Info on Jobs and Adjustments

As a PLD i want 2 Spells.. not specificly for me to use


Bravery: Spell that raises resistance to Terror
Faith: Spell that increases the lenght of time other buffs stick

Non of these would be game breaking i think but would be helpful
 
I think RDM's should get nothing. They are already the fastest invited job in the game. They have enough tools. That taru RDM that solo's everything has shown that with the right gear and what not, RDM is VERY powerful as it is.

Did you check his gear ? It's top of the top gear ... No, not everyone can do it, only him.

According to SE, they want to let rdm make use of their sword, that's what they said. I'm guessing a Spell that make use of sword. New enspell with added effect *insert new dot* or *insert new enfeebling effect". I'd like to see def down, eva down, mdef down etc.
 
Did you check his gear ? It's top of the top gear ... No, not everyone can do it, only him.



Nope didn't check his gear cause last I checked he was on a different server. Show me where I said "everyone can do it". I said it can be done. Meaning the tools are already there for RDM to be broken. They don't need anything else, IMO.
 
If they give the following rolls to COR, I will be looking for a full-time COR for Salvage:

SCH's Roll: Increases Cure Potency
DNC's Roll: Gives "Regain" Effect

Although tbh, even Conserve MP, which is the most likely for SCH, and Regain, I would probably look for a full-time COR...

Actually, a regain roll could work just great. 1tp/tick for unlucky and low rolls, 2tp for yer average rolls, 3 for lucky number and 4 for a lucky with a DNC. It would be awsome.
 
i dont mind regain drinks myself ;o

for drk .. i want Absorb-Buff and tier 2 absorbs

aspir 2 and drk only DoT spell
 
Actually, a regain roll could work just great. 1tp/tick for unlucky and low rolls, 2tp for yer average rolls, 3 for lucky number and 4 for a lucky with a DNC. It would be awsome.
Yes, it would. I don't think it would be overpowered at all. It can give the same results that SMN's Roll do, with 4 (5 with DNC) at 11.

I mean, it wold take 100 sec to get 100% TP through Regain alone, at which point a decent melee would have WS'd already anyway. It can, however, reduce the amount of hits required to reach 100% by a few.
 
They need to decrease the time between ticks on Helix spells, and allow several SCH's to stack several Helices on the same mob.... as it is now, anything more then 1 SCH is useless.
 
We already have Tactical Ring :D

But you have to keep it equipped to keep the enchantment effect, resulting in the loss of a sniper/woodsman/rajas/ulthaum for 2 minutes. During of which you'll only gain 120 TP. Regain rolls would allow you to keep meleeing without losing out on stats that will probably garner you more TP in 2 minutes than tactical ring does.
 
But you have to keep it equipped to keep the enchantment effect, resulting in the loss of a sniper/woodsman/rajas/ulthaum for 2 minutes. During of which you'll only gain 120 TP. Regain rolls would allow you to keep meleeing without losing out on stats that will probably garner you more TP in 2 minutes than tactical ring does.

I never said it was perfect, just that we *have* it. In that event, we also have /SAM and Wing Gorgets.
 
I never said it was perfect, just that we *have* it. In that event, we also have /SAM and Wing Gorgets.

It's not about just having something though, but if it can be efficiently used. Tactical Ring really is only useful before fights, and between fights if you somehow find yourself with a 2 minute 30 second break between kills.

Don't forget, it can be used every 30 minutes. But are you really going to find time to use it every 30, without sacrificing something else in exchange?

Also, don't overlook the fact that rolls and bard songs are completely seperate effects from ability and magic effects. Dancer Roll giving Regain will stack with Regain from Tactical Ring.
 
Last edited:
Also, don't overlook the fact that rolls and bard songs are completely seperate effects from ability and magic effects. Dancer Roll giving Regain will stack with Regain from Tactical Ring.

Not a selective quote, just only responding to this part of it. That's a good point, but by that time, would you consider that any melee job (especially DRK, in this case) would be broken kinda like the former 2-hand update SAMs were?
 
Not a selective quote, just only responding to this part of it. That's a good point, but by that time, would you consider that any melee job (especially DRK, in this case) would be broken kinda like the former 2-hand update SAMs were?
It wouldn't exactly be broken though. Sure, it would mean they WS faster slightly faster, but it also means the loss of, say, Chaos Roll, which reduce their overall damage per hit. For most melee jobs, their main source of damage comes from their melee hits, not the WS's themselves. So it evens out, really.

