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[dev1010] Job Adjustments (4/22/2011)Follow

#102 Apr 24 2011 at 9:44 AM Rating: Default
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I'm not saying Ranger doesn't have problems, but the argument you are making is criminally inaccurate.


criminally? What, is some internet police gonna arrest him for a bad argument? Some Men-in-Black? Some super secret spy organization out to ensure the safety of good arguments everywhere?

:P
#103 Apr 24 2011 at 10:22 AM Rating: Decent
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Bring a SCH problem solved.
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#104 Apr 24 2011 at 10:59 AM Rating: Good
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"Return1" wrote:
[quote]Which is blatantly wrong. And when it comes to survivabilty, RNG and WAR is a perfect comparison.

BLMs don't have to worry about pulling hate, not because they can just douse it, but because they are the sturdiest of all jobs when it comes to taking hits to the face.


Again with this bunk?

Ranger and Warrior are only similar as both are intended to be damage dealers. While Warrior has recieved steady improvements to do its job, Ranger has gotten more damage tools yet no ability to stay at its ideal range.


Warrior is rewarded for being at close range. With the ability to gain TP from Retaliation, auto-attack making every hit count, benefits from haste and some of the most powerful weaponskills in the game WAR currently reigns supreme at its task given.

Though it lacks innate defenses, the ability to switch into PDT/MDT sets while still benefiting from auto-attack (this is a big freakin deal btw) allows the job to function within the party dynamic according to SE design. Call WAR a wet paper bag all you want, the job is functioning according to design.

...and then we have Ranger.

Ranger is designed like BLM to deal damage from a distance yet due to how enmity works (if you aren't taking damage like front-liners, you're a target when enmity fluctuates) the job winds up being forced to the front and made to take hits until enmity fluctuates again back onto a front-liner. The job is made to suffer because of how enmity works and is NOT working according to design.

Here's the part where you tell me "well RNG can switch into PDT/MDT sets too" and heres the part where I tell you that unlike WAR who benefits from haste and auto-attack (you're still swinging when you're *** is being kicked no?) Ranger is most likely trying to get back to that ideal distance, losing out on the ability to do damage until hate has been reseated. It's either that or doing more damage until eventually the healer lets you die.

Either way you've just lowered the DPS of every frontliner, who now have to chase the monster going after you and you've compromised the positioning of the mages who now have to curebomb a DD who isn't doing any damage because they do not benefit from auto-attack. Yeah, you can shoot arrows from 8' and eat the damage penalty till its off you but you're still punished for being too close.

The whole pitch of the class is to stay at a distance yet any Ranger actually playing the class will yoink hate and have no ability to use native tools to remain at one and subjob tools are a joke. Even if you sub /NIN or /SAM for defenses, you're still going to move the monster every time you barrage or weaponskill completely messing up the dynamic.

BLM and RNG are kindred spirits except SE has taken effort to make one more sturdy while ignoring the others obvious faults. I understand that there is a fine balance in making Ranger work (too many enmity tools and Ranger becomes broken) but when you see stuff like "more Bounty Shot!", its like cmon SE, try to actually fix the class.

Edited, Apr 24th 2011 1:00pm by SparthosofLakshmi
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#105 Apr 24 2011 at 2:45 PM Rating: Decent
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K1n371x wrote:
saevellakshmi wrote:
Secretkeeper wrote:
saevellakshmi wrote:
Now with LR giving you 25% JA haste for 3 min out of every 4:10, thus making Hasso less useful, DRK's might really considering using the older DRK/NIN combo. Of course I'm talking inside Abyssea only, outside should still be Scyth / GSWD.
Unless I misunderstand you, the Desperate Blows haste effect is only applied when you're using two-handed weapons, so you'd only get the attack boost from Last Resort if you're dual wielding.


