. And even if you get a king they can drop abj at a bit of a decreased drop rate. That'd keep Abjs pretty rare and worth it but allow people to actually have a fucking chance at fighting the damn mob without need lolhax. (or an insanely good connect/computer)

yeah. booooooring. that takes away all the real fun:(
 
Edited dumb comment.

Have some BC's for Kirin and Gods, that drop the same gear as rare as or more rare than the original Gods. Idk, Spirits of the Gods Bcnm (Kirin bc)<Do you need it?>
 
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neophytal said:
yeah. booooooring. that takes away all the real fun:(

Yah, camping 3 hrs a day at several HNMs camps and not getting claim not to mention drops is fun. :wacko: The problem with Kings is it forces you to play constantly when it's impossible for some people to base their life around the game. For kids, especially college kids with no real responsibility, they can stay up late nights, skip classes and never worry about serious problems (some neglect school too much, but that's another discussion). I can't stay up to 6 AM to camp the kings because I have to wake up in the morning or I need to sleep for whatever reason and I know most people are very much the same.

There are plenty of things in this game which require large amounts of time, but they can be done around your schedule and not the game's schedule, but HNMs are not one of them. It would be one thing if all the drops were purchaseable, but abjs., BB items, ridill, etc. are all EX and force me to be there when the king dies and in the alliance that kills it. It is possible to pay a group for some of the items, but first it has to drop which none of the items are guaranteed (BB are, but only on Kings which again are never guaranteed pops cept on last day) and second, not all of them will be sold because of the rarity and demand within the camping shells (what's the point in camping if you don't need it, right?).

All people really want is some alternative even if it's incredibly difficult and/or extremely rare where they can do it on their own terms, when they want to do it. I personally like Tymon's idea of adding a drop within the KS99's to do another BC fight, much like you do an ENM now and get the Cloud Evoker for the Ouryu fight. Make the drop very rare within each BC and then the BC fight itself much more difficult. Perhaps, make it a fight versus all 3 kings. And for the love of god, nerf it for BLMs.
 
Bajaratt said:
My only complaint on monk is the utter lack of JSE, we're the only pre-Aht Urghan job without some form of JSE gear and I would like to see some at some point, even if it's just for looks and completely sucks.
I can relate to that much... sometimes I wonder why they bother adding some gear. Unicorn gear was obsolete before it was released; the few worthwhile bonuses it does offer only work under the most senseless latent I've seen yet. Not to mention the name...
 
Khidir said:
I made a lot of applicable suggestions for a new nin2hr on ffxionline, if you read it be sure and read all of it and not just think all of the abilities are in one package...http://www.ffxionline.com/forums/ninja/54019-new.ninja.2hr.html

Hmmm, my thought would be one uber damage attack like EES.

Heres my thought:

Job Ability: Assasination

Deals Massive (im talking holy freaking hell there goes 30% of the mob's HP massive) damage to the target while invisible.

Fits in with the whole ninja characteristics. Think of it as Invisible combined with Sneak Attack, only mob position doesnt matter, and it deals way more damage.
 
CmdrFly said:
Lecan owns at naming new abilities.

"I want 2 hands lol"

"no lol drk gets 2 u get 1"

>.>, I actually named it after a somewhat similar ability that SAM got from FFT that allowed increased damage. While Duel Wield in Tactics (That was called Two Swords I believe) Allowed you to hit twice, Two hands in Tactics allowed you to hit once but with a strength as if you were duel wielding.

I figured Duel wield in this game reduces the delay and allows you to equip two weapons, so perhaps Two Hands in this game (I know, the name seems sort of silly) could lower the delay when using two handed weapons.

Anyway, that was my idea initially, seems most DRK though would rather have the damage formula changed for two handed weapons to eliminate a need for a trait like that. Not to mention DRK only getting that trait would upset WAR, DRG, and SAM to an extent.
 
BST needto be able to access more scythe WSes.
BST need melee traits. Not any of that "killer" stuff, because BST can't even tank, because virtually all of their natural stats are sub-par. That should probably be fixed too.
DRK needto be able to make better use of 2h weapons.
Evasion, parrying, and shield should be skills ALL jobs have, even if it's rank E.
PUP badly, badly need access to melee armor, and not crap like that 6att cape.
WHM need better enfeebling skill. Enough so that they don't get resists off DC+ mobs at 75.
WHM/SMN/BLM need a second Abj. set. Only one piece of Zenith has any spectacular use, and only to BLMs and WHMs who like to nuke.



