Leviathan.Celebrindal said: »
reisen gear from dragons for a week....
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Leviathan.Celebrindal said: » reisen gear from dragons for a week.... Why in the ever loving hell is the CP campaign always the short campaign instead of the long one?
So irritating... Pantafernando said: » Geas Fete Campaign - PLUS! Reisenjima Geas Fete Equipment Campaign Leviathan.Celebrindal
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I figured since they specified "Domain Invasion Campaign" and "Domain Invasion Anti-Predator Campaign" separately, that the first was the gear one, and the 2nd was the no-fly, no-adds.
The gear one is "Domain Invasion Treasure Coffer Campaign". The no fly and no adds are two separate campaigns. If I recall they were introduced on different months.
Shiva.Xelltrix said: » Why in the ever loving hell is the CP campaign always the short campaign instead of the long one? So irritating... This is why we've switched to higher yield camps and only bring people we know can handle them. There are two or three other places that yield extremely high CP outside of the campaign, in fact during campaign you don't get nearly as much of a bonus because you hit 65K cap so damn early. Fenrir.Tarowyn said: » The gear one is "Domain Invasion Treasure Coffer Campaign". The no fly and no adds are two separate campaigns. If I recall they were introduced on different months. May i ask which camps you speak of? lol
Shiva.Kohh said: » May i ask which camps you speak of? lol Offline
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Let's just say Apex Draugr are going to be very popular if the MNK buff is big.
All the cool kids CP at M-10 in South Gustaberg.
Fenrir.Cherrywine
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Ruaumoko said: » Let's just say Apex Draugr are going to be very popular if the MNK buff is big. Yep, might be a good place to go to find any bandwagoners~ As we all know the serious MNKs are already M*A*S*T*E*R! If it is really good, maybe there will be shouts for MNKs to help other jobs get CP... That would be straight up kooky dooks. Shiva.Kohh said: » May i ask which camps you speak of? lol Frogs / Jagils in Woh Gates are a good start Bats at the back of Outer Raz are better Pox Hounds in Inner Raz are amazing. Could also do the DRK bones if H2H is viable, or the Gargoyles. **pre-patents the term "handwagoners" before the upcoming update**
Fenrir.Cherrywine said: » Ruaumoko said: » Let's just say Apex Draugr are going to be very popular if the MNK buff is big. Yep, might be a good place to go to find any bandwagoners~ As we all know the serious MNKs are already M*A*S*T*E*R! If it is really good, maybe there will be shouts for MNKs to help other jobs get CP... That would be straight up kooky dooks. Not master yet! I have been soloing all my JP, during free time. Though its pretty dang close now now. Fenrir.Richybear said: » **pre-patents the term "handwagoners" before the upcoming update** I think it's trademark, not patents. Also get Article 15 for non-contestability to prevent people from stealing it. Leviathan.Celebrindal
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For the record....I will PISS MAH PANTS LAUGHING if the buff is to enhance Boost.
How hard would you laugh if said buff to boost alone was enough to make monk good again?