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New level cap spells disasterFollow

#1 Feb 28 2010 at 10:24 AM Rating: Decent
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All I can say is I'm not liking this from a SMN point of view. We are already automatically put in a healers role now...

/whm = haste
/rdm = refresh, (convert + syphon would be nice)
/sch = "storm" and erase (this might not be so bad)

OMG We'd have to go back to leveling SMN skill and what about avatar perp?




Edited, Feb 28th 2010 12:25pm by Shastal
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#2 Feb 28 2010 at 12:37 PM Rating: Decent
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Actually I am thinking SMN burn might be a good way to level from 75-99.

5 SMN + Cor, one diabolos+refresh roll, we can deal either magic or physical damage depending on mob. Wonder if this would turn out to be a nice way of expíng.
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#3 Feb 28 2010 at 1:15 PM Rating: Decent
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I didn't even think about level'ing SMN magic skill again until i read this. BUT higher SMN magic skill means much better siphon. New levels could also mean new pacts, new gear for smn's since we've had to deal with this endgame gear. We can be looking at new ja's...jt's..

The fact that /sch will give us all but 2, thunder and light, storm spells gives us a chance to use our AF2 horns those who got it.

Like any update, it will make or break our job.If they decide to tweak the job, more so with gear for more smn skill or perpet -..or synergy giving us stuff to put on gear, new augmented weapons and items..

They said how they don't want jobs to be defined so much by their subjob. So I really don't think some of these JA's will make it through to the subjob level, like Convert or whm's JA's..I'm not sure how accession or manifestation will make or break with refresh / haste..not just speaking for the smn but in a whole. I mean Yonin on a PLD/NIN or even a PLD/RDM with composure / convert / refresh / haste..the lil guy can take care of himself basically. I figure some things won't make the cut and some things will..we'll just have to see.
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#4 Feb 28 2010 at 1:33 PM Rating: Default
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Yeah we'll just have to wait to see what JA's make it over but I don't see hwo they could restrict it now. Although they have restricted "Call Wyvern" to drg main only.
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83 - WHM 82 - BLM
77 - SMN 76 - DRK
72 - WAR DRG BST RDM

I solo for xp on odd job combos. SMN/THF FTW!
Never get too attached to a group and consider them as an online family. You'll just get hurt.

#5 Feb 28 2010 at 2:24 PM Rating: Good
Unclear wrote:
I didn't even think about level'ing SMN magic skill again until i read this. BUT higher SMN magic skill means much better siphon. New levels could also mean new pacts, new gear for smn's since we've had to deal with this endgame gear. We can be looking at new ja's...jt's..

The fact that /sch will give us all but 2, thunder and light, storm spells gives us a chance to use our AF2 horns those who got it.

Like any update, it will make or break our job.If they decide to tweak the job, more so with gear for more smn skill or perpet -..or synergy giving us stuff to put on gear, new augmented weapons and items..

They said how they don't want jobs to be defined so much by their subjob. So I really don't think some of these JA's will make it through to the subjob level, like Convert or whm's JA's..I'm not sure how accession or manifestation will make or break with refresh / haste..not just speaking for the smn but in a whole. I mean Yonin on a PLD/NIN or even a PLD/RDM with composure / convert / refresh / haste..the lil guy can take care of himself basically. I figure some things won't make the cut and some things will..we'll just have to see.


The thing is during the fanfest they showed WHM use convert and PUP use chi blast. So it is more than likely that convert will not be locked. Then again SE has been known to show things but not implement them.
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#6 Feb 28 2010 at 3:06 PM Rating: Decent
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I don't think they'll lock out abilities as just nerf them. They already do this to ~many~ of the current abilities from SJ that could take away from the main (SATA / SE / Meditate / Ni).
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#7 Feb 28 2010 at 5:10 PM Rating: Decent
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A level 99 SMN should have at least 18 perp on avatars, putting you at an even WORSE situation to keep them out at level 99 than you ever had at 75. It will be good times indeed.
#8 Feb 28 2010 at 6:28 PM Rating: Good
If you crunch the numbers with /rdm and /sch:

Lets assume character has a max HP of 1000 a 99 (would more than likely be more).

Conversion rate 50% /RDM-Refresh (3mp)+Convert would equate to 2.5 mp a tic
/SCH-Sublimation (2 hp->mp a tic)+ storms (-3 prep)

Conversion rate 75% /RDM-Refresh (3mp)+Convert would equate to 3.75 mp
a tic
/SCH-Sublimation (2 hp->mp a tic)+ storms (-3 prep)

Conversion rate 100% /RDM-Refresh (3mp)+Convert would equate to 5 mp a tic
/SCH-Sublimation (2 hp->mp a tic)+ storms (-3 prep)

Though if you take into consideration that got to keep casting storm spells every 2 mins that would equal -.75 MP/tic, and refresh has to be recasted ever 2 mins 30 secs that would equal -.8 MP/tic. Though this is assuming you keep avatars out.

This is for sake of mp conservation if healing would be needed /sch would win hands down even more so if mobs are aspirable.

