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New Two HourFollow

#1 Jul 31 2012 at 12:02 PM Rating: Excellent
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Some have probably already seen the rough translation trickling about, but figured a RDM-specific chatter/speculation could do some good.

Quote:
Job             Effect 
Warrior         Effect during the time, no attributes will usually attack, hit rate may rise significantly. 
Monk            Time in effect, counter to fire with a probability of 100% for a normal attack of the enemy. 
                In addition, obtain a significant hostility. 
White Mage      Time in effect, prevent the abnormal state of the party members. 
Black mage      Effect during the time, significantly lower hostility by magic. 
Red Mage        Effect during the time, duration and increase the strengthening effect of magic. 
Thief           All of the hostility of their own transfer to the PC in front of you during the time effect, with large damage. 
Paladin         Effect during the time, significantly increased the activation rate shield, reflecting damage. 
Dark Knight	Effect during the time, get the TP absorption effect in a normal attack. 
Beastmaster     Absorb the pet, to recover the abnormal state and HP.  
                Obtain the effect of re-raise further. 
Bard            A single target magic defense, magic evasion, reduce significantly the status of the INT / MND. 
Ranger          Effect during the time, distance correction ranged attack becomes all the proper distance from any distance even. 
                Will not consume more flechette. 
Samurai         Effect during the time, to avoid all the damage of special techniques of physical systems. 
                In addition, the power of its own WS to rise each time to avoid a special technique. 
Ninja           Activated during the time probability effects, parry may rise significantly. 
                In addition, re-cast time is now half of ninjutsu, will not consume the catalyst. 
Dragoon         State abnormality HP / of wyvern is completely recovered, during the time effect, the ability of the wyvern is increased. 
Summoner        Effect during the time, re-use time of magic and summon fulfillment of the contract is zero. 
Blue Mage       Effect during the time, the magic blue of notorious knowledge that can be used multiple times. 
Corsair         Effect during the time, the effect of the Phantom Roll up to three can be obtained. 
Puppetmaster    Automaton uses a special ability.  
                Special ability to use different depending on the type of head.  
                Mighty Strike: general-purpose head  
                Invincible: Head melee  
                Eagle Eye: Head fire fight  
                evil: Continuous head battle magic  
                (for only the master and automaton) blessing of the Goddess: head against white magic  
                black magic head battle: the fountain of magic 
Dancer          Fini is now up to move Sing, re-use of Flourish of all time will be reset. 
                In addition, the effect of time, consumption of Fini move Sing is zero. 
Scholar         PC to collect the specified hostility of all party members.


Trimming out RDM's, we get:
Quote:
Red Mage        Effect during the time, duration and increase the strengthening effect of magic.


Kinda hoping it's basically a Soul Voice equivalent for Enhancing Magic and Saboteur for all Enfeebling spells cast during the duration. From the party perspective, it could mean 30% Haste and 13/tic Refresh II for others. Doubled Phalanx II if you went that route with your merits. Not sure if would affect Protect/Shell, but why not. More selfishly, we could still have the prior, but then 60+ T1 enspells, +50 Gain spells, self-Phalanx, and 50% Temper. All for roughly 25 minutes if they played nice with Composure, too.

From more of the cynical side, I just see SE making individual tweaks, like only 5% more Haste, or just smaller percentage boosts like 50% instead of 100%. But I'm certainly of the mind the game wouldn't explode if the previous paragraph happened, especially when trying to compare it to Embrava and SCH with what they can cumulatively do for the party over the individual RDM.

Edit: Official translation is out, spoilered prior rough version:
Camate wrote:
Anyone down for some new 2-hour information on this fine Tuesday?

We introduced two of them during VanaFest, but we just got a hold of the full list!

Currently, we are making adjustments to the effects and running tests on all of these new abilities, and we are planning to implement them in the upcoming test server update. However, as the Development Team is still working on getting all the kinks out, some will not be available right away. They will be doing their best to get as many new 2-hour abilities onto the test server as possible in the next update.

*The name and help text messages for each ability will be tentative when implemented to the test server. Also the effects and their values may be adjusted.

Job Effect


WAR - Regular attacks will become non-elemental and grants a drastic increase in accuracy.[/i]

MNK - Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.

