[POL] Mid december's Job Adjustements

Sanoske said:
Hooray for doing absolutely nothing to help PUP. ; ; New WS are ok... but we need a bit more help than that, unless these are some nasty WS.

Yea. :/

But the Drain for melee model is looking pretty cool. Means I won't have to waste as many stacks of oils on my damn puppet everytime he takes hits. -. -Auto-Repairkit doesn't cut it anymore when my damn thing has 969 HP at 39... lolz
 
Veresko said:
I may be wrong but it was my understanding Card Shot (or whatever it's called) works like BLU physical spell, i.e. a "no effect" message means you actually missed. What determines the card throwing accurcay, I don't know, but I wouldn't rely on a COR to sleep/dispel mobs over a BLM, BRD or RDM.

You are in fact wrong. You cannot get a "No effect" message from card shots, they are magical damage. You can get a 95% resist on one and do like 7 damage to something, but you will never get a "No effect", barring the very limited situations where you would get a "No effect" from a BLM elemental spell of the same type, like certain magic immune mobs.
 
I'm glad I can finally cast spells without losing an attack round.

And if the reduced cast time on absorbs means I don't have monsters using abilities while casting Absorb-TP, I will be a happy elvaan. Seeing a move go off at 70% and absorbing 6 TP gets annoying after the first 100 times. ><
 
/ignorepet makes me feel happy. No more targetting Eleibfrid's wyvern when trying to enter limbus!
 
LoL@ the Paladin changes..They are nice, but I see a funnier way to use paladins with that Rampart stuff.

PLD/WHM with full merits on Rampart cast time down, AF2 boots, and MP gear. Healer with pretty high MP with the right gear, refresh, ability to take hits in the event of a hate transition..Safe to use Flash..Able to cover the main tank/main healer in a bad situation...Pop Rampart during big casts to prevent massive party damage from an inevitable -ga spell landing. SE should just turn Paladin into a heavy armor support class, and add another tank class IMO.
 
Cythe said:
LoL@ the Paladin changes..They are nice, but I see a funnier way to use paladins with that Rampart stuff.

PLD/WHM with full merits on Rampart cast time down, AF2 boots, and MP gear. Healer with pretty high MP with the right gear, refresh, ability to take hits in the event of a hate transition..Safe to use Flash..Able to cover the main tank/main healer in a bad situation...Pop Rampart during big casts to prevent massive party damage from an inevitable -ga spell landing. SE should just turn Paladin into a heavy armor support class, and add another tank class IMO.

Why? PLD has the ability to be a great tank, even above ninjas with hate, damage mitigation being proportional, and the ability to cure themselves to save healer's MP.

PLD/WHM was discussed on BG as a healer, and it wouldn't really work. No haste kind of breaks a main healer.

Edit: Also, I came at the updates.
 
Eulore said:
Why? PLD has the ability to be a great tank, even above ninjas with hate, damage mitigation being proportional, and the ability to cure themselves to save healer's MP.

PLD/WHM was discussed on BG as a healer, and it wouldn't really work. No haste kind of breaks a main healer.

Edit: Also, I came at the updates.

Not saying Paladin shouldn't tank at all. Just saying it's another option. Regardless of what BG discussed, it's a viable idea. Paladin has a range of cure+ items available, not as many as WHM...In no way am I saying Paladin should be a main healer. But they'd make a great support role healer with a lot more versatility. In the hands of a skilled player, Paladin could essentially be a tanks best friend, regardless of what class is tanking. Cover alone is a huge deal if it's being used to keep a tank that just got rammed into red from dying..Given it's a tank and spank situation, not kiting.

Hell, who knows..If people started trying the idea, SE might actually add some items to make this more possible for a Paladin. The class already has a good amount of MP supporting gear available...All it would take are a few more +% healing items. Think outside the box.
 
Uzor said:
That'd be overpowered <.<; could make it above 75 with the new merited ability <.<

As already said, Beast Affinity raises pet level by 2 per merit...but still caps the jug at 75. So far the only things this has proven remotely useful in even getting is Funguar Familiars (oddly no HQ of them exists), and even then only if you get 3 Beast Affinity merits will it actually be better than Carrie...and only slightly.

Considering the crap other jobs have and keep being given, and how BST has still gotten absolutely nothing, they really should remove the Beast Affinity cap so maybe our melee abilities won't remain totally laughable.
 
