March Update Info

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March Update Info

Post by ScarlettPheonix »

Latest Info for the next Version Update.

It's here!!!!
≪Mar. 8, 2007 (JST) Update Details≫
*Japan Standard Time[Event-Related]
New Aht Urhgan missions have been added.

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The following changes have been made to Besieged:

- Level 7 Besieged has now been released. Accordingly, the maximum value for enemy forces has increased to 170.

- New Notorious Monsters and Level 7 units comprised of new creatures will now appear during Besieged.

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- The variety of temporary items distributed at the beginning of every Besieged has been expanded. The availability of these items will depend on which NPCs have been taken captive and the overall condition of the Imperial defense.

- The Serpent Generals have each received unique new combat abilities to use during Besieged.


The following changes have been made to the Chocobo Hot and Cold Game:

- There are now new chocograph areas available in which to play the Chocobo Hot and Cold Game.
*To obtain the new chocographs, players must first succeed a number of times in discovering treasure in the existing areas.
*Players will find the number of times they can dig in the new chocograph areas will be less than existing areas.

- When digging with a tired chocobo in a location where treasure is buried, there is a chance that you will “hit the jackpot.” If this happens, it will be possible to discover the treasure chest in your next digging attempt.
*After “hitting the jackpot,” the subsequent digging attempt does not count towards the maximum number allowed.

- Items obtainable in the prairie chocograph and bush chocograph areas have been adjusted.

- Your chocobo’s general digging ability will now be improved when successfully discovering treasure.
*The amount the ability improves varies with the chocograph area.
*The exact value of the ability increase will not be displayed.


The new mercenary rank “Chief Sergeant” is now attainable.
Players with the rank of Chief Sergeant will have access to new items in exchange for Imperial Standing credits.


The following changes have been made to Assault:

- Five new Assault missions have been added for players with the rank of Chief Sergeant.


- The new Assault area “Nyzul Isle” has been released.
A reception counter for Nyzul Isle Assault missions has been opened within the Commissions Agency in Aht Urhgan Whitegate.
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Mission Flow

1. Sign up at the Commissions Agency as you would for a normal Assault mission, then enter the Assault area from the Nyzul Isle staging point.
*Players cannot impose a level restriction on Nyzul Isle Assault missions.
*Players do not earn Assault Points for missions completed within the Nyzul Isle Assault area.


2. The Nyzul Isle Assault area will be randomly generated as a series of "floors" every time you begin a mission. After entering the area, you will be required to use the Rune of Transfer to select a floor.
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3. After being transported to the destination floor, your mission objective will be relayed to you through the Rune of Transfer.

4. After completing the mission objective for a particular floor, the Rune of Transfer will be activated. You will then have the choice to proceed to the next floor, or end the mission and exit the Assault area.
Your mission will be considered a success when you exit the Assault area in this manner. At this point, you will be able to record the number of “tokens” (the equivalent of Assault Points for Nyzul Isle) you are entitled to, as well as the highest floor you have reached.
*Only the person who operates the Rune of Transfer on the starting floor will receive the recorded floor data.
*All participants will obtain tokens from a successful mission
.

Recording Progress

When using the Rune of Transfer to exit the Nyzul Isle Assault area, it is possible to record the data of the highest floor you have reached (in blocks of 5 floors). Once this data has been recorded, you will be able to start again from this point.
The player with command of the mission must decide whether it is possible to record a new highest floor within the time remaining, or choose to exit the area and collect the spoils for a successful mission. Players that are forced to leave the Assault area due to an expired time limit, or leave the area using other transportation magic will not be eligible to record floor data or receive tokens.
*Starting from a recorded floor will require the use of "tokens" obtained within the Nyzul Isle Assault area. The further you progress, the more tokens you will need to begin the next block of floors.

A new mini game called “Venture Roll” is now playable on “Game Tables” found in the areas listed below. Two to four people can play Venture Roll, with the winner walking away with the combined participation fee.
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Nashmau/Southern San d’Oria/Northern San d’Oria/Port Bastok/Windurst Waters/Windurst Woods/Upper Jeuno/Lower Jeuno/Port Jeuno
*The participation fee varies from 300 gil to 10,000 gil, depending on the area.

The NPC that extends Mog Locker leases will now accept more than one Imperial bronze piece at a time.


New quests have been added to the Treasures of Aht Urhgan areas.