Not much at math but I am pretty sure those numbers are right.
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#9 Feb 28 2010 at 7:39 PM Rating: Excellent
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Mellowy wrote:
A level 99 SMN should have at least 18 perp on avatars, putting you at an even WORSE situation to keep them out at level 99 than you ever had at 75. It will be good times indeed.


Hopefully by that level we'll have Elemental Siphon II, AF+5 with -20 Perp cost, and all that other cool stuff SE is going to have to add now that everyone has an extra 24 levels of gear and job abilities ahead of them.

Edit: At least now there'll be more of a reason to go SMN/RDM.

Edited, Feb 28th 2010 8:45pm by Squintik
#10 Mar 01 2010 at 12:41 PM Rating: Good
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A second auto-refresh trait would help. They talked about that moogle who will get weapons and such to upgrade them, how they were talking like Relic's will be able to be upgraded. Will AF/AF2 be able to do it? If so that would help out a lot to just add more perpet cost - to the gear we have.It said it was aimed mainly for level 75 characters. So doing something like SMN doublet and being able to upgrade it to taking off the depending on day restriction..but that's thinking WAY too far. But it begins this month..
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#11 Mar 05 2010 at 9:51 PM Rating: Decent
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Quote:
Lets assume character has a max HP of 1000 a 99 (would more than likely be more).

Conversion rate 50% /RDM-Refresh (3mp)+Convert would equate to 2.5 mp a tic
/SCH-Sublimation (2 hp->mp a tic)+ storms (-3 prep)


You are going into this thinking Refresh won't be nerfed if cast by a subjob. It is quite possible we will see subjob Refresh being nerfed down to 2mp/tic to match Sublimation as a sub. I honestly would not expect more than a 50% Convert rate either. We may even see a more advanced convert rate based on the subjob level (40% at 40, 49% at 49).

Either way with perp costs reaching -18 i would just assume we will be seeing more gear with higher -perp costs. Along side more and new augments and evoliths (remember some evolith types haven't been added yet.)

Also have to remember, that these levels are a chance for SE to "reset" the game to where they want it to be. They finally gave us a system to buff groups using our Avatars, trying to get us away from the Summon/BP/Release mentality we had for so long. I could only hope that with the class "rebalance" and level cap raise, we will see us being less mana hogs in terms of perp costs and our BPs actually costing more and more in exchange.

Edit: A second AutoRefresh Talent between 76-80 would also do wonders to alleviate this as well.

Edited, Mar 5th 2010 10:58pm by niwaar
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#12 Mar 06 2010 at 4:55 PM Rating: Good
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I am really hoping they change blood pacts again to give individuals timers per each blood pact. This is the re balance I see as the necessity.
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#13 Mar 07 2010 at 4:52 AM Rating: Decent
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They finally gave us a system to buff groups using our Avatars, trying to get us away from the Summon/BP/Release mentality we had for so long.


Ironically it seems like SE still has "plans" for SMN. In other words, they are still giving the job very many defensive abilities with the idea that SMN should be the king of party protection.

This actually means SMN could become useful if new enemies hit really hard. If for example the Fenrir magic evasion aura could cut down 300 damage AOE on everyone, SMN would be a great asset to keep people alive. Or if Titan's additional defense could cut down AOE damage, we'd have the same thing again. Or if Garuda's additional evasion would help you dodge AOE moves.

So we just have to pray they manage to code monsters to be terribly annoying and make wards and favors the key to keeping the healing down.

Else we'll stay the same as ever. The job with millions of defensive buffs that are meaningless, and a handful of offensive abilities that can't compete.
#14 Mar 07 2010 at 3:50 PM Rating: Decent
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Quote:
Ironically it seems like SE still has "plans" for SMN. In other words, they are still giving the job very many defensive abilities with the idea that SMN should be the king of party protection.

Else we'll stay the same as ever. The job with millions of defensive buffs that are meaningless, and a handful of offensive abilities that can't compete.


Like you said, they seem to have a plan here. I would think that they are not just giving us the two new avatars to simply appease us but they will have an ultimately useful part to play in the grand scheme of the 24 level grind that is ahead.

I do believe we will see some upgrades to our damage output, and a shift in the perp cost system to allow us to keep having lost costs at higher levels. While our defensive buffs mean nothing in the grand scheme, XI has always been a game of situational uses for abilities and items. It would be great if we saw these situations become the commonplace, but I highly doubt they would change things to fit them. The most we can hope for is them creating certain camps where having a Summoner is required to function and others that do not.

Personally, I would rather see them give Summoner's more innate "Petless" abilities or spells that would push us into a DD role. Summoner's are still the ONLY job that is 100% dependent on their pet or their subjob to function. We are completely helpless without either. That is the change I would like to see us get. We don't need Cure's or nukes, but we need something specific to us that is useful.
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#15 Mar 07 2010 at 6:18 PM Rating: Decent
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Think I'm just going to hold my breath and wait to see what exactly they will do/give us for summoner. So far they have only dissapointed us over and over.
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