FIX INTERRUPT RATES. Subjob spells shouldn't be interrupted 100% if you get hit. And mobs shouldn't be able to take a dozen hits but still get off a spell while doing backflips while drinking a glass of water. Just no. Likewise, I don't think cure spells should be interrupted just because a crab pinched my leg for 2 damage.
 
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Mishaela said:
FIX INTERRUPT RATES. Subjob spells shouldn't be interrupted 100% if you get hit. And mobs shouldn't be able to take a dozen hits but still get off a spell while doing backflips while drinking a glass of water. Just no. Likewise, I don't think cure spells should be interrupted just because a crab pinched my leg for 2 damage.

CRAB BATTLE!

It's not right that I get about 15% of my utsu casts uninterrupted on MNK/NIN, no matter what I'm fighting. It could be a level 40 rarab, and if it manages to hit for any damage, casting interrupted. And that same 15% of the time, I could get crushed by a falling steamroller, and still cast. I don't see it being so hard for them to add some sort of level check to the usual skill check on interruption rates, so even if it's a WAR75/WHM3, he can still cast cure without getting interrupted by a level 10 mob all the time.
 
Build in a system like FF8 where rank comes with regular gil suplements from your nation.
 
Moriki said:
Build in a system like FF8 where rank comes with regular gil suplements from your nation.

Can anyone say massive inflation?

If it were a worthwhile addition to the game, so much extra gil would be added that inflation would skyrocket. If it wasn't enough, it would be a pointless addition.
 
I'm not sure about the other jobs but give jobs stronger natural resist twoards a status or maybe element.

The only job I really think has it covered is Rdm at 45 i was easily resisting the Antican aoe petrify ws but when a drk gets paralyzed I don't think like the natural trait is strong for their job.

If I'm not making sense some jobs have a stronger resist to a spell than other jobs with status effect resists. Even the playing field for them?

Off Topic: Something I keep seeing when i look at war they have no extra passive traits past 30 I'm sure so how do they keep up with dd? Even when they sub mnk should a drg/war out parse them? Or are the passive traits do not make that much of an impact?*noob*
 
Khidir said:
I'm not sure about the other jobs but give jobs stronger natural resist twoards a status or maybe element.

The only job I really think has it covered is Rdm at 45 i was easily resisting the Antican aoe petrify ws but when a drk gets paralyzed I don't think like the natural trait is strong for their job.

If I'm not making sense some jobs have a stronger resist to a spell than other jobs with status effect resists. Even the playing field for them?

Off Topic: Something I keep seeing when i look at war they have no extra passive traits past 30 I'm sure so how do they keep up with dd? Even when they sub mnk should a drg/war out parse them? Or are the passive traits do not make that much of an impact?*noob*
Warrior gets passive traits past 30, but most of them are just higher level forms of traits they already have. That's one thing that I would like to change, if you have the second level of some natural trait(clear mind, martial arts, etc), it will actually say so in your job traits menu.
 
Ok I just found that strange I found it on Alla and KI and noticed there werent any aditional abilities for war past 30 so i assumed it was like Drg but then again they could have messed that up as well
 
Lecan said:
Can anyone say massive inflation?

If it were a worthwhile addition to the game, so much extra gil would be added that inflation would skyrocket. If it wasn't enough, it would be a pointless addition.

I don't know.

In all honesty, back in SWG (Starwars Galaxies) there were missions you could take which would reward large ammounts of credits. Always there, and readily renewable.so there was a constant flow of credits as leveling had credits as a factor, so if you leveled right, you could become afluent via leveling. So there was a constant non player based input of currency.

FFXI kinda lacks the renewable gil front, to gain gil is mainly via AH so it is coming directly from the other players, and quests from NPCs rarely give enough gil to be worth taking notice of. The game needs a game based way of getting currency out the server and game itself, not the other players. This may cause inflation, but it would be in balance with the gil coming in to the community, I dunno, to be honest I am raaaather drunk.


Also, if they put Rare versions of basic NM R/Ex gear into BCNMs, or made more NMs poppable with GOOD R/EX gear, it would help the situation, and maybe help the crafters (who make the pop items?)

as I said.

I am drunk.

So Feh~
 
I would finally put in the god **** sheiths and capes/mantels to show on your char. Seriously how bad ass would we look with capes as melee or mages. Cmon SE thats just somethin you gata have.
 
Bajaratt said:
Warrior gets passive traits past 30, but most of them are just higher level forms of traits they already have. That's one thing that I would like to change, if you have the second level of some natural trait(clear mind, martial arts, etc), it will actually say so in your job traits menu.

All warrior gets past 30 is resist virus traits... and they barely even work >.<
 
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