The following quest changes have been made:

- A job level requirement has been added to the quests listed below. The required level varies from quest to quest.

The Rumor/Intermediate Teamwork/Healing the Land/Altana's Sorrow/Making the Grade/Curses, Foiled A-Golem!?/Know One's Onions/Acting in Good Faith/ Stop Your Whining/Secret of the Damp Scroll/The Sahagin's Stash/It's Not Your Vault

-A new level requirement has been added to the quest “An Explorer's Footsteps,” and the once-a-day offer restriction has been removed.

-Supply quests can now be undertaken only once a day (Earth time).
*Players must wait until 0:00 JST before attempting to retake the quest.


It is now possible to check which item was first traded to the NPC in the quest “In the Name of Science.”


A Chocobo Racing Association NPC has been placed in each of the three main nations.
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An NPC who will mark important locations on your map can be found in the areas listed below.

Aht Urhgan Whitegate/Southern San d’Oria/Port Bastok/Windurst Waters/Ru’Lude Gardens


An NPC with airship and ferry arrival/departure times has been placed in the areas listed below.

Art Urhgan Whitegate/Nashmau/Port San d’Oria/Port Bastok/Port Windurst/Kazham


Players will no longer lose experience points when KO’d in Chain of Promathia mission battlefields.


There is now a smaller chance for the “Large Apparatus” to malfunction when traveling to Tu'Lia via the Hall of Transference.


It is now possible to seal memories and reset Promyvion missions using the “Shattered Telepoint” found at the crags.


It is now possible to speak to your Fellow and find out how many enemies you have defeated since your Fellow was summoned.


[Battle-Related]
New monsters have been placed in the Treasures of Aht Urhgan areas.

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The location of certain monsters in the Bhaflau Thickets has been changed.


An issue where the “Aht Urhgan Attercop” in the Wajaom Woodlands would not link with other monsters of the same type in combat has been addressed.


The strength of certain monsters in the Grand Palace of Hu'Xzoi and the Garden of Ru'Hmet has been adjusted.


The following bonuses have been added to the Signet effect.

- Increased Healing HP while resting
The initial value for Healing HP (based on the character’s level), as well as the incremental jumps in Healing HP (based on the character’s maximum HP), will be increased.

- No TP loss while resting
While this bonus is in effect, TP will not be lost while resting.

- Bonus experience in small groups
The amount of experience earned while in smaller parties will be increased.
This bonus will be applied in the following manner:
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*This bonus does not apply to select monsters, such as the Flesh Eaters in Attohwa Chasm or the Hippogryphs in Riverne - Site #A01.
- Increased defense and evasion against attacks from your auto-attack target
If an auto-attack target is an “even match” or weaker, players will gain a bonus to their defense and evasion against the monster.
This bonus only applies to attacks from an opponent who you are auto-attacking with a drawn weapon. No bonus will be obtained when attacking in a manner other than auto-attack, or when being attacked by monsters that unexpectedly join the fray.

*The bonuses described above will only take effect when a player has received Signet, and is within the usual Signet-specific areas.
*These bonuses do not apply during Ballista, or other PvP events.



The following adjustments have been made to the merit point system.

- A graphic effect visible to other players will now be displayed when a character obtains a merit point.

- It is now possible to switch from experience point mode to limit point mode outside of your Mog House.
*Players cannot switch modes while under a level restriction, or when participating in Besieged.
*It is still only possible to allocate merit points while in your Mog House or Rent-a-Room.


The following changes have been made to paladin job abilities.

- The message displayed when using “Sentinel” has been revised.

- “Rampart” will no longer overwrite other effects such as “Stoneskin.”


The following new spells have been added.
Dark Magic
Drain II Lv.62
DRK Steals an enemy's HP, potentially increasing maximum HP. Ineffective against undead.

Dread Spikes Lv.71
DRK Covers you with magical darkness spikes. Steals HP from enemies that hit you. Ineffective against undead.

*The effect of Dread Spikes will be adjusted during PvP.
*The dark knight will still be KO’d if a single attack inflicts an amount of damage that exceeds his remaining HP.


The enmity gained when using “Chocobo Mazurka” or “Raptor Mazurka” has been reduced.


A dragoon’s wyvern will now perform the following emotes along with its master:

blush/bow/cheer/clap/dance/goodbye/hurray/joy/panic/point/salute/surprised/wave


The incorrect range for the blue magic spells “Wild Carrot” and “Magic Fruit” has been adjusted.