Just checked, your completely correct. I forgot DB only applies to 2H weapons. That puts DRK in a weird spot inside Abyssea, clearly we can't ignore the power behind RR / GH type atma's when combined with crit WS's but to discard the juicy haste from DB would be blasphemy. When its only 30s out of every 4:10 its not really noticeable, but now we're talking three min out of every 4:10. Interesting will have to do more math to figure out which way works better.


Don't forget:

"VIT will play a role in calculating damage taken from critical hits."

IMO that is the crit nerf we all knew was comming. If so, it is an indirect buff to all jobs without a crit-hit WS.

I welcome it. It unbalanced everything.


Could be. I, for one, do not welcome this. It was great to finally be able to keep up on my damage. It was also great not to see everyone change to DRK everytime it was time to take something down. A lot of these jobs that aren't the "most desirable" right now have had tremendous amount of time in the spotlight. RNG burns anyone? DRK k-club burns? Come on now, don't act like the game isn't more balanced now with everyone able to deal approximately pretty good damage, unlike before when their were undeniably better jobs. The current state of the game is about as close to balance as we've ever seen. People asking for change are the same types that have always been complaining wanting their flavor-of-the-month job to come back to the top spot.
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#106Return1, Posted: Apr 24 2011 at 2:46 PM, Rating: Sub-Default, (Expand Post) You and some other retards missed the entire point repeatedly. A few RNG types complained that they have 0 defensive tools. I point out that WAR has exactly 0 defensive tools, and they ******* tank on purpose. RNG doesn't need more survivability. Specifically this is aimed at lobi over the course of multiple threads where he pretends that RNG is useless because if the mob hits them, it gets shredded to ribbons, while the guy using berserk and has lower defense will take less damage because he's not a forsaken RNG.
#107 Apr 24 2011 at 3:31 PM Rating: Good
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lolgaxe wrote:
Lobivopis wrote:
Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.
(Job B) takes a bigger damage nerf from standing away from the mob since then it does 0 damage, and is required to stand within facerape range to do that damage while having paper bag defense.

I'm not saying Ranger doesn't have problems, but the argument you are making is criminally inaccurate.

Edited, Apr 24th 2011 7:34am by lolgaxe


Yup, lolgaxe gets it. I get it too.

Stop complaining about your damage being nerfed when range becomes an issue. This was done on purpose because (apparently as so many of you forget) RNG was literally the only job people were leveling to 75 for more than a year because it was so powerful. Ah yes, but the communal lack of ability to appreciate history will doom us to repeat that I fear.

Simple rule: If you are pulling so much hate because you have taken no damage and are dealing so much damage, move within range. I never understood this idiot mentality where 5 or more other players in your group have to go chasing you around while you kite the mob, which is what I see 99.9% of rangers do whey n the mob turns their way. Why is it so important that you be able to deal tier 1 damage all of the time? Each job has penalties, learn to live with yours. This was a balancing act SE already considered. Maybe just a little tweaking like Superior Ranged Acc/Attk when out of sweetspot style atmas would be good in Abyssea, but by and large, RNG is fine. It's a lot more fine than COR is for example.

What you should not be penalized for is relying on the crafting system for ammo - there need to be good NPC alternatives.

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#108 Apr 24 2011 at 3:59 PM Rating: Decent
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rdmcandie wrote:
Oddly enough I was thinking about DRK/NIN the other day using a beefy mainhand and a Ridill offhand for Vorpal Blade. You would still gain a similar redcution in delay as DB considering in a decent party (magic haste, song haste) with gear haste you give up on 5% from desperate blows, where as NIN gives you 25% delay reduction as well (30 with suppa).

Would be interesting to see if that would trump 2H. While you will still attack slightly faster with a scythe, you will be getting 2-4 attacks/round with riddil and could use the regain sword as well for further TP gain. On top of similar TP phase DPS and TP gain rate, you have a 5 hit crit WS. Which we all know is pretty broken atm, and if SE didn't change the player to mob crit workings then will likely crush anything the schythe could throw out at WS time.