Cythe said:
SE should just turn Paladin into a heavy armor support class, and add another tank class IMO.
This isn't wow, with your messed up job names where paladin is only a healer. Although I do admit it's possible. PLD can already get more +cure potency than any job other than whm, and not dying in one hit would be a nice feature; but rather than boost their support capabilities I think people would rather make them more desirable tanks.
 
Cythe said:
Hell, who knows..If people started trying the idea, SE might actually add some items to make this more possible for a Paladin. The class already has a good amount of MP supporting gear available...All it would take are a few more +% healing items. Think outside the box.
The problem is that they can't do anything better than whm or rdm, and there's absolutely no reason for a pld to be a healer (except in the cases where you have too many pld in the shell and not enough normal healers, which is often moot because most people have multiple 75's)

Having a pld heal is a step below having a smn healer; "We couldn't find a whm, wanna pt?"
 
Bajaratt said:
and not dying in one hit would be a nice feature
They might not die in one hit, but it's more likely they'll get hate from one cure...:cool:
 
I've played PLD as the lolDD/Support healer/emergency tank role in various NM/BCNM/etc fights, and it does work... after a fashion. The problem is lack of MP, limited Refresh gear available even with the Auto-Refresh, and the compromise that most of your abilities are rather useless in that role. If you change subs to add MP, chances are you're giving up on offense or defense one, or simply not gaining much MP to begin with (lol PLD/DRK). It CAN be done, but there's usually someone else who fills the role better.

Though it's ironic when the NIN dies and I take over tanking without difficulty, and proceed to tank out the rest of the fight while the NIN recovers and/or slips into a DD role.

Frankly though, I think SE is trying to find alternatives to the monster they created without actually going in and nerfing NIN, which they may wind up doing regardless if they can't get the balance they want.
 
if they ever did nerf NIN I'd laugh a lot. Especially if the NIN nerf effects /NIN as a sub. So many shells would be having a harder time with HNMs again that have become easily killable (well depending on how hard they hit them with the nerf stick.. and I'm assuming it'd be an amusing semi-truck-esque hit)
 
Elemmire said:
if they ever did nerf NIN I'd laugh a lot. Especially if the NIN nerf effects /NIN as a sub. So many shells would be having a harder time with HNMs again that have become easily killable (well depending on how hard they hit them with the nerf stick.. and I'm assuming it'd be an amusing semi-truck-esque hit)
i think Neosquall want a nerf in dmg and there enfebling magic skill not there shadows.

I give the update 5 stars. even more so because the last pol update

New Areas

Along with the introduction of a new battle system "Salvage," the previously restricted access to the Ruins of Alza'daal will be lifted, allowing players free reign to explore the entire region. Also, several unreachable sections of both the Bhaflau Thickets and the Caedarva Mire will become accessible, and adventurers will be able to encounter the creatures that inhabit those locations.


Mog Lockers

The maximum capacity for Mog Lockers will be increased to 70 items.


New Quests

Several new quests, including a story that centers on Aht Urhgan's Serpent Generals, are planned for the upcoming version update.


Experience Points in Besieged

The experience point reward in Besieged will become obtainable as limit points.


Tu'Lia

After meeting certain requirements, it will become possible to travel directly to Tu'Lia from the Hall of Transference (found beneath the Crags of Holla, Dem, and Mea).


Fellows

The Fellow system will be adjusted so that your fellow no longer disappears when you change areas. *Fellows will still disappear if the area you enter is not an area in which fellows can normally be called.
and just when you tought they forgot about fellowship npcs.
 
Stouter said:
The problem is that they can't do anything better than whm or rdm, and there's absolutely no reason for a pld to be a healer (except in the cases where you have too many pld in the shell and not enough normal healers, which is often moot because most people have multiple 75's)

Having a pld heal is a step below having a smn healer; "We couldn't find a whm, wanna pt?"
well it would be a last resort but there no rdm whm or smn, and no blu/whm then you can always get a pld
 
hellstorm said:
i think Neosquall want a nerf in dmg and there enfebling magic skill not there shadows.

I was replying to Raes' post :P but ya.. I always found it stupid as hell that NIN's enfeebles would override (and sometimes seemingly better) than a RDM's... bah..
 
Experience Points in Besieged

The experience point reward in Besieged will become obtainable as limit points.
I take back what I said before, THIS is by far the best thing in this update. It took them long enough but now my 75 jobs will have a reason to go.
 
also would drk asorb spells now be the fastest claim spell of any job?
 
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RDM/DRK with the absorb spells we can get.. hehe.. that'd be pretty fast ya
 
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