WHM - Grants party members protection from status ailments.

BLM - Grants a drastic decrease in enmity generated by magic attacks.

RDM - Grants an increase to the effect and effect duration of enhancing magic.

THF - Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front.

PLD - Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.

DRK - Steals an enemy's TP through regular attacks while the effect is active.

BST - Absorbs the pet and recovers both HP and status ailments. Also, the player will receive a Reraise effect.

BRD - Drastically reduces the magic defense, magic evasion, and INT/MND of the target.

RNG - The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.

SAM - While the ability is in effect, all damage caused by the physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.

NIN - Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.

DRG - Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.

SMN - The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.

BLU - While the ability is in effect, blue magic from Unbridled Learning can be used continuously.

COR - Grants the ability to use up to 3 Phantom Roll effects.

PUP - Automaton will use special abilities. Special ability usage will depend on the automaton head.
Harlequin Head: Mighty Strikes
Valoredge Head: Invincible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (Will only apply to the master and automaton)
Spiritreaver Head: Manafont

DNC - Grants maximum amount of Finishing Moves and the recast time of all Flourishes will be reset.
Additionally, while the ability is in effect, Finishing Move will not be consumed.

SCH - Will direct enmity of all party members to an indicated player.


So, Enhancing Magic only for us. Could still be good if SE's brave about it.

Edited, Jul 31st 2012 3:04pm by Seriha
#2 Jul 31 2012 at 1:16 PM Rating: Decent
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/em deploys Negative Nancy

Nice and all, but what was so hard about changing some of our fixed-value spells to scale with Enhancing skill? Beefing up the damage on En-spells or defense from Bar-spells? Maybe varying Blink's shadows with Enhancing skill? More generous helpings of Refresh on armor and accessories?

It's a potentially sweet two-hour, but unless it lasts an hour and fifty-nine minutes... it's still just a two-hour.

/em deactivates Negative Nancy

Edited, Jul 31st 2012 12:17pm by SunriderRagnarok
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#3 Jul 31 2012 at 1:22 PM Rating: Excellent
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A forum for RDMs?

Wha...what is this place?

It seems so strange, yet somehow...familiar...
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#4 Jul 31 2012 at 2:21 PM Rating: Excellent
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Stick around for the cheese, the whine shall surely follow.

Quote:
/em deploys Negative Nancy

Nice and all, but what was so hard about changing some of our fixed-value spells to scale with Enhancing skill? Beefing up the damage on En-spells or defense from Bar-spells? Maybe varying Blink's shadows with Enhancing skill? More generous helpings of Refresh on armor and accessories?

It's a potentially sweet two-hour, but unless it lasts an hour and fifty-nine minutes... it's still just a two-hour.

/em deactivates Negative Nancy


This basically introduces the same problem with scaling based on Enfeebling I bantered with RCD on in another thread. WHM and SCH can also break 500 skill (I think WHM can even go higher than RDM) so only real spells we'd have in difference would be Refresh II and Temper. So, as I said there, upping tiers would instead be the more elegant solution if the goal was to further emphasize RDM's (personal) enhancing. And while I'm well aware of the camp that wants all of RDM's ST buffs to be targetable on others, I will continue to argue against that as it'd create a soul-suckingly boring job of Cycle All Da Things.

Now, if you wanna shift the argument a bit more toward hybrid-friendly gear, then definitely, I've long been in agreement there. I still favor the approach of a job carrying all its tools natively and the gear just enhancing them, but some people seem to like the approach of gear giving "new" things, too. I just dislike when it becomes a matter of having to have a specific item or don't bother. And just as how I can appreciate the Emp+2's set bonus, it's a good example of how I'd favor composure working on everyone by default instead of needing the gear for it.
#5 Jul 31 2012 at 3:03 PM Rating: Decent
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Seriha wrote:
Stick around for the cheese, the whine shall surely follow.

Quote:
/em deploys Negative Nancy

Nice and all, but what was so hard about changing some of our fixed-value spells to scale with Enhancing skill? Beefing up the damage on En-spells or defense from Bar-spells? Maybe varying Blink's shadows with Enhancing skill? More generous helpings of Refresh on armor and accessories?

