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Thief always gets the shaftFollow

#152 Feb 14 2005 at 7:00 AM Rating: Decent
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NynJaaa wrote:
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The only real difference of THF getting an A+ weapon is that after taking a back seat to THF for 45 levels, we could make MNK take a back seat for some more. Not exactly a fair and balanced solution.



Have you ever seen an endgame monk ??

Not the Boost for 3 min then unleash Chi Blast. I'm talking about the freaking ultimate DoT melee. Monks are god damn monsters come endgame. an A+ h2h weapon wont make mnk's take a back seat to thf.

Good point. So in reality, THF could get A+ in any weapon they can currently equip, and it wouldn't make any significant difference.

DRKs will still close SCs harder with SATASpinslash than anything we can throw at it.

MNKs will still outdamage us on bones... and in retrospect, since 225 WSes are SP, THF wouldn't be able to close a Light SC with club or H2H (even with an A+) until Black Halo at LV71.

In a nutshell, all the jobs that are picked over THF for a given situation will still be picked over THF in that situation, for all the same reasons.

So again, I'm really interested in hearing what the goal of all the whiners in this thread is. Give THF an A+ in any of our weapons, and we'll still be clutching our daggers to the grave. Give us access to those quest WSes that are apparently such a big deal, and we'll continue to ***** the same dagger WSes we are using now.

Edited, Mon Feb 14 09:10:54 2005 by redvenomweb
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#154 Feb 14 2005 at 2:55 PM Rating: Decent
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NynJaaa wrote:
You're right, it wont make a difference. but it will give us ALTERNATIVES.

...

You just agreed that it won't make a difference. So why does it matter how many (useless) alternatives we have?
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#155 Feb 14 2005 at 3:14 PM Rating: Decent
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If we had a higher rating in H2H we would still be way weak but we would also make MNK less effective, H2H is all MNK has. I



It wouldn't hurt monk at all >.>

We'd still have to sub monk for H2H speed bonuses, but still attack slower.(and most likely weaker than monk)

What this would do, is increase thf's effectiveness against bone mobs. So when the PT wants to level off skellys <.<; you'd get a damage bonus instead of a penalty.
#157 Feb 14 2005 at 4:51 PM Rating: Decent
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Quote:
So again, I'm really interested in hearing what the goal of all the whiners in this thread is. Give THF an A+ in any of our weapons, and we'll still be clutching our daggers to the grave. Give us access to those quest WSes that are apparently such a big deal, and we'll continue to ***** the same dagger WSes we are using now.


W/ a higher skill in marksmanship you'll still be at your grave clutching your dagger but w/ an xbow (or gun) at your side. ^^

I've already talked enough about TP gain, and I'm assuming you already know what an B+ or higher could do. As a THF in a PT TP gain will be the only real improvement. As for WS I do believe THF and SAM should be able to use some, I mean, damn we get a C+ in it Marksmanship(THF) and Archery(SAM). Our skill caps at 230 meaning we would get all up to Heavy Shot and the unlockable WS to use, not bad but leaving RNG blast shot would be nice. Giving THF and SAM WS would be nice but to give them too many would just look silly. A B+ (lol, higher if ya wanna push the envelope but anything higher seems unreasonable) in Marksmanship and WS up to Slug Shot wouldn't be asking for too much I don't think.
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Parsing on top was never an issue[with a two-handed weapon]...
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#158 Feb 14 2005 at 5:01 PM Rating: Decent
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Silver Bullets and better guns. SATA + Slugshot Yes,please!!!

Oh yeah and make that for THF main only so that RNGs cant do the same thing as us but better like DRKs do
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#159 Feb 14 2005 at 6:50 PM Rating: Good
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Hey, I don't have all the answers. As a 55 thief, to be honest, I've failed as much as I've succeeded. But I love my game, my thief just the same, and I wish you my kind of success.

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#160 Feb 14 2005 at 6:51 PM Rating: Good
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Such drama in this thread.
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#161 Feb 14 2005 at 7:23 PM Rating: Decent
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Quote:
SATA + Slugshot Yes,please!!!

Quote:
Oh yeah and make that for THF main only so that RNGs cant do the same thing as us but better like DRKs do


Have you lost your mind? Our main weap is dagger, RNG are supposed to be super strong w/ ranged weapons not THF. As much as I think it would be cool to see the massive damage I could do w/ that it just seems totally crazy. A boost in Ranged Attack is far from making us the greatest one-shot DD hands down. Slug Shot can hit for around 800~1k multiply that by even 0.5 and it seems silly for THF to be able to do it w/ a gun, maybe if they made it possible w/ a dagger I'd be fine but w/ a gun it just seems we are moving the shaft around and not removing it from the game completely. I'd like it if every job was equally wanted for many different things (like HNMs BCNMs and such). Dagger hit is like 5-20 and SA for 200ish, a crossbow bolt hits for 50-60 (I've hit 90 on an IT bat) so SA would hit upward off 300 minimum I would assume. Add barrage (another 200) and later a SA+Slug Shot (dependant on skill lv and weapon but maybe 1.2k+) and we would just be unbalanced.

