- Joined
- Dec 14, 2004
- Messages
- 1,968
Rorschach said:Oh common we all know SE wouldnt do that, it would make sence, and that would be just silly.
If we got AM2 as the only consolation prize to having magic get resisted, i'm using my merits for BST. AM2 is going to be the most useless waste of MP in the entire game. Unless it can single handedly take off 2k+ w/o any MAB theres no reason to use it. And as for teir 5 nukes, I'd rather not be one of the first guinea pigs by wasting merits on thunder5.
Actually, this will probably be what BLMs get. Either AM2 or Tier V. With the onset of the BLM "nerf", the best method of using elemental magic spells will be to use the most damaging spell and nothing else because any elemental spell will cause a future resistance so you are better off getting the most damage before the resistance becomes an issue. Since you won't be casting all too often and I highly doubt these spells will be all that useful in an exp party, you'll probably end up casting the one spell and then rest till the resistance is gone so it might as well be the most powerful. MP consumed probably won't be an issue with the increased resistance and you'll probably want to rest until the resistance is gone anyways.
Mishaela said:While that is true...if people get, like, Provoke, what's that leave us? A bunchof PLD/NINs using Provoke at endgame stuff (Granted this is technically possible with Reviler, it's also far from the same). Merittable Max MP Boost / Conserve MP would drastically drop the demand for mages (or maybe they intend to use this to counteract their rmagic resists implementing? bleh...)
Attack Bonus, Accuracy Bonus, Defense Bonus could all be somewhat useful for any job as far as I can see...but alot of JAs/Traits being accessable without the proper subjob can easily overpower stuff. But I guess we'll hafto see what SE does...
*edit* Oh, Also, Utsusemi: San would be good inbetween fights...but that'd only be if there was at least a semi-wait inbetween pulls, and since melees do nothing but cannon nowadays, yeah, it's useless.
I think Clear Mind, MP conserve, and other similar traits will actually help get invites for BLMs. BLMs aren't invited because they are constrained by MP issues and while I highly doubt SE will just make spells free, they will try to reduce the MP cost to make BLMs more viable in parties. If a BLM can recoup the MP lost during a single fight in a very short amount of time, then it's quite possible they will be able to chain mobs as often as a cannon. Although I highly doubt they will ever get an invite into a MNK/WAR cannon, they will be able to get higher chains and experience in their own manaburn cannons.
PLDs getting meritable provoke or a similar ability might be somewhat possible. I don't see how it would be detrimental in any way and it does give PLDs more options for a subjob beyond the customary /WAR. I am somewhat skeptical at how all the new merits will play out. I am betting the already preferred cannon parties will just get better and the similar "DRG, THF, SAM No thanks" crap will just get perpetuated even more. Unless MNK and WAR get relatively tame and trivial merits while the other jobs get carreer alterring abilities, I highly doubt the current trends will change significantly.
DarkMagnus said:A rdm with r2 wouldn't get picked over a whm, if the pt needed whm specific spells like stona or w/e. In a bad party you would want the highest raise possible for that lvl range, in a good party its not as important because the exp is fast and the death rate is extremely low. I have pted with whm in merits, but in most cases its a wasted slot (like whm rdm or brd 4 melees). I do wonder what spells will be added because mages are quite powerful as it is. enlight/dark? aquaviel II?
Although you are correct, a RDM would not get invited over a WHM if the party needed a spell such as Stona or Erase, but most end game cannons, don't need those spells. Erase is obtainable via a subjob at level 64 (WHM 32 spell) and Stona is not (WHM 40 Spell); however, beyond the lower levels of Kuftal Tunnel, most do not experience on any mobs that need specific -na spells that are only accessible by WHM. The only exclusions to this are the higher level raise spells. So yeah, RDM ain't getting R2 any time soon.
As far as the exp lost on raises, the exp used to be 10% loss as soon as you died; however, there was an update a long time ago which changed the max exp loss per death to 2,400 exp. Raider has the correct values as far as exp losses go at 75, but I don't know if those are percentage based or if they are a static losses. I actually think it's the latter since I remember losing the same amount of exp at 70 with any form of raise as I did at 75 although, it could be attributed to be the update which I think might make it a static once you above a certain level. At any rate, at 75 those would be the max values and that is all that really matters here.