It would, however, be a god-send for DNC's, especially in end-game fights where them meleeing can be hard. Either due to them feeding unnecessary TP, or them taking unnecessary damage.
 
But you have to keep it equipped to keep the enchantment effect, resulting in the loss of a sniper/woodsman/rajas/ulthaum for 2 minutes. During of which you'll only gain 120 TP. Regain rolls would allow you to keep meleeing without losing out on stats that will probably garner you more TP in 2 minutes than tactical ring does.
Highly doubtful. Unless you're saying a single ring will increase your damage in 2 minutes about 500-1000 (the amount of your WS), then the Tactical Ring would most likely win out. In 2 minutes, I'd have to lose about a quarter(just a quick guess) of my accuracy and last time I checked, Rajas and Sniper's weren't THAT great.

I do not know much about that ring, but it seems pretty good to me. I'd guess its probably RARE/EX so personally, I'd save it for difficult fights or BCNMs rather than try netting myself a couple hundred exp extra exp. However, that doesn't mean it's a bad choice only to be use prior to a fight.
 
I have a feeling the new SAM JA will be something like this:

JA - 5 or 15 min timer
JA - Next WS only uses 100TP

It will be something that will be nice but not too game breaking. This JA wont help the LSes that burn Kirin down in 90 seconds anymore then they already do but it will help LSes that take 90 minutes to kill him - kill him a little faster. Plus I am 0/8 on soboro pops for myself so self-SC would be fun for me to do (only 62 so dont have all the good gear to do it yet myself).

truth. And the funny thing is that Hagun price will still go up.

The only useful part of this JA in xp pty is before your 1st fight, and whenever your pty happens to take a 6 min break lol
 
truth. And the funny thing is that Hagun price will still go up.
Given that it's the best GK, aside from relic, why shouldn't it go up?
 
Then, we'd have to sit and wait on the blm to be ready;

Sucks you partied with such horrible BLMs. I had Freeze* up and rdy for chains 1-5 on a regular basis, and I was usually the one waiting on the melee's TP. At one point I was staticing with a rng, he would close(?) Distortion, and I would MB Flood, taking ~75% of the mobs hp, every mob, him building tp on the first 25%. These were Torama.


*Yes I know, AM is supposed to be bad to MB with, but when used right it blows normal nukes away at that lvl on time efficiency.

Skill chains are just an inefficient means to exp, it just took everyone a while to realize it.

Actually, they became inefficient around the time ToAU was released, with it's mobs that had considerably lower hp then their exp would suggest, and with some mobs being great to exp on, but horrible to cast on (colibri). I mean come on, name one VT mob from the old areas that you could easily solo chain 3-4 on with a job like BLU, netting ~300+ exp per kill, w/o the ring. (speaking of course of the paper thin imps) The whole reason most parties needed SC's in the old areas was because the fact that blm was needed to drop the mobs hp quickly (dhamels in Bibiki Bay for example). In the new areas, blms would be overkill, the mob dieing before we even got off one spell.


Sidenote: sorry for the late reply to this, been a while since I've read through these forums
 
Sucks you partied with such horrible BLMs. I had Freeze* up and rdy for chains 1-5 on a regular basis, and I was usually the one waiting on the melee's TP.
Sucks you partied with such horrible melee if they always gained TP that slow. When you're doing a skill chain, someone is always waiting on someone else, be it for TP, MP, or for some other reason. That's horribly inefficient, which is why parties that don't rely on that strategy always get more exp, unless someone sucks.

Actually, they became inefficient around the time ToAU was released, with it's mobs that had considerably lower hp then their exp would suggest, and with some mobs being great to exp on, but horrible to cast on (colibri). I mean come on, name one VT mob from the old areas that you could easily solo chain 3-4 on with a job like BLU, netting ~300+ exp per kill, w/o the ring. (speaking of course of the paper thin imps) The whole reason most parties needed SC's in the old areas was because the fact that blm was needed to drop the mobs hp quickly (dhamels in Bibiki Bay for example). In the new areas, blms would be overkill, the mob dieing before we even got off one spell.
Magic burst parties stopped being the most efficient when people started parsing and realized the strength of the DoT jobs. This was around the release of CoP, give or take a couple months. This was long before ToAU came out; that expansion just further cemented the inefficiency of doing a magic burst. Melee burns were pulling in more exp/hour than the blm cannons could; which was already more than double what a skill chain party could do.

If people really needed black mages to "drop the mob's hp quickly" like you're saying, then they wouldn't be doing melee burns in the old zones still. They are, by the way; just like they have for the last 3+ years.
 
Back
Top