Torcleaver.
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#109 Apr 24 2011 at 4:02 PM Rating: Decent
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Exodus wrote:
Lobivopis wrote:
lolgaxe wrote:
I do like the argument that (Job A) is meant to do damage and requires defensive/enmity tools while (Job B) is meant to do damage and therefore doesn't need defensive/enmity tools.


Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.


...but Job B will eat every AoE the mob has to offer while Job A can stay at a safe distance and not just WTFpwn the mob like a ******, allowing the tank to remain tanking, and not need defensive tools at all?


Except that it won't be able to keep the mob at range and will instead pull it away from the tanks and melees pissing them off and getting itself killed in the process.

BarberofSeville wrote:

Unfortunately there is no middle ground. Either a rng will pull hate (and gimp their sweetspot damage and die a horrible death due to no defensive abilities) or they won't pull hate. Is it really reasonable to think that rangers (and ranger was my first 75) should be able to shoot and not pull hate?


So it's ok for DRG and BLM to be able to but not RNG. Got it.

Edited, Apr 24th 2011 7:05pm by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#110 Apr 24 2011 at 4:24 PM Rating: Default
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TheBarrister wrote:
but by and large, RNG is fine.



I'm going to assume that's a troll because there's no way you can be serious about that.

RNG is not fine, even in years past RNG DPS was the worst of any DD and they only made up for it with WS. Now even RNG WS are substandard. Even RNG as it existed in 2004 would be considered a mediocre DD by today's standards.


TheBarrister wrote:
Why is it so important that you be able to deal tier 1 damage all of the time?


RNG can't deal top tier damage, RNG's total damage output is mediocre at best. And once you start having to hold back on DMG it goes from mediocre to "waste of a party slot". Nobody invites a RNG to DD if there is a job that's actually good available.



Edited, Apr 24th 2011 10:21pm by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#111 Apr 24 2011 at 6:16 PM Rating: Decent
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I'm all for RNG getting a cool trait to shed enmity/lower enmity generated. If SE is gonna be a **** and pretend a gun's going to do way less damage when put to a mob's head, then RNG should be able to raise hell from a distance with minimal Mob chasing.


Here is where you get it right. Glad your on the right track finally. Ranger needs more survivability because of how it deals damage be it through enmity loss or enmity re-directs.

Edited, Apr 24th 2011 8:44pm by MippsCat
#112 Apr 24 2011 at 7:57 PM Rating: Decent
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Lobivopis wrote:
TheBarrister wrote:
but by and large, RNG is fine.



I'm going to assume that's a troll because there's no way you can be serious about that.

RNG is not fine, even in years past RNG DPS was the worst of any DD and they only made up for it with WS. Now even RNG WS are substandard. Even RNG as it existed in 2004 would be considered a mediocre DD by today's standards.


TheBarrister wrote:
Why is it so important that you be able to deal tier 1 damage all of the time?


RNG can't deal top tier damage, RNG's total damage output is mediocre at best. And once you start having to hold back on DMG it goes from mediocre to "waste of a party slot". Nobody invites a RNG to DD if there is a job that's actually good available.



Edited, Apr 24th 2011 10:21pm by Lobivopis


Ah, so your arguing that Ranger doesn't deal enough damage. Well since you won't be able to turn that mob since you won't be doing that much damage, as I said, everything is fine.
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#113 Apr 24 2011 at 8:02 PM Rating: Good
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TheBarrister wrote:
Why is it so important that you be able to deal tier 1 damage all of the time? Each job has penalties, learn to live with yours


So what you are saying is that it is perfectly acceptable for a DD to tell you "I'm dumbing my character down to do less damage?" Do you really think this would be an acceptable statement from a war/mnk/sam/whatever? I don't think any RNG feels that we should be hitting the largest numbers out there, but it would be nice to be competitive. If we really wanted that, you would hear ******** about scaling up Eagle-Eye Shot, instead of almost accepting it as a tp free WS every 2 hours.
#114 Apr 24 2011 at 8:16 PM Rating: Excellent
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xantav wrote:
TheBarrister wrote:
Why is it so important that you be able to deal tier 1 damage all of the time? Each job has penalties, learn to live with yours