It's a potentially sweet two-hour, but unless it lasts an hour and fifty-nine minutes... it's still just a two-hour.

/em deactivates Negative Nancy


This basically introduces the same problem with scaling based on Enfeebling I bantered with RCD on in another thread. WHM and SCH can also break 500 skill (I think WHM can even go higher than RDM) so only real spells we'd have in difference would be Refresh II and Temper. So, as I said there, upping tiers would instead be the more elegant solution if the goal was to further emphasize RDM's (personal) enhancing. And while I'm well aware of the camp that wants all of RDM's ST buffs to be targetable on others, I will continue to argue against that as it'd create a soul-suckingly boring job of Cycle All Da Things.

Now, if you wanna shift the argument a bit more toward hybrid-friendly gear, then definitely, I've long been in agreement there. I still favor the approach of a job carrying all its tools natively and the gear just enhancing them, but some people seem to like the approach of gear giving "new" things, too. I just dislike when it becomes a matter of having to have a specific item or don't bother. And just as how I can appreciate the Emp+2's set bonus, it's a good example of how I'd favor composure working on everyone by default instead of needing the gear for it.
I'm not necessarily worried about differenitation from SCH and WHM, since their Enhancing powers would lean to party-purposes, where ours would focus on simply taking care of ourselves better (so the WHM or SCH won't have to), with the option (in the cases of Refresh 2), of helping out the party more. If nothing else, better tiering and scaling off Enhancing would create a more formidable RDM, less needy of a traditional party setup. It sounds crass, but at this point, anyone wanting our self-buffs to become targetable needs to effin' jump to SCH and WHM, simple as that.

I wasn't specifically referring to hybridized gear (though we do need more of it, and better versions), but simply giving Refresh the gear-embellishments that Haste enjoys. Even before Abyssea it was easier to stack Haste on armor, and now it's just bananas. Gear Refresh, however, is still treated like fine china--the devs seem afraid to lavish casters with more generous amounts.


Edited, Jul 31st 2012 2:03pm by SunriderRagnarok
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#6 Jul 31 2012 at 3:26 PM Rating: Decent
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I like it. Soul Voice, Composure, Embrava, they're all proven super useful and RDM gets another form of it. And the nice thing is that unlike Embrava, we can chose the spells we want to cast. I was leery of Composure when they announced it, but they managed to make an extremely useful ability, even with the arguments around Empy+2 set bonus. So I'm cautiously optimistic about this 2 hr.

The problem with hybrid gear is no job, let alone RDM, really does 2 roles at the same time, and we also have gear swapping as a mechanic. We can support/heal/nuke while meleeing, absolutely. But as soon as you cast, you stop doing "melee" during it. While meleeing, you're not doing "support", etc. Gear swapping will always encourage equipping whatever is best at the moment, unlike mechanics like WoW which discourage gear swapping during battle. Hybrid gear will always be just intermediate, special-case pieces, or space savers for non-main pieces. Unless we're given more gear like Rubeus Spats, which are best in both worlds, but are rarer than Refresh gear.

I'd love to see more gear like Spats, personally. However, considering our Empy gear had zero physical stats on them, and we're supposed to be the original hybrid, our odds are very slim indeed.

Also, side thought, anyone else wish Spontaneity was called Double Cast for nostalgia's sake?
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#7 Jul 31 2012 at 3:47 PM Rating: Excellent
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Quote:
I'd love to see more gear like Spats, personally. However, considering our Empy gear had zero physical stats on them, and we're supposed to be the original hybrid, our odds are very slim indeed.

As would I. Sure, swapping's possible, but if the new staff is any indication, people like having more room for things. Sure, some would argue people would just then fill it with more junk, but you know, that's their choice. Part of why people get ***** on RDM dipping their hand in all the cookie jars is the cumulative power they get out of it just can't compare, and inventory is part of that why. So, yeah, I recall that 90% comment made in the other thread and was glad at least someone "got it" when it came to why the class still needs some help.

Quote:
Also, side thought, anyone else wish Spontaneity was called Double Cast for nostalgia's sake?