Edited, Tue Feb 15 00:23:19 2005 by RhondaTheSly
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Hand-to-Hand[3]
Bsphil wrote:
Parsing on top was never an issue[with a two-handed weapon]...
Hell I might have to take down my lolclaustrum avatar.
#162 Feb 14 2005 at 7:55 PM Rating: Decent
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NynJaaa wrote:
I never said it'll overpower us, which is what you said.

1) I never said that.
2) You said, "You're right, it wont make a difference." Go ahead and look, it's right at the top of this page.

Quote:
You clearly said that giving thf's a higher h2h rating, it would overpower us compared to mnks, which is undoubtedly false.

No, I said that we would make them take a back seat for longer. By that, I meant that a MNK invited to close a non-light SC would be potentially replaced by an A+ H2H THF. In any case, if your whole argument is that THF is shafted because they don't get bone PTs, that's just being petty. MNK deserves to have bone PTs, after the garbage they go through for the first sixty levels.

Quote:
It'll LET thf's xp in KRT. Have you ever tried using a dagger on golems ?? Aura Statues in sky. I hit anywhere between 3-10....WITH Mithkabobs. SATA Shark ?? Lucky to break 600. so we cant xp there. Bones ?? SATA Shark will be Lucky to break 400.

We all know that THF sucks against bones. I don't think that that is something that should be "fixed." But whatever, cry all you want. I will say one thing: THF has more options against bones than RNG or DRG. But oh well.

As far as golems go, they are not strong or weak to any particular weapon type. So what WS would you propose to use against them instead? Savage Blade? Black Halo? Please, fill in the details.
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#163 Feb 14 2005 at 10:25 PM Rating: Decent
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Although it was a joke i dont mind THFs being overpowered. Do BLMs and RNGs whine about being overpowered? Do DRKs whine about being able to take a THFs role in EXP parties?
#165 Feb 15 2005 at 12:27 AM Rating: Decent
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I think Nynjaa said at least said B+ somewhere in this infinite void of thf.
#166 Feb 15 2005 at 4:21 AM Rating: Decent
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NynJaaa wrote:
Quote:
As far as golems go, they are not strong or weak to any particular weapon type. So what WS would you propose to use against them instead? Savage Blade? Black Halo? Please, fill in the details.

No, thats me ******** about the fact that thf's have the most limited numbers of xp areas endgame.

I see. So you don't have any actual solution in mind; you're just crying because you enjoy doing it, or something.

Again, time for another one of those pesky constructive questions: of all the complaints you have made in this thread, do you actually have a solution for any of them?

If the only solutions you can think of are either:

a) marginal enough not to make any significant difference, or
b) glaring enough that it would make THF conspicuously overpowered (e.g. SATA+Slug Shot with silver bullets, as someone else suggested)

...doesn't that tell you that THF is pretty well-balanced as it is?
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#167 Feb 15 2005 at 4:33 AM Rating: Default
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Quote:
So you don't have any actual objection to what I'm saying, you just think that a higher-leveled person should be saying it. OK.
Everything you said was bs. I mean as I've said before getting an A+ in marksmanship will never happen, but if it did it would change a thiefs role in all parties. However, how would you, as a fledgling thief know this? Well, you obviously don't.

Quote:
So in other words, here is the massive, game-changing difference that would happen if we got A+ in Marksmanship:

We could land Acid Bolts. The End.

You do realize that you're inadvertently making an argument for THF/RNG, right? Switching to /RNG will make more difference than having A+ in Marksmanship up until LV69.

Anyway, supposing we get this life-changing A+ in Marksmanship, and can now land Acid Bolts (and presumably unlock quest WS), what weapon skills will we be using? That's right, the exact same dagger WSes we are using now. Tell me some more about how bad we have it.

Here, let me provide a more constructive question: if we could have an A+ in any weapon that we can currently equip, what WSes would be worth using INSTEAD OF the dagger WSes that we are cursed with now? Vorpal Blade... so we can't close Distortion if Sidewinder is first? Raging Fists? True Strike? Slug Shot? The only real difference of THF getting an A+ weapon is that after taking a back seat to THF for 45 levels, we could make MNK take a back seat for some more. Not exactly a fair and balanced solution.

