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#52 Jul 08 2013 at 4:45 PM Rating: Good
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Cool thanks dude, at the risk of sounding out of touch (which I am =D) wtf is a Chant staff?


Chatoyant staff, which is basically all the lv51 HQ ele staves synergized into one. (Also dubbed as a "prism staff")

For reference, the NQ equivalent is Iridal staff. (Also dubbed as a "rainbow staff")
#53 Jul 08 2013 at 4:46 PM Rating: Decent
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nvm i found it.

Edited, Jul 8th 2013 7:23pm by rdmcandie
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#54 Jul 08 2013 at 5:07 PM Rating: Decent
Edit: LATE

Edited, Jul 8th 2013 7:15pm by Catwho
#55Almalieque, Posted: Jul 08 2013 at 7:22 PM, Rating: Sub-Default, (Expand Post) So, basically, nothing has changed. MACC was laughed at. If MACC can cover down on int/mnd, then it should have been a preference thing and not "lolMACC". People didn't know how it worked and chose to stick with what they know. Given the fact that people are now replacing int/mnd, it shouldn't make have made a difference. If I'm missing something, please let me know.
#56REDACTED, Posted: Jul 10 2013 at 10:18 AM, Rating: Sub-Default, (Expand Post) Yup but when they start becoming a prostitute everyone runs away like they are full of STDs.
#57 Jul 10 2013 at 10:20 AM Rating: Good
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Prrsha wrote:
Catwho wrote:
Of course they're shamelessly trying to get people to subscribe and pay them money. They're a business. That's what they do.


Yup but when they start becoming a prostitute everyone runs away like they are full of STDs.


Edited, Jul 10th 2013 12:18pm by Prrsha



Actually it was when they slapped on that chastity belt that was WoTG,
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#58 Jul 12 2013 at 9:02 AM Rating: Excellent
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In the past SE gave NM's super immunities or potency reduction which made most enfeebles a waste of time (outside Dia III). With SoA SE just gave them insane stats, beyond anything they've ever given anything else. But they didn't give them many immunities, so with sufficient magic accuracy buffs / debuffs you can overcome the NM's resistances and land the enfeeble. It's more a return to 2005 era for NMs. You can actually sleep many of them, including the shark megaboss. One of the tactics is to Sleep II it at 50% and rebuff everyone before continuing the fight. Most of the NM's only have one or two truly devastating TP moves but their regular attacks can hit really hard, especially if your melee's have some sort of defense down debuff. This increase's the use of things like Slow & Paralyze.

So overall enfeebles are more useful in this expansion with some being critical to the success of certain fights. It's worth it to bring a single RDM in the mage party to handle lots of stuff.
#59 Jul 12 2013 at 10:09 AM Rating: Decent
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Stop posting please Saevel, you are making me actually want to resub.
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#60 Jul 12 2013 at 4:25 PM Rating: Excellent
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Fynlar wrote:
Kinda crap imo that you have to blow 4k points for the masque +1; unless my math is incorrect that won't even leave you enough for a 500 point item (which I wanted to be the other orchestrion KI, since I'll only be getting one of them from the bonanza); there is a potential of 4400 points possible over 21 days if what they say is accurate.

The masque and +1 should just be given to you for reaching the 10th and 20th logins.
So to get sort of back on topic, if you haven't noticed by now, this is on a per-character basis. If you have a main and two mules, they each get points.

I'm going to guess that you can mail the NQ to characters on the same account, so we should be seeing people with the HQ mid-way through this.
#61 Jul 12 2013 at 5:03 PM Rating: Good
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So to get sort of back on topic, if you haven't noticed by now, this is on a per-character basis. If you have a main and two mules, they each get points.

I'm going to guess that you can mail the NQ to characters on the same account, so we should be seeing people with the HQ mid-way through this.


No, I don't have any mules. But even if I did, I'd be wanting to get the masque for them too so that wouldn't really help matters. They still would only be left with 300 or 400 points, and they cannot be pooled together to buy a more expensive item.

And no, the masque cannot be muled.

Edited, Jul 12th 2013 7:03pm by Fynlar
#62 Jul 12 2013 at 5:21 PM Rating: Excellent
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Fynlar wrote:
Quote:
So to get sort of back on topic, if you haven't noticed by now, this is on a per-character basis. If you have a main and two mules, they each get points.

I'm going to guess that you can mail the NQ to characters on the same account, so we should be seeing people with the HQ mid-way through this.


No, I don't have any mules. But even if I did, I'd be wanting to get the masque for them too so that wouldn't really help matters. They still would only be left with 300 or 400 points, and they cannot be pooled together to buy a more expensive item.

And no, the masque cannot be muled.

