- Joined
- Dec 14, 2004
- Messages
- 1,968
If there were such a mob with low HP but near-complete melee immunity, it'd make the melee useless and more or less become a mob that BLMs could very happily chain nonstop in a group of 2 or 3 by having two nuke while the third rests, possibly with a COR, or BRD on the side to help them keep up with MP. There usedto be a room in sea with three SMN's elementals that were more or less XPed off of in the exact same fashion, though ironically this was changed...
Except if you make it so they resist fairly often and being that MB resist far less often or just increase the damage on a MB like on those wierd undead mobs, it'd be worthwhile again. You just need to fix every angle so people will not exploit it to their advantage something which SE has never been able to successfully do... except maybe with AV. But really, this is mostly a moot point since a majority of people are done with the merit/exp rush that happened when ToA first came out.
Edit: To the OP: You cannot change jobs much anymore without causing drastic changes to everything else. If you reduce enmity on magic damage, you make many mobs and end game events much easier. If you reduce the MP cost of elemental spells, you make kited mobs like Kirin (who really is easy anyways) or KB that much easier. The problem is by changing the job, you effect anything the job does. The easier alternative is to create something new that the job or group would excel at that wouldn't exclude others.
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