So what you are saying is that it is perfectly acceptable for a DD to tell you "I'm dumbing my character down to do less damage?" Do you really think this would be an acceptable statement from a war/mnk/sam/whatever? I don't think any RNG feels that we should be hitting the largest numbers out there, but it would be nice to be competitive. If we really wanted that, you would hear ******** about scaling up Eagle-Eye Shot, instead of almost accepting it as a tp free WS every 2 hours.

Why should anyone play any job but Vethregana MNK and WHM Duo then? I'm sick and tired of half-assed optimization whores these days. By the thinking in this thread now: If doing top damage (and surviving) is important to you, don't play RNG, period. This is the same **** with the SCH discussion, and the same in every DRK forum for the past year.

If your friends only want you to play the top damaging job and deal as much damage as possible at all times... you need new friends. If you want your own job to be the #1 damage dealer in any situation you're just an attention *****.

So... YES! It's perfectly f*cking acceptable for someone to say "I'm dumbing it down a bit for survivability and utility guys." This is called /NIN on a two-handed job in most cases actually, or putting on Evasion atma instead of raw damage on THF to dodge a few extra hits if you've parsed above-floor on a particular mob before.

Anyone who thinks top damage is important or self-enabling is a ******. End of discussion.
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#115 Apr 24 2011 at 9:12 PM Rating: Decent
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Anyone who thinks top damage is important or self-enabling is a ******. End of discussion.


I wish I could rate up cuz Id hit that green arrow so hard for this.
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#116 Apr 24 2011 at 11:28 PM Rating: Default
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Here is where you get it right. Glad your on the right track finally. Ranger needs more survivability because of how it deals damage be it through enmity loss or enmity re-directs.


It's not about survivability, it has to do with dealing damage more efficiently because the mob's not moving, killing RATK, and people aren't ******** that the RNG just pulled it out of range of their E-Peen WS.
#117 Apr 25 2011 at 1:14 AM Rating: Good
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Lobivopis wrote:


BarberofSeville wrote:

Unfortunately there is no middle ground. Either a rng will pull hate (and gimp their sweetspot damage and die a horrible death due to no defensive abilities) or they won't pull hate. Is it really reasonable to think that rangers (and ranger was my first 75) should be able to shoot and not pull hate?


So it's ok for DRG and BLM to be able to but not RNG. Got it.

Edited, Apr 24th 2011 7:05pm by Lobivopis



This is a ridiculous argument. Blm can hate wipe once every ten minutes. You are constantly arguing about how blm has some sort of magic 'no hate' button but the bottom line is that enmity douse is severely limited by its recast. Would you be happy if ranger was given enmity douse? No. And with good reason. A ranger could use beetle arrows and be at the hate cap in less than 10 minutes. I understand you are trying to use examples to illustrate a point but a ten minute one time only hate dump? That's really what you are espousing as a legitimate -enmity tool?

Mana Wall is of the same ilk. Yeah, abyssea and its 10/tick refresh for blms clouds things at the moment. But I assure you that the 'damage penalty' blm will suffer in the next end game arena will be FAR greater than what rng suffers. A double attack for 800 damage with mana wall up decimates 80% of your mp pool. That's a whole lot of damage right down the pisser. Are you arguing for an ability that gives you defense in return for seriously limiting your DD potential? My guess would be no.

You will never get to stand somewhere safe and do incredible damage without the risk of getting thumped. Deal with it. Nobody wants to play a game where NMs are silenceable worms that take double damage from piercing.
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#118 Apr 25 2011 at 1:44 AM Rating: Default
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Mana Wall is of the same ilk. Yeah, abyssea and its 10/tick refresh for blms clouds things at the moment. But I assure you that the 'damage penalty' blm will suffer in the next end game arena will be FAR greater than what rng suffers. A double attack for 800 damage with mana wall up decimates 80% of your mp pool.