Several new automaton attachments have been added.


The following changes have been made to Conflict (Ballista, Brenner):

- The diminishing probability for the samurai job ability “Seigan” to maintain the effect of “Third Eye” has been adjusted.

- Player resistance built up towards the continued use of spells and abilities with the “Bind” effect has been enhanced.


[Item-Related]
New equipment has been added.
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New synthesis recipes have been introduced.


The synthesis recipes listed below were temporarily removed in the February 2007 version update. These recipes will now create different items.

rusty cap/rusty greatsword/rusty pick


The equipment storage NPC will now accept sets of relic armor.


Players will now be able to obtain “Card Cases” for carrying up to 99 corsair cards as one item.


Players can now obtain a “virtue stone pouch” containing 99 virtue stones from the relevant NPC.


The conditions for certain Notorious Monsters to appear, as well as certain treasure drops, have been adjusted in the following manner:

- The method for obtaining the items listed below has been adjusted.
The monsters that dropped these items now have a chance of dropping an EX/Rare item with the exact same attributes.

Fuma Kyahan/Speed Belt/Ochiudo's Kote/Strider Boots/Healing Staff/Eurytos' Bow/Cross-Counters

- The Notorious Monsters listed below now require a certain item to be traded in a certain location in order to appear.

Big Bomb/Alkyoneus/Pallas/Sozu Rogberry/Ullikummi

- The items listed below can now be obtained through different methods.

Cassie Earring/Serket Ring/Juggernaut
*The Juggernaut will still also drop from the usual monster, but at a lower probability.


- The “Lock of Siren's Hair” will be removed from the treasure dropped by the following Notorious Monsters.

Voll the Sharkfinned/Zuug the Shoreleaper/Pahh the Gullcaller/Worr the Clawfisted
*In accordance with this change, the drop rate of this item from monsters other than the four mentioned above will be increased.

- An item to replace the “Kraken Club” has been added to the treasure dropped by the “Lord of Onzozo.”

- Certain items obtained from the Notorious Monsters holding the “Virtues” in Lumoria will now drop with 100% probability.


The message displayed with the Physical damage: "Curse" effect of the Igqira set has been revised.


The following item change has been made to mining in Halvung:

Mithril Ore → Aht Urhgan Brass


[System-Related]
The system that required a “World Pass” to choose the world on which to create a character has been removed from the game. It is now possible to freely choose the world on which you wish to begin your adventures.

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*You will also be able to choose the World in which you wish to create subsequent characters.
*World Pass NPCs in the three main nations will now only deal with Gold World Passes.
*The Gold World Passes used in the New Adventurer system will still be issued.
Related Information>>


The following scenes have been added to the title screen:
Image

- FINAL FANTASY XI:
Pashhow Marshlands/Beaucedine Glacier

- Rise of the Zilart:
Ru'Aun Gardens

- Treasures of Aht Urhgan:
Aydeewa Subterrane


To avoid congestion, players will now appear in a slightly different location when exiting their Mog House into Aht Urhgan Whitegate.


The probability for fishing up items other than fish has been adjusted.


The location of the “Downloading data” message in the help window has been adjusted.


Several new terms have been added to the auto-translate feature.

Category Term
Game Terms Support Job
Game Terms Sanction
Game Terms Chocobo Racing
Game Terms Chocobucks
Game Terms Healing Breath
Titles Private First Class
Titles Sergeant
Titles Corporal
Titles Superior Private
Titles Sergeant Major
Titles Chief Sergeant
Titles Private Second Class
Titles Mercenary
Titles Lance Corporal
Languages German
Languages Can you speak German?
Languages French
Languages Can you speak French?
Languages I don't speak any German.
Languages I don't speak any French.
Spells Dread Spikes

[Current Known Issue]
At the character creation screen, choosing Mithra face 6 may cause the
game to freeze. This issue is only present in the PlayStation(r)2 version.


Currently, the top Auto-Translate Dictionary entry under Text Commands
is blank. If this entry is selected, only the red and green brackets
will be displayed. This issue is only present in the French and German versions.

Image



The Chocobo Racing system announced on the FINAL FANTASY XI official homepage is scheduled for release towards the end of March.