Wrong Masque there Fyn, it says Moogle not Chocobo. Though its going to be several days before anyone can test anyway.
#63 Jul 12 2013 at 5:26 PM Rating: Good
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Oh, good catch. Moogle, chocobo, it's all the same in my head apparently @_@

Still though, my other point still stands.
#64 Jul 12 2013 at 5:28 PM Rating: Default
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saevellakshmi wrote:
In the past SE gave NM's super immunities or potency reduction which made most enfeebles a waste of time (outside Dia III). With SoA SE just gave them insane stats, beyond anything they've ever given anything else. But they didn't give them many immunities, so with sufficient magic accuracy buffs / debuffs you can overcome the NM's resistances and land the enfeeble. It's more a return to 2005 era for NMs. You can actually sleep many of them, including the shark megaboss. One of the tactics is to Sleep II it at 50% and rebuff everyone before continuing the fight. Most of the NM's only have one or two truly devastating TP moves but their regular attacks can hit really hard, especially if your melee's have some sort of defense down debuff. This increase's the use of things like Slow & Paralyze.

So overall enfeebles are more useful in this expansion with some being critical to the success of certain fights. It's worth it to bring a single RDM in the mage party to handle lots of stuff.


I don't disagree with the new turn of events making RDM critical in the overall success of ffxi; however, people started (at least on my server) using MACC BEFORE this last expansion. When SE started throwing MACC on everything, people started getting it more. Before, MACC wasn't seen much on gear.
#65 Jul 12 2013 at 6:01 PM Rating: Good
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Almalieque wrote:
saevellakshmi wrote:
In the past SE gave NM's super immunities or potency reduction which made most enfeebles a waste of time (outside Dia III). With SoA SE just gave them insane stats, beyond anything they've ever given anything else. But they didn't give them many immunities, so with sufficient magic accuracy buffs / debuffs you can overcome the NM's resistances and land the enfeeble. It's more a return to 2005 era for NMs. You can actually sleep many of them, including the shark megaboss. One of the tactics is to Sleep II it at 50% and rebuff everyone before continuing the fight. Most of the NM's only have one or two truly devastating TP moves but their regular attacks can hit really hard, especially if your melee's have some sort of defense down debuff. This increase's the use of things like Slow & Paralyze.

So overall enfeebles are more useful in this expansion with some being critical to the success of certain fights. It's worth it to bring a single RDM in the mage party to handle lots of stuff.


I don't disagree with the new turn of events making RDM critical in the overall success of ffxi; however, people started (at least on my server) using MACC BEFORE this last expansion. When SE started throwing MACC on everything, people started getting it more. Before, MACC wasn't seen much on gear.

SE mostly started adding MAcc+10, because the alternative of INT/MND/CHR+20 would add the same macc, but also potency to cures/nukes. Macc is a cheap, underhanded way of letting you land more spells, without making the spells any better.
#66 Jul 12 2013 at 6:35 PM Rating: Default
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louispv wrote:
Almalieque wrote:
saevellakshmi wrote:
In the past SE gave NM's super immunities or potency reduction which made most enfeebles a waste of time (outside Dia III). With SoA SE just gave them insane stats, beyond anything they've ever given anything else. But they didn't give them many immunities, so with sufficient magic accuracy buffs / debuffs you can overcome the NM's resistances and land the enfeeble. It's more a return to 2005 era for NMs. You can actually sleep many of them, including the shark megaboss. One of the tactics is to Sleep II it at 50% and rebuff everyone before continuing the fight. Most of the NM's only have one or two truly devastating TP moves but their regular attacks can hit really hard, especially if your melee's have some sort of defense down debuff. This increase's the use of things like Slow & Paralyze.

So overall enfeebles are more useful in this expansion with some being critical to the success of certain fights. It's worth it to bring a single RDM in the mage party to handle lots of stuff.


I don't disagree with the new turn of events making RDM critical in the overall success of ffxi; however, people started (at least on my server) using MACC BEFORE this last expansion. When SE started throwing MACC on everything, people started getting it more. Before, MACC wasn't seen much on gear.

SE mostly started adding MAcc+10, because the alternative of INT/MND/CHR+20 would add the same macc, but also potency to cures/nukes. Macc is a cheap, underhanded way of letting you land more spells, without making the spells any better.


Which brings me back to my original point. If MACC is a cheap, underhanded way of letting you land more spells, without making the spells any better, then why was it ridiculed so much in a time when landing spells was such an issue?
#67 Jul 12 2013 at 7:17 PM Rating: Good
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because MOAR DAMAGE
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#68 Jul 12 2013 at 7:27 PM Rating: Good
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Professor stupidmonkey wrote:
because MOAR DAMAGE


and MOAR POTENCY.

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#69 Jul 12 2013 at 7:34 PM Rating: Default
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rdmcandie wrote:
Professor stupidmonkey wrote:
because MOAR DAMAGE


and MOAR POTENCY.



Wouldn't the spell have to land in order for any of those to take place? This is in reference to RDM enfeebling.
#70 Jul 12 2013 at 7:47 PM Rating: Good
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Szabo wrote:
Fynlar wrote:
Quote:
So to get sort of back on topic, if you haven't noticed by now, this is on a per-character basis. If you have a main and two mules, they each get points.

I'm going to guess that you can mail the NQ to characters on the same account, so we should be seeing people with the HQ mid-way through this.