Just want to point out that 400mp is not 80% of your MP pool, even for a galka. Also, a BLM with a brain will have a 400hp SS, and at least -20% Physical Damage taken gear. So if something's DA and hitting them for 800, then they just did a minimum of turtling up, they'd take 300 ish damage to MP. If a strong/prepared BLM were to be hit by that same mob they'd take somewhere around 150mp damage from that same attack round.
#119 Apr 25 2011 at 1:48 AM Rating: Good
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Semantics, syntax, and situation.

It's still 300 less MP to be dedicated to nuking when Atma isn't giving it back to you in ninety seconds.

A Ranger wouldn't want to see half a stack of bullets disappear when they get hit; or more realistically half their TP as a better analogue.

Actually that sounds pretty good -- a mana wall style ability that eats TP instead.
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#120 Apr 25 2011 at 4:16 AM Rating: Decent
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TheBarrister wrote:
Lobivopis wrote:
TheBarrister wrote:
but by and large, RNG is fine.



I'm going to assume that's a troll because there's no way you can be serious about that.

RNG is not fine, even in years past RNG DPS was the worst of any DD and they only made up for it with WS. Now even RNG WS are substandard. Even RNG as it existed in 2004 would be considered a mediocre DD by today's standards.


TheBarrister wrote:
Why is it so important that you be able to deal tier 1 damage all of the time?


RNG can't deal top tier damage, RNG's total damage output is mediocre at best. And once you start having to hold back on DMG it goes from mediocre to "waste of a party slot". Nobody invites a RNG to DD if there is a job that's actually good available.



Edited, Apr 24th 2011 10:21pm by Lobivopis


Ah, so your arguing that Ranger doesn't deal enough damage. Well since you won't be able to turn that mob since you won't be doing that much damage, as I said, everything is fine.


Stop playing dumb. You know damn well why the mob will eat your face if you're standing outside AOE range. It's starting to look like you're just bitter about the 2004-05 era and simply enjoy seeing RNG at the bottom.

Let me ask you a question. If you had one party slot available and had to choose between RNG and any other (decently equipped) DD would you choose the RNG?

Yeah I didn't think so.


Edited, Apr 25th 2011 7:33am by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#121 Apr 25 2011 at 4:26 AM Rating: Decent
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BarberofSeville wrote:
Lobivopis wrote:


BarberofSeville wrote:

Unfortunately there is no middle ground. Either a rng will pull hate (and gimp their sweetspot damage and die a horrible death due to no defensive abilities) or they won't pull hate. Is it really reasonable to think that rangers (and ranger was my first 75) should be able to shoot and not pull hate?


So it's ok for DRG and BLM to be able to but not RNG. Got it.

Edited, Apr 24th 2011 7:05pm by Lobivopis



This is a ridiculous argument. Blm can hate wipe once every ten minutes. You are constantly arguing about how blm has some sort of magic 'no hate' button but the bottom line is that enmity douse is severely limited by its recast.


DRGs have three different enmity resets on short timers.

Raelix wrote:


A Ranger wouldn't want to see half a stack of bullets disappear when they get hit; or more realistically half their TP as a better analogue.



I'm sure rangers wouldn't mind loosing half a stack of ammo if their ammo regenerated itself.