Updates so far today

3/5/2007

3/02/2007:

Updated 1/3/2007


Updated 2/20/06
Last edited by ScarlettPheonix on Wed Mar 07, 2007 6:02 pm, edited 9 times in total.
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Post by Pheonixhawk »

You forgot one section:

Rdm's will finnaly be getting thier long awaited upgrade. Now the recast time for deodorize will be shorted down to 3 seconds.

Convert will be disabled.

All Tier III nukes will be disabled.

Refresh will be disabled.

Rdm Maat's strength will be increased.

Rdm Relic gear will now be forbidden. (If you have already obtained the Relic gear, you will be recieving -2k gil for each peice of armor)
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Post by Sugami »

Sweets, switching modes wherever will be very handy.

NPC that marks your maps, for a fee I bet. Why can't they just give it to you?
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Post by Fiye »

Sugami wrote:Sweets, switching modes wherever will be very handy.

NPC that marks your maps, for a fee I bet. Why can't they just give it to you?
Only the newbie NPC will mark your map.

I'm surprized we'll have more than Nine NPCs marking maps.
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Post by ScarlettPheonix »

I'm betting four, maybe 5. One for each main city.
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Post by Fiye »

ScarlettPheonix wrote:I'm betting four, maybe 5. One for each main city.
Or, if they're smart. they'll use the newbie NPCs, and then introduce NPCs where they don't have them (In places like Al Zahbi or Metalworks).
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Post by Euro »

Im curious on when they will do anything with this "pit" and "colluseum"
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Post by ScarlettPheonix »

Who knows lol. At least they're actually implimenting Choco Racing finally.
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Post by Alya Mizar (Tsybil) »

Euro wrote:Im curious on when they will do anything with this "pit" and "colluseum"
Anything at all to do with "Vangard Pit Fighters" do you think?
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Post by Kintrra »

I'm guessing (very far-fetched I might admit, but still) that the Collisseum might become a way to set up one-on-one PVP matches. Cuz that's what the Ghelsba Ballista battleground basically gets used for as is. :oops:
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Post by Keavy »

If it was like a PVP arena and/or an arena similar to Oblivion where you can fight NPC's for cash and rewards that would be cool.
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Post by Kahvi »

i'm gonna take a wild guess and say that the "pit" would be for 1v1 and maybe some kind of ffxi wrestlemania thing, and that the colleseum would be for LS vs LS or some other kind of grand scale pvp. Who knows? Maybe they will have something akin to roman chariot races too?
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Post by Okuza »

I wish they'd instance dynamis. Used to wish they'd fix sky, but our sky shell has more or less died as a result of battling RMT non-stop in sky. SE has created an RMT-zone there and just doesn't want to change it so non-RMT can play there.
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Post by Karou Ariyen »

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Post by ScarlettPheonix »

Since we're getting close to the update, thought it deserved a bump :P
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Post by Eviticus »

Anyone else kinda go 'wtf?' at these latest changes?

Drain II, ok, I can kinda see that. (Though I just know there's gonna be a swarm saying 'Where's our Aspir II?'). It, as they say, will add a nice hp boost before the Drk saps all of their HP for their omfgwtf Souleater stuff.

But Dreadspikes....hmm...Does that seem to anyone else like a mini-Invincible? Ok, no hate spike. But they said the amount drained is going to be based on the attacks of the enemy. As long as they aren't one-shotted, I'm reading this as a reverse of Blood Weapon kinda. Get hit for 100 hp of damage, drain 100 from the monster. Net hp change, 0. Unless they make it so you only drain 70-80%...that'd bemore fair I think. It's essentially a total damage mitigation for melee.

The signet bonuses though.....huh...you know, I think it really depends on the % of the exp bonus and how much the Acc and Atk go up. Also, I think this "no tp reduction while resting" is...interesting. It'll be fun trying to unlearn a few years of partying. Considering how fast most parties try to pull, not sure how big of a difference this will make right away though.
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Post by ScarlettPheonix »

One of my eyebrows definetly went up at the sight of Drain II- the other one went up after I read the description of Dread Spikes.

The explanation for Dread Spikes is all nice and shiny- but I can't help remembering the excitement in the RDM community when it was announced that we were getting Bio III.

The Monster version of Bio III is OMGWTFPWNage just with the damned DoT effect alone, which is what a lot of RDMs were expecting (myself included)- not the watered down WTF...version we got stuck with. I don't see Dread Spikes being >all that< powerful, maybe a return of like 10 HP per proc if that. Which, granted is still nice, but it wouldn't be game breaking.