Do you even have a fix in mind when you complain, or are you just whining for whining's sake?
The point is landing status bolts without sacrificing other vital roles a thief plays in a party... This does not make an argument for thf/rng because you simply sacrifice too much by not subbing either ninja or warrior. Also you seem to think a thiefs only role is weaponskills and the only reason to give us a better skill rating is for that purpose, why? If you think getting faster TP and debuffing the monster at the same time (causing you and other party members to do more damage) is useless then you're just a bad thief. I'm not even the one who brought up giving thief an A+ in marksmanship anyways, you just commented that it "wouldn't change anything" or something to that effect. That is simply a stupid comment.

I also clearly remember saying that I'm not interested in higher weapon ratings, did you miss that? Yeah, guess you did, shut your mouth now. If you read my other posts you'd see that I think the best "fix" would be additional job traits that boost the power of sneak attack and trick attack or just, at a certain level, give us sneak attackII and trick attackII in exchange for sneak attack and trick attack. The level for these abilities should be somewhere around 70, when thief really starts to show a lack of power. That or perhaps some other abilities/traits that allow us to contribute more in HNM and god fights. As I've also said thief as it is now is not a bad job that is of little use without a "fix", but as "hate control" loses its appeal in exp parties and endgame fights it would be nice to have more respectable and reliable damage. That's something we simply don't have now at later levels. It's simply ridiculous that other jobs can handle hate control just as good as we can while doing more damage, at later levels that is.
#168 Feb 15 2005 at 4:34 AM Rating: Decent
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RhondaTheSly wrote:
I've already talked enough about TP gain, and I'm assuming you already know what an B+ or higher could do.


I honestly don't think it's even worth Squenix's time to address, if all you're asking for is an upgrade from C+ to B+. At LV60, this is six points difference of skill. At LV75, it's 26 points of skill... but that's still dwarfed by gear/race/food/subjob comparisons. If B+ would be acceptable and welcome, C+ should still be quite usable (which it is).

Quote:
Our skill caps at 230 meaning we would get all up to Heavy Shot and the unlockable WS to use, not bad but leaving RNG blast shot would be nice. Giving THF and SAM WS would be nice but to give them too many would just look silly. A B+ (lol, higher if ya wanna push the envelope but anything higher seems unreasonable) in Marksmanship and WS up to Slug Shot wouldn't be asking for too much I don't think.

Blast/Heavy Shot are SP RNG, so we won't get those, regardless. As for Slug Shot, we get that exactly one level behind RNG (LV56) as it is. If Squenix thought it necessary to improve the THF job, giving Marksmanship a one-letter-grade upgrade won't make any significant difference, at all.
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#169 Feb 15 2005 at 6:42 AM Rating: Default
Thief's Knife
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Quote:
THF wouldn't be able to close a Light SC with club or H2H (even with an A+) until Black Halo at LV71.


We could close fusion with True Strike. Even with an E rating in club SAnTA/True Strike does 700-800. It would also mean that our normal SAnTA wouldn't completely suck on bones. Club makes more sense than H2H from an RP standpoint too. A wooden cudgel is a classic "brigand" type weapon.

Edited, Tue Feb 15 06:49:09 2005 by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#170 Feb 15 2005 at 7:01 AM Rating: Default
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Quote:
Also as we get higher level it seems as though sneak attack and trick attack don't get any stronger.


What actually happens is that mob's VIT and DEF start going way up in relation to your attack (this is the main reason I went from THF/NIN to THF/WAR)
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#171 Feb 15 2005 at 9:01 AM Rating: Good
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THF are tricky^^ We are the best hate controllers in the game, and are in general light and quick. I think it was a very big deal for SE to give us access to crossbows and status bolts. Sure, we can't solo serket as easily as a RDM/NIN or NIN/RDM could, but i've heard good arguments that say we could do it.

I was solo exping next to a DRK at the same level as I. He got taken down by an easy prey caveberry. It has been a long time since i've started a fight full and lost to an easy prey. I killed an EP berry for 43 exp and didn't drop under half health.

We're the only jobs that can pick chests/coffers too. I make alright money going to davoi and stealing from orcs and picking chests. I am exping the rest of the way to 50 (@1.5k w00t!) there on DC orcs (except the monk types, they suck hard).

IMO the most screwed job is DRG. Not only can they not wear any of the totally sweet top level stuff (not sure what abjuration set they get though), but they only get a total of 3 job traits i think. Attack bonus is nice, but WAR gets it too, and DRK gets 3 of it. Accuracy bonus is also nice, but they only get one of that too. Dragon killer was nearly a waste since dragons are so rare in the game. I think SE knew they had flubbed there, so they put more dragon types in the CoP areas.

Job abilities are only call wyvern, spirit link, jump/high jump/super jump. Their 2hr is highly useful, but defnintely the strangest of the 2hr abilities. Every other job has its 2hr as a quick burst of something that the job is known for. WHM heals, PLD becomes immune to physical blows, THF dodges, DRK drains life, etc etc. DRG have their 2hr out the whole time if they're lucky. It's considered more a standard than it is an emergency backup.