Edited, Apr 25th 2011 7:38am by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#122 Apr 25 2011 at 6:18 AM Rating: Decent
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If you are using Hasso from a Samurai support job, you will reach the 25% cap for haste from job abilities with level 3 Desperate Blows.

just an FYI, maybe a new sub, war or rdm (at later levels for haste)
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#123Return1, Posted: Apr 25 2011 at 10:30 AM, Rating: Sub-Default, (Expand Post) I'm going to keep my DB 3/5 for now, simply because I'm only ever going to use /SAM. For the 1:10 that LR is down, /SAM is better because of hasso, and there's still STP builds. Zanshin, Meditate, and Sekkanoki are just Icing.
#124 Apr 25 2011 at 10:57 AM Rating: Excellent
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I know a lot (I'd guess most) of people on this board have at least one capped job so I understand the focus being on endgame but I have these types of problems with my RNG and I am only in the 30s on it. So many of the problems I see exist a lot sooner than 90. It looks like SE has decided to get people started with the 1-30 and then will keep working on like 75-90(99) but if you are between 30 and 75 the best they can come up with is buy one of the abyssea addons and just leech. In fairness, I like the idea of being able to leech up some levels (may do it to get my WAR from 37 to 49) but it's like it was done to save SE time and effort dealing with the middle levels.

Undoubtedly someone will want to come along and say that they had to deal with so we can too and my response would be "I'm sorry" I'm sorry that you had to deal with SE's slacking. I wish they had fixed a lot of the issues these classes have from early on in the game that you had to trudge through. It sucks. I'd like to see it not suck or at least not suck as much from much earlier on.

For those RNGs who played before they created the distance penalty, did you often still melee or were you always staying out of AOE? Just wonder if the game uses the system from before the penalty where it assumes RNG may still be in melee distance taking AOEs from time to time. That's assuming they ever did stand in AOE range but I thought I remembered reading posts about RNGs meleeing for TP gains back then.
#125 Apr 25 2011 at 12:19 PM Rating: Decent
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Return1 wrote:
Quote:
If you are using Hasso from a Samurai support job, you will reach the 25% cap for haste from job abilities with level 3 Desperate Blows.

just an FYI, maybe a new sub, war or rdm (at later levels for haste)


I'm going to keep my DB 3/5 for now, simply because I'm only ever going to use /SAM. For the 1:10 that LR is down, /SAM is better because of hasso, and there's still STP builds. Zanshin, Meditate, and Sekkanoki are just Icing.

All WAR has to offer is a pair of mostly useless Attack buffs, a useless ACC buff, and 10% DA.

I have Apoc though instead of some Magian Scythe, so mileage may vary.



/RDM for haste is a joke though right?


Also, the difference between 300mp and 800mp is @#%^ing huge.

Edited, Apr 25th 2011 12:31pm by Return1



I just know having Apoc and the boost coming to Relic Weapons, might let us work A LOT of different things. I know its going to be fun trying it out.
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#126 Apr 25 2011 at 2:06 PM Rating: Good
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For those RNGs who played before they created the distance penalty, did you often still melee or were you always staying out of AOE? Just wonder if the game uses the system from before the penalty where it assumes RNG may still be in melee distance taking AOEs from time to time. That's assuming they ever did stand in AOE range but I thought I remembered reading posts about RNGs meleeing for TP gains back then.



RNG used to be in meele range like any other DD and often was SA/TA partner to start the fight up with a Distortion or Light SC, before sushi existed the acc bonus was kinda overpowering, even with -acc+Racc rings your axe hitrate was good, it played kinda like SAM with a 5min Meditate that was Racc based (barrage), TP gain was pretty fast because you would get a few axe swings in between the shots, so it helped to even out the slower /ra macro pressing
When the game first came out RNG was a random meele class with arrows that stacked to 12 I think....

After they changed ranged attacks to the mess we have now rng/nin with a kraken was still better off than a rng standing back...im sure it still is at least for xp.

Rng/nin going balls with 2 axes and shoting for tp while ignoring the distance sh*t is prolly still the better idea for a XP pt.
Standing back with /sam is just wasting all the abilities you get because you have to hold back anyways, when I'm on /sam I just stand around and ws stuff thats about to die so it dies on the way to me from a /ra or a meele chasing its ***.

On sh*t that matters Im not sure, I only really use rng for Shin solos because I mostly have to tank stuff for my LS.

Edited, Apr 25th 2011 4:08pm by DosenMilch
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