Also- MP cost is gonna play a huge part in the use of both Drain II and DS- if they're incredibly expensive to cast/long recast times I doubt they'd be used that miuch.

About the exp bonus with signet- I think there's a chart somewhere that SE released explaining it. I'll try and paste it into the OP- it wasn't very much though 5-10 more exp per kill (I think), has no effect if solo, and no effect with a full party of 6.

:?: I'll go look for that now...

Edit= found it and added it to the OP^^
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Post by Pheonixhawk »

Gonne enjoy those updates for Drk. Now if only I could get the gil to lvl it past 50. lol *Besided if a PLD b**tches about the DRK updates ill have to slapga them. I mean how many abilities does a PLD have? Too damn many. lol*
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Post by ScarlettPheonix »

Its not the PLDs bitching that I've seen- its the BLMs. A lot of them are pissed that DRK is getting Drain II.

Like I said though- I'll be surprised if either new spell is so good its near game breaking.

Just consider- Drain (and Aspir) has a wicked long recast and casting time (3 sec casting/60 sec recast) without any buffs like Haste/Fastcast. Recast on Drain II will probably be even longer and it'll probably have 2x the MP cost too since I have yet to see a Tier II spell that costs less than its Tier I version.

Call me pessimistic, but its not like SE to introduce something so unbelievably powerful into the game without there being some downside.

Its going to be interesting to see how well either new spell works out in a few days.
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Post by Sugami »

Drain II and Dread Spikes are a much needed survival tool(s) DRK has been lacking. I'm expecting 10-25% HP back per hit and max total to be something like 10-25% of Max HP too.

Just about every other class has some form of damage or hate mitigation except DRK (until now).

NIN - A- Evasion, Utsusemi.
WAR - Defender (sucks), Utsusemi from /NIN (which everyone does).
MNK - Chakra (meh), Utsusemi (read above).
THF - Evasion Bonuses, Trick Attack, Utsusemi (above again).
RNG - Utsusemi (you guessed it).
DRG - High Jump (partial hate removed) and Super Jump (all hate removed).
SAM - Third Eye and Seigan
BLU - Cocoon, various other spells.
DRK - Err... Drain... Stun... did I mention Drain?

I miss anyone out? Obviously didn't mention mages.
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Post by Pheonixhawk »

Missed Corsair :lol:

Well I don't think its to make Drk more uber. I just think its to make the job class better. I mean so many Drk's are already pissed that they get lack of party invites, and THEN the fact that while everyone else is getting new helpful abilites, Drk's get a -2 second decrease in cast time off of spells they already had. Heck the beefed up PLD so well that a DRK has a snowballs chance in hell of beating a PLD one on one. I would of thought they would of made both jobs pretty equal against each other. Of course I know they are completly different jobs but I mean worthwhile to the party. I mean look at this:

Pld: Has awesome defense, Can keep hate easily, can Cure himself and other party members helping the whm or rdm out some with burning mp to cure. Can easily take the hate off of another party member if they are in trouble (Cover). Can DD if they sub ninja. Can turn invincible for 30 seconds, giving the party plenty of time to either 1. Get the hell away, or 2. Kill the mob. Lastly, they have auto regen so they don't have to lose TP by healing.

Drk: Can make the mob somewhat weaker with absorb spells. Can hit really really hard and take hate and die. Can occasionally stun the target for .5 seconds....

But at least now they will be able to Negate some of that dmg. Even if its just a little bit.
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Post by ScarlettPheonix »

PLDs have Auto-Refresh not Auto-Regen (unless they sub whm of course)

Sug left out BST and PUP as well I think, but that may have been because of BSTs tendency to solo and just the all around scarcity of PUPs.

I don't really think PLDs and DRKs need to be equal since they fill very different roles in parties. PLDs needed buffing to compete against NINs capabilities in parties- not DRK. DRK needs to be on parity to its competition in a party role- DDing jobs, which as Sug pointed out- almost all of them have some way of mitigating damage.
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Post by Pheonixhawk »

My mistake. Meant to say Auto-Refresh so they dont lose TP healing MP. Man I really need to slow down when I type. :lol:
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Post by Fiye »

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Here's that chart.

2 party gets 25% bonus, while 5 party gets 5%.