Kind of indifferent since the 10m timers makes it bleh overall. Might finally get people to stop asking for DC in suggestion threads, though.
#8 Aug 01 2012 at 3:12 PM Rating: Excellent
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I'm laughing. Basically nerfed before even on the test server since they removed the duration boost aspect.
#9 Aug 01 2012 at 6:19 PM Rating: Decent
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It's really not that shocking, when you consider Composure already triples the duration of most of our self-cast enhancing magic. What would it have looked like if this new 2h increased duration on top of that?

Not that I'd complain, mind you.
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#10 Aug 01 2012 at 6:49 PM Rating: Decent
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The potency better pretty high, then.
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#11 Aug 02 2012 at 12:32 AM Rating: Excellent
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Let's just say other MMOs have been spoiling me with buffs that either last as long as you want them on or go for like an hour or more. While they also have shorter duration buffs, they usually accompany other moves whereas in FFXI if you want Haste, you're casting Haste, and doing nothing else for the time it takes to cast and even a couple seconds after. That whole lack of flexibility is part of what's damned being a hybrid in this game since we're in so much of an either/or state.

Even if this could've let to 25m buffs on the RDM only, what's gained? A bit of MP and time to do some other things. What is gained with the potency? Well, without knowing SE's intention there, hard to say. But let's not pretend RDM would suddenly be the "it" job if the new 2 hour doubled potencies. Why it isn't may vary between players, but something like this doesn't magically make procs appear or really matter in an environment like Abyssea where you could maybe full-time the effect.

Also reading they have no intention of giving RDM new spells pretty much seals SE's idiocy regarding the class at this point. Hiding behind some kind of spell list cap excuse shouldn't even be an excuse. Fix it. Give jobs what they need to be what they're supposed to be. Listen when people tell them they're not there yet. The ******* end. Making jobs less tedious and more fun is not a crime, SE.
#12 Aug 02 2012 at 2:22 PM Rating: Decent
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Seriha wrote:
Even if this could've let to 25m buffs on the RDM only, what's gained? A bit of MP and time to do some other things. What is gained with the potency? Well, without knowing SE's intention there, hard to say. But let's not pretend RDM would suddenly be the "it" job if the new 2 hour doubled potencies. Why it isn't may vary between players, but something like this doesn't magically make procs appear or really matter in an environment like Abyssea where you could maybe full-time the effect.

I was looking at all the events where SCH-Embrava was used, Nyzul Uncharted, Embrava Fellcleaves, etc. I still doubt, even if duration and potency was tripled for other players (I don't really care about duration on RDM itself, we have that now.), it would ever replace SCH without some form of Regain in it. Haste and Regen are fantastic, but Regain sealed the deal for SCH.

Seriha wrote:
Also reading they have no intention of giving RDM new spells pretty much seals SE's idiocy regarding the class at this point. Hiding behind some kind of spell list cap excuse shouldn't even be an excuse. Fix it. Give jobs what they need to be what they're supposed to be. Listen when people tell them they're not there yet. The @#%^ing end. Making jobs less tedious and more fun is not a crime, SE.

Where was this at?
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#13 Aug 02 2012 at 5:17 PM Rating: Excellent
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Was a bit of a sleepy misinterpretation, but it's what I'd gathered from the response about RDMs getting Plague and the like. At the moment, there's some kind of hard coded limitation on the number of spells the game can support (like the old 256 zone limit or whatever), which seemed like an excuse SE was playing to not give RDMs anything they'd ask for to be a better enfeebler or otherwise. In the case of plague, they also believed it would infringe upon SCH as their "DoT" mage. I don't exactly disagree with that assessment of SCH at the moment between helices and beefed up regens, but even if we were to suggest RDM an in-betweener between them, and say, BLM... it'd be like saying we're okay with T1 nukes while they get T5 with no room for negotiation.

Which really makes me feel all the more silly when you see people imply giving RDM attention would recreate the old days. Helix spells pound the bejeezus out of the best Bio III and Poison II could offer in kite settings, nevermind SCH's higher tier nuke access and now-beefier-than-launch Sublimation as a Refresh source. Oh well, it's easier to assume we're the bogey man, I guess.

