Announcement

Collapse
No announcement yet.

Final Fantasy XI Then...

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    I think you have to be careful with nin, another utsu spell for example probably would make the job close to overpowered. I guess you could offset something like that with a stupidly long recast time though, so that it wouldn't just get spammed along with utsu: ni.

    I do agree that it could benefit from better job abilities however, but then so could a few jobs.

    Comment


      yeah BST, SMN and BLU have it as bad or worse than NIN. Everyone else can GTFO!

      What makes Tonko: San worse (assuming it is simply an extended length of invisible but then again Ni is 5 minutes, can't see people needing much more) is that we're still stuck with Monomi: Ichi (sneak that lasts for 3 mins). What's the point in having an invis for more than 5 mins when it will get removed in 3 when sneak has to be recast.

      Oh and RDM and PLD (Convert/Refresh accessible via SJ) are both far closer to being overpowered than NIN is in the current state of the game.

      Comment


        How would you improve ninja then, apart from a sneak that lasts as long as the invis?

        Comment


          Well before they start throwing around San spells we could finish off the entire tier 2 (Ni line) for a start:

          Monomi: Ni (5 Minute Sneak)
          Dokumori: Ni (3HP a tick poison)
          Jubaku: Ni (Next tier paralyze)

          The only one of those that could potentially cause any balance problems is Jubaku but is likely to be the only one that is remotely useful. The other two are just there for completeness sake.

          Yonin/Innin are actually really cool abilities that I like using but their usefulness is hindered by the positional requirements (Innin more so in all honesty). I don’t mind the way the effect degrades over time (the actual initial bonus to stats on each ability is +30 which is incredibly powerful although degrades to around +10 by the time the 5 minute duration is over) so wouldn’t change that but not having to be behind the mob to gain the DD bonuses would really help NIN in merit situation.

          One little change I’d make to Yonin is remove the (pointless) reduced enemy critical hit rate and change it to a Spell Interruption rate down effect (again starting at 30% degrading to 10% over the 5 minutes). NIN only really get into difficulty when shadows are removed for whatever reason. This would help with reapplying Utsusemi in these emergency situations. PLD have Shield Mastery and RDM have Stoneskin/Aquaveil both of which mean they are able to make better use of Utsusemi than a NIN can. That seems unbalanced somewhat.

          I’ve also thought about adding a flat rate 5% Fast Effect and 5% Dual Wield bonus to Yonin and Innin respectively but not sure if this would be considered “overpowered”. To clarify, I think only Yonin should get the Fast cast (as a lot of NIN tanking is done with spells) and Innin gets the extra Dual Wield.
          Last edited by C'; 10-06-2010, 11:23.

          Comment


            Having to update.... 30mins >.>

            Comment


              rep, log back on, it was just a series of misuinderstanding's and tickle being tickle, we need you for this bastok fight.

              Comment


                There "should" be a playlist link, embedded quality is abit ****.







                Comment


                  Originally posted by Tobal View Post
                  tickle being tickle
                  lol >.>

                  Nice videos, that fight doesnt look like its a push over!
                  Last edited by djtickle; 11-06-2010, 09:08.

                  Comment


                    Got excited when I started reading this. Thought we'd actually be getting information on what's new. Then it ended...

                    Exceed Your Limits: Level Cap to Be Lifted! (11/06/2010)

                    As previously announced at VanaFest 2010, the impending version update will usher in the first stage of the long-awaited level cap increase! What factors led to this monumental decision? What implications will it have for adventurers? Today, we would like to take the opportunity to address pressing questions and concerns about the latest major evolution to hit Vana'diel.

                    Q: What inspired the decision to increase the level cap?
                    A: With the cap set at level 75 for quite some time now, a wide variety of monsters, equipment, and game content has been introduced over the years for players who had reached this limit. With such content having been fleshed out to the development team's satisfaction, it was deemed that the time was right to usher in the sort of new challenges that could only come with the ability to achieve higher levels.

                    Q: What changes can we expect to see after the cap is lifted?
                    A: Beginning with the upcoming version update, the level cap will be gradually increased to an eventual maximum of 99, with new job abilities, magic spells, weapon skills, and equipment to be made available at these higher levels. These additions, as well as refinements to existing abilities and spells, will focus on preserving and strengthening the unique roles that each main job serves, while increasing the tactical options available to each support job. Needless to say, new game content will also be introduced that will demand every onz of adventurers' newfound might.



                    Q: What specific changes will be implemented in the coming version update?
                    A: The level cap will be raised to 80, and new abilities, magic, weapon skills and equipment for players up to this level will be added. Level restrictions placed on certain areas will also be removed, creating additional high-level battlegrounds for players to explore. The level cap increase will also result in a number of existing skills becoming newly available to support jobs, with a few exceptions and adjustments to preserve balance and ensure that main jobs do not see their thunder stolen.

                    Unusable by Support Jobs
                    - The white magic job abilities "Afflatus: Misery" and "Afflatus: Solace", and the ninja job abilities Yonin and Innin will not be available to support jobs.
                    Usable by Support Jobs, with Altered Effects
                    - The ranger job ability Shadowbind will be subject to an accuracy check, with a miss generating no effect.
                    - The scholar job abilities Accession and Manifestation will triple (rather than double) recast time for the spells used.
                    So nothing new there yet.

                    I read that NIN would retain their abilities exclusively but never actually believed it would happen. I actually feel a little sorry for other 1 hander jobs as they could have benefited from Innin but I think S-E were concerned about PLD and RDM getting the massive ability boost from Yonin would be unfair.

                    The Shadowbind change is interesting. And guess this confirms that Convert will be unchanged when used as a SJ.

                    I'd never even considered the Magic Atk. Bonus on Innin but that could be another reason why this wasn't allowed to be subbed. Imagine BLM with MAB+30 paired with the massive enmity- effect. O_O
                    Last edited by C'; 11-06-2010, 12:05.

                    Comment


                      Bugger I missed tickle catching up, I'd still like to get ASA / Moogle / WotG up to date.

                      Comment


                        im still miles behind in WoTG and moogle

                        Comment


                          Dj, got your cape for you.

                          Comment


                            A very small part of me feels I should be apologizing and explaining for what happened today.

                            Basically, this morning I got some rather upsetting news and my head has been all over the place. I only really logged on thinking I could escape it if only for a while and to make up the numbers for today's fight, given how difficult it might have been to acquire a replacement. Blame me entirely for today's effort if you want to, I'm of the mind that half the fun that's to be had with this game doesn't come from winning every single thing first time. I will say though that I've suddenly learned to appreciate life alot more, and that it's too short for petty insults which really don't help anyone.

                            Comment


                              RDM Kiting basics;

                              - You use an Earth/Terra's Staff and other Phys- gear (Umbra Cape etc)
                              - You actually use the spells you have and don't sit on a full MP pool
                              - You don't run around in Errant gear, which has ENM-5 & VIT-7
                              - Macro in any fast cast and Haste gear for casting (Dusk, Swift Belt etc)
                              - Macro in Enhancing Magic gear and actually use Phalanax/Stoneskin
                              - Don't keep Hasting the WHM
                              - Bring a RR item / Ethers

                              Those clones were hitting me for 50, so i'm amazed you even took any damage. I wasted an afternoon, so don't kick off with the ls when you can't even get the basic **** right. Using an Ice Staff for the INT boost on Gravity? Seriously? Read up on this.

                              Comment


                                Why do I bother?

                                I'm sure when you've got several hundred or so things rattling round inside your head, remembering what gear to use in a video game pretty much takes a back seat, but hey, that's just my view on life - don't let me preach to you.

                                Comment

                                Working...
                                X