Interesting to say the least.
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Post by Alya Mizar (Tsybil) »

Damage/hate mitigation for...

PUP. A C skill in their main weapon. An automaton who can tank for or Cure its handler.

COR. They can always /NIN for Utsusemi (read above). But mostly they seem to avoid hate despite the damage potential of guns. Well it is a luck based job after all....

PLDs have no hate mitigation tools, they seek new and different ways to gain it.

MNK, add Dodge.

RNG/WAR hate mitigation. Stop shooting.

SAM. Remind me to use these things BEFORE WSing. My melee kitty, a mere SAM 68, was privileged to eat EES from two different Gobbie RNGs in Dynamis the other day. Both times, Gekko for close to 700, and HP 0 from EES before the WS animation was done.

BLU - Cocoon, Utsusemi, native Curing spells, Blink, Stoneskin, ect. from mage subjobs. Metalic Body is soon useless.

DRK, until now has had only one way to mitigate damage. Crafting instead of partying.
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Post by Kintrra »

Tsybil wrote:DRK, until now has had only one way to mitigate damage. Crafting instead of partying.
:rofl:

But yeah, seriously, DRK did need a bit of a boost still. As to PUP, supposedly SE is working on that. And to be honest, us PLDs are supposed to be this kick-ass tank and all...and you can't tank in meripo. I kid you not, the normal armor set up we use (Enmity+, AF) doesn't work. Things die too quick. :lol: So (at least in my case) you'll find me in DD gear more often than not out in the Mire. I personally just kinda wish SE would've gave us a bit more Great Sword skill. We've got access to every GS WS in the game, and the Relic GS as well...but B rating? 250 cap? :? I r confuzzled.

Of course, I'm more confused by people saying DRK/NIN should use dual axes (B- rating, 240 skill), but by god if a PLD gets out their GS, hell breaks loose. <_<;
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Post by Sugami »

Tsybil wrote:DRK, until now has had only one way to mitigate damage. Crafting instead of partying.
:lol: :rofl:
Kintrra wrote:Of course, I'm more confused by people saying DRK/NIN should use dual axes (B- rating, 240 skill), but by god if a PLD gets out their GS, hell breaks loose. <_<;
They shouldn't and I'm pretty sure it's a C+. Saw a DRK/NIN using Axes in Besieged the other day, he couldn't hit for sh*t.

I left out COR because it's not a pure DD job. COR, much like RNG, can stop shooting :roll:

PUP never pulls hate and can have curse from their automaton. They also have Evasion Bonus(es) and like an A skill in it too (I think).

BST - have Charm, Call Beast and yes Utsusemi for /NIN Axes (their best weapon).

MNK - I forgot Dodge, Counter and Counterstance, they also have a B+ in Evasion I think.
Tsybil wrote:BLU - Cocoon, Utsusemi, native Curing spells, Blink, Stoneskin, ect. from mage subjobs. Metalic Body is soon useless.
BLU have no native Enhancing Magic skill therefore Stoneskin from a mage sub is next to useless, Metallic Body would absorb a lot more damage.
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Post by ScarlettPheonix »

Does Met. Body really absord all that much?

I've always been under the impression that it really doesn't- even at 75.

At 75 w/capped Enhancing and proper gear I can max out Stoneskin @ 350 hp absorbed. Anyone know how Met. Body stacks up against SS?
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Post by Alya Mizar (Tsybil) »

Metalic Body, at least in the 20s, is a 40 HP Stoneskin. I don't believe it gets better. Well I gues I know why I never bothered to dispell it on crabs.

I honestly believe that Stoneskin on BLU/RDM would be better than that.
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Post by Eviticus »

PUP never pulls hate and can have curse from their automaton. They also have Evasion Bonus(es) and like an A skill in it too (I think).
Joke, right? :p Speaking from experince, a well geared Pup can outdamage a Mnk pre 41, I do not have 1st hand experince post 41. Though I can say that versus Colibri that a Rng Atk Puppet can WS for WS outdamage a Monk with Daze, and that's not even counting the Master's Raging Fists.

Then again, I was seeing and extremely well geared pup (Rajas, Peacock Charm, etc) versus Colibri, which can be killed by a stiff breeze I think. And there was a Bard in the pt, me.

But yeah, as a Puppetmaster, I can rip hate off a Nin tank unless he's totally pimped out. Which is rare.
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