Carbuncle.Kerokun said: »
SCH: ^^^ (MPKing is back, baby!)
Hellz yah!
[dev1135] New Special Job Abilities |
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[dev1135] New Special Job Abilities
Meikyo gets devalued during capped delay zergs, I would find this new 2hr to be rather potent during non-PD zergs, or if say, ADL decides to be a *** and prolongs fight out of PD's duration, pop this new 2hr and hope for no more implosions. If unable to kill any mob before PD wears, I see this 2hr alot more effective than meikyo.
Xellan said: » About the only good 2-hours I see here are ... and Blue Mage's, because nobody in their right mind ever thinks "Oh, ***. It's time for Azure Lore!" No. Azure lore is a decent 2 hr for anything that physical magic works well on, because you can make a giant mega damage skill chain with it. The new 2hr on the other hand sounds terrible. Unbridled learning spells all have moderate cooldowns (like 30s), so you aren't going to be able to do something like spam blood rake, and the spells individually aren't really that great. The only potentially useful thing I can really think of is using it as a ghetto chainspell-stun (if you have a good recast/macc set) with thunderbolt and/or absolute terror. But that's if it has a 1m+ duration, knowing SE, it will be 30s and just be useless. "Monk
Counters almost every enemy auto-attack and greatly increases enmity." Sounds "almost" good. I had been under the impression it would be 100%. Puppet POWAH!
Samurai Seppuku where!?
lol pup invisible? That better be two hours worth of invisible that stays on through zoning or something
edit: who wants to bet its something more like hide duration It is probably still effected by accuracy, so they can't actually say counters every attack. However it most likely works like Perfect Counter where even if you fail the accuracy check, the enemy attack still doesn't damage you. Speaking of which, what the hell are they going to call MNKs new 2hr, Perfect Counter would of worked well if it wasn't already a name, Ultimate Counter?
wut....how could that of made it through? RDM: "I'm gonna bolster my enhancing spells" SCH: "Sorry but Embrava"
RDM: Quetzalcoatl.Diasetsu said: » It is probably still effected by accuracy, so they can't actually say counters every attack. However it most likely works like Perfect Counter where even if you fail the accuracy check, the enemy attack still doesn't damage you. Speaking of which, what the hell are they going to call MNKs new 2hr, Perfect Counter would of worked well if it wasn't already a name, Ultimate Counter? Bismarck.Ihina said: » Quote: The major damage dealt will be a single attack. You can kind of think of it as the way Sneak Attack is used. Dearest SE. Go to hell. Sincerely, Myself +1 It's hard enought land one TA with all of those epileptics tanks and now we have to land 2? If you ask me a good new 2h for thf could be a PD for magic attacks but maybe it's too overpowered, idk tbh. Have to wonder why a relatively simple one like BLU's wasn't included today. better have some effect on UL spells similar to azure lore.
Quote: +1 It's hard enought land one TA with all of those epileptics tanks and now we have to land 2? If you ask me a good new 2h for thf could be a PD for magic attacks but maybe it's too overpowered, idk tbh. That's what I though PLD would have gotten... a 2hr for magic dmg immunity, which would have complemented Invincible with physical dmg. Cerberus.Thore said: » Quote: +1 It's hard enought land one TA with all of those epileptics tanks and now we have to land 2? If you ask me a good new 2h for thf could be a PD for magic attacks but maybe it's too overpowered, idk tbh. That's what I though PLD would have gotten... a 2hr for magic dmg immunity, which would have complemented Invincible with physical dmg. Then what exactly would Rune Fencer's be? It IS the magical tank, and that's more than likely what it's 2h is going to be. Paladin is the physical tank. Just because it has Aegis and rampart doesn't make it the be all, end all magic tank. Idk, Rune Fencer will probably get something like infinite or lower cooldown runes.
Odin.Eikechi said: » Then what exactly would Rune Fencer's be? It IS the magical tank, and that's more than likely what it's 2h is going to be. Paladin is the physical tank. Just because it has Aegis and rampart doesn't make it the be all, end all magic tank. It kind of does lol, there's really no need to be more durable to magic damage than an aegis paladin already is at the moment. Even if rune fencer takes even less magic damage, it would still need to have close to the same physical mitigation as a paladin to compete even on magic heavy mobs. An invincible for magic damage would be dumb for either job thou. Remember that both Rune Fencer and Geomancer should both be implemented with the starting Lvl 1 2hour and the higher Lvl 2hour. Technically Rune Fencer could have both something involving runes, and one involving magic mitigation.
Quetzalcoatl.Diasetsu said: » Remember that both Rune Fencer and Geomancer should both be implemented with the starting Lvl 1 2hour and the higher Lvl 2hour. Technically Rune Fencer could have both something involving runes, and one involving magic mitigation. That probably won't happen until after play testing of rune fencer though, to see which direction the playerbase takes it in. In response to Rune Fencer vs. Aegis Paladin, Rune Fencer is also slated to have (most likely significantly) higher damage output than Paladin.
They're likely going to be less physically durable, about or more magically resistant - and have higher damage output as a trade-off for less physical durability. I'd imagine they're also going to have the ability to lessen magic damage taken for nearby party members, but at that point it's just me speculating. That would be hard to do Sylow. Pld is tied for third for highest STR, last I checked >_<. So rune fencer would at least have to be tied with it even with higher Gsword skill (unless runes give STR or something)
Rnf is gonna be op, and I'm gonna love it.
Odin.Eikechi said: » That would be hard to do Sylow. Pld is tied for third for highest STR, last I checked >_<. So rune fencer would at least have to be tied with it even with higher Gsword skill (unless runes give STR or something) SE has directly slated that Rune Fencer will have higher damage output than a Paladin.
And yes, base STR is totally the determining factor in how much damage you can do. (For reference PLD/WAR has higher base strength than WAR/SAM) Fenrir.Sylow said: » SE has directly slated that Rune Fencer will have higher damage output than a Paladin. And yes, base STR is totally the determining factor in how much damage you can do. lol It is for reso spam! But seriously, the difference in acc/att through skill difference isn't going to be a "significant" difference in their output I don't think. It's not like h2h. If I'm understanding it all correctly h2h is the only dmg majorly influenced by skill. But I see what you're getting at. i should reactivate when the expansion comes out.
going to be a DD rune fencer :D volkom said: » i should reactivate when the expansion comes out. going to be a DD rune fencer :D PLD is reliant on their shields for defensive capabilities. Hence, one-handed swords. One-handed swords are traditionally awful (as are one-handed weapons in general), especially versus high-level targets where ratio correction starts to come into play.
Rune Fencer will not have this issue, as they are Great Sword specialists. This puts them ahead in the damage department de facto, without even taking into consideration their abilities. they should make uber clubs for pld's to tank with.
shield + mace sounds cooler than shield + sword or give them a flail! |
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