The innate accuracy bonus is barely compensation for the fact that they can't wear a lot of the usual ACC+ gear (or so i hear). Not only that, but lots of mid-end game enemies are strong against piercing attacks (THF share in this woe) and DRG get looked over for lots of places with armored enemies. Polearm is pretty much the only weapon worth wielding for the entirety of DRG's career. They have only a small handfull of innate combat capabilities:

Polearm: A+
Staff: B-
Parrying: C
Evasion: C-
Sword: C-
Club: E
Dagger: E

However, with a wyvern by its side, DRG deals excellent damage over time. Later on, they're also good for a DRK's SATA partner. They can take 1000+ points of trick damage and shed the hate.

Thieves, although very good damagers, aren't damagers at their core. We're all about being sly and sneaky. Are any other jobs as sly and sneaky as mine? No? Well then i'm happy with the job i chose to play^^
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#172 Feb 15 2005 at 9:14 AM Rating: Decent
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SMNs 50 JSE body sucks , it has conserve MP+4 (which is a BLM job trait so useless unless you sub blm and decide to suck) and you get 2mp less used with dark spirit out... which 1/100 smns have. (and is pretty useless also)
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#173 Feb 15 2005 at 9:14 AM Rating: Decent
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Edit: WTD? I didn't mean to respond to this thread.

Edited, Tue Feb 15 09:15:12 2005 by HunterShu
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#174 Feb 15 2005 at 9:50 AM Rating: Decent
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EnkiduBahamut wrote:
Everything you said was bs. I mean as I've said before getting an A+ in marksmanship will never happen, but if it did it would change a thiefs role in all parties. However, how would you, as a fledgling thief know this? Well, you obviously don't.

You claim that what I said was BS, yet instead of actually providing a logical rebuttal, you simply say "my job level > your job level, therefore, shut up." Sorry, that doesn't explain anything.

And I think that, as a RNG, I know something about the effect of Acid Bolts in exp parties. Thank you for your concern on my behalf.

Quote:
The point is landing status bolts without sacrificing other vital roles a thief plays in a party... This does not make an argument for thf/rng because you simply sacrifice too much by not subbing either ninja or warrior.

That's interesting. Seeing as how there is a quite-often-repeated argument now for THF/WAR + sushi, isn't the logical extension of that argument THF/RNG + curry? Landing those extra Acid Bolts certainly wouldn't hurt. And I assure you, were THF/RNG to eat sushi, they would be able to land Acid Bolts quite easily, which would almost break even for losing Berserk. Actually, that's not completely accurate... from the party's standpoint, THF landing Acid Bolts is more valuable than a THF having Berserk.

But let's not derail the topic, right? The point that I'm getting at is, if landing Acid Bolts was so crucial, we could do it now, yet THF/RNG isn't even considered a viable combo, much less the best one.

Quote:
Also you seem to think a thiefs only role is weaponskills and the only reason to give us a better skill rating is for that purpose, why? If you think getting faster TP and debuffing the monster at the same time (causing you and other party members to do more damage) is useless then you're just a bad thief.

I like how you inserted that "getting faster TP" comment at the same time you're denigrating me for focusing on WSes. What do you plan to use that TP on?

Quote:
I'm not even the one who brought up giving thief an A+ in marksmanship anyways, you just commented that it "wouldn't change anything" or something to that effect. That is simply a stupid comment.

You're the one whining about our gimped A- in dagger. Getting an A+ in any weapon we can currently equip wouldn't make any significant difference; people like you would still be making threads like this, ******** and moaning over every little detail.

Quote:
I also clearly remember saying that I'm not interested in higher weapon ratings, did you miss that?

If you're not interested in higher weapon ratings, why are you whining about A- in dagger? I didn't miss that; it was the very first sentence you posted in this thread.

Like I said, you're just interested in whining for the sake of whining.


Quote:
If you read my other posts you'd see that I think the best "fix" would be additional job traits that boost the power of sneak attack and trick attack or just, at a certain level, give us sneak attackII and trick attackII in exchange for sneak attack and trick attack.

Yeah, maybe they can make it so at higher levels, TA does a guaranteed critical hit every time. Oh, wait...

I'm interested in hearing exactly how these SAII and TAII are going to work. Please explain how these new JAs will be both drastic enough to make a significant difference, yet subtle enough not to make THF instantly overpowered.

Edited, Tue Feb 15 09:52:48 2005 by redvenomweb
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#175 Feb 15 2005 at 10:57 AM Rating: Decent
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Without even thinking, one way they could make SA/TA better but not groundbreaking is to make it add 3.5 or 4 damage/dex(or agi) instead of the 3 it is now. >.> <.<
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