Edited, Aug 2nd 2012 7:17pm by Seriha
#14 Aug 03 2012 at 7:08 PM Rating: Excellent
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So... 50%. Cause sure, why not.
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#15 Aug 03 2012 at 7:46 PM Rating: Excellent
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All I can say is those who can post on the OF should grumble up a storm. Releasing such as is, especially without the duration bonus, is just lulz. Certainly losing any motivation to resub post-Adoulin.

Edited, Aug 3rd 2012 9:47pm by Seriha
#16 Aug 03 2012 at 10:12 PM Rating: Excellent
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Additional potency is supposed to be meritable, which is sh*t just on principle.
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#17 Nov 15 2012 at 6:11 PM Rating: Good
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Camate wrote:
Red mage

The next enfeebling magic spell cast will receive a boost in accuracy. (Effect duration: 60 seconds)

- As long as the target does not have immunity, it is guaranteed to land. (There is a possibility for a half-resist)
- The ability will have no effect on monsters that have immunity.
- Effect will be removed after 60 seconds or once an enfeeble spell lands.

This makes a 100% accurate enfeebling spell. While it is not something that can be used frequently, by selecting the situations to use it, you will be able to greatly impair and neutralize monsters.
To scrap the last weak idea and come back with a worse one what is this I don't even
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Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#18 Nov 15 2012 at 8:22 PM Rating: Excellent
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#19 Nov 15 2012 at 8:54 PM Rating: Good
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******* seriously?
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#20 Nov 15 2012 at 11:54 PM Rating: Good
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RDM is already in a coffin. They're just strapping us to a rocket and shooting us into space.
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#21 Nov 16 2012 at 4:46 AM Rating: Good
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I don't know what to say really. I am not sure I could have come up with something that sort of fits the theme of RDM whilst at the same time being so extremely bad, even if I tried. I can honestly say that this feels like SE is just trolling the few RDM who are still left..for real, it REALLY feels like SE is trolling.
#22 Nov 16 2012 at 1:10 PM Rating: Good
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Camate wrote:

[snip]
Next, on to red mage's new special ability, which is being heavily discussed.

Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=379266#post379266
#23 Nov 16 2012 at 7:11 PM Rating: Excellent
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I feel like if I facepalmed any harder, I'd have stumps for hands.
#24 Nov 16 2012 at 7:34 PM Rating: Excellent
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Its like they are plugging their ears while screaming at the top of their lungs hoping the players will see things their way.

Nobody bloody cares why they chose this new idea, nobody wants a director's commentary, nobody wants their idea.

It's just a superfluous addition to the exponentially convoluted concept of enfeebling magic that the devs have been complicating needlessly since ToAU. If they really wanted to address enfeebling, they'd address the resistances and immunities that have made the magic all but obsolete. If they did that, there wouldn't be any need for an enfeebling-based JA.

In Valen's name, these pricks are brick-stupid.

Edited, Nov 16th 2012 5:35pm by SunriderRagnarok
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#25 Nov 16 2012 at 8:02 PM Rating: Good
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Go Go Gravity II!!!!
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#26 Nov 17 2012 at 11:00 AM Rating: Decent
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******* terrible.
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#27 Nov 18 2012 at 12:14 AM Rating: Excellent
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10 minute JA I could see

A ******* 2-hr ability? Are you ******** me? Seriously, what the **** are they afraid of with RDM?

Great I can land Para II and watch it proc once and be all happy that it landed. Cause that one proc was well worth the waste of a 2-hr.

****, I get more use out of just chainspelling Para II in the hopes that one of them landed.

Disclaimer: The above is a stupid example to go along with SE's stupid idea. At no point would I suggest CS-ParaII to the community at large.

I have never understood SE's stance on enfeebling magic. I get some random *** goblin to land para on me and it proc's like crazy. Yet we cast Para/ParaII and SE kicks in the random proc generator on us. For once I'd like enfeebs to work like they should, based on our native magic level. I don't want some random *** WHM/BLM/SCH/<insertrandomass job> landing **** all the time. But there is no reason why we RDM should get forked over cause they can't figure out their own **** coding.
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#28 Nov 18 2012 at 8:34 AM Rating: Default
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If para worked the same way on mobs as it does on us, RDM would be much more fun...
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