No, I don't have any mules. But even if I did, I'd be wanting to get the masque for them too so that wouldn't really help matters. They still would only be left with 300 or 400 points, and they cannot be pooled together to buy a more expensive item.

And no, the masque cannot be muled.

Wrong Masque there Fyn, it says Moogle not Chocobo. Though its going to be several days before anyone can test anyway.


Oh MAN am I glad I didn't 'loan' my Chocobo Shirt to any of my mules when you could still pass it around between them. It would have sucked to get it stuck on a mule and not have it for main. Am a bit bummed that my Moogle suit is now stuck on a mule, but oh well.
#71 Jul 12 2013 at 8:01 PM Rating: Decent
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Almalieque wrote:
rdmcandie wrote:
Professor stupidmonkey wrote:
because MOAR DAMAGE


and MOAR POTENCY.



Wouldn't the spell have to land in order for any of those to take place? This is in reference to RDM enfeebling.


If you couldn't land in a max potency set up until probably Salvage/Late Einherjar, then I don't know what to say. Landing spells was never an issue as RDM (or even WHM or BLM for that matter) until SE decided to make everything immune in WoTG/Abyssea/VW. (because RDM was getting to good, and over used.)


The biggest impact to enfeebling was and always will be TP burn style Zergs, which saw the mob use much more TP moves than we had seen in the past, and RDM slowly evolved into a brute force healer instead of a guy who spent the entire fight cycling buffs/debuffs and adding in nukes/or melee damage where applicable but this fizzled out in WoTG when they added sublimation and WHM suddenly had comparable MP endurance to RDM.


From my understanding Zergs are pretty much dead, and with it TP spaming has declined, meaning enfeebles are more useful in mitigating damage, and from the sounds of it, actually desired. But now because mobs grow much faster in stats, INT/MND isn't as good as it used to be, at least in comparison to MACC or +Skill

Edited, Jul 12th 2013 10:06pm by rdmcandie
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#72 Jul 12 2013 at 8:12 PM Rating: Good
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Almalieque wrote:
rdmcandie wrote:
Professor stupidmonkey wrote:
because MOAR DAMAGE


and MOAR POTENCY.



Wouldn't the spell have to land in order for any of those to take place? This is in reference to RDM enfeebling.


I was not speaking as myself, I was speaking the mindset.

Translation: Duh!
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#73 Jul 12 2013 at 11:30 PM Rating: Default
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StupidMonkey wrote:

I was not speaking as myself, I was speaking the mindset.

Translation: Duh!


Oh. so you understand.. Just not RDD. ok.

RDD wrote:
If you couldn't land in a max potency set up until probably Salvage/Late Einherjar, then I don't know what to say. Landing spells was never an issue as RDM (or even WHM or BLM for that matter) until SE decided to make everything immune in WoTG/Abyssea/VW. (because RDM was getting to good, and over used.)


The biggest impact to enfeebling was and always will be TP burn style Zergs, which saw the mob use much more TP moves than we had seen in the past, and RDM slowly evolved into a brute force healer instead of a guy who spent the entire fight cycling buffs/debuffs and adding in nukes/or melee damage where applicable but this fizzled out in WoTG when they added sublimation and WHM suddenly had comparable MP endurance to RDM.


From my understanding Zergs are pretty much dead, and with it TP spaming has declined, meaning enfeebles are more useful in mitigating damage, and from the sounds of it, actually desired. But now because mobs grow much faster in stats, INT/MND isn't as good as it used to be, at least in comparison to MACC or +Skill


Read above and previous posts. There is no logical reason for the previous diss towards MACC other than ignorance.
#74 Jul 13 2013 at 12:35 AM Rating: Good
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Sure there is, its called optimization, and its no different then people claiming you need to have Delve sh*t to clear delve. Ignorance is discrediting something because it doesn't support your view point. Could full MACC work, yes, but INT/MND was always better, it allowed for less support healing and thus more DPS. Which means more content in less time.

At least until SE started making everything immune in later stages of ToAU and WoTG, and into Abyssea/VW. Compounded with the transition to zerg mentality.

Did you actually even play this game?

I am a lazy @#%^, but at least I know what is better than something else, and why things were "laughed" at.








Edited, Jul 13th 2013 2:36am by rdmcandie
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#75Almalieque, Posted: Jul 13 2013 at 4:42 AM, Rating: Sub-Default, (Expand Post) This is my question to you. There are tons of testimonies of RDMS fighting gods/HNMs etc. back in the day in reference to enfeebling. Maybe you were doing something else.
#76 Jul 13 2013 at 6:51 AM Rating: Excellent
Nezzi wrote:
Oh MAN am I glad I didn't 'loan' my Chocobo Shirt to any of my mules when you could still pass it around between them. It would have sucked to get it stuck on a mule and not have it for main. Am a bit bummed that my Moogle suit is now stuck on a mule, but oh well.

This happened to me with my Chocobo Shirt. The worst part is... I had a feeling it was coming, but I was too lazy to deliver the shirt back to my main before the maintenance.

I'm hoping that the Ultimate Seekers Edition will go on sale on Steam at some point, and I can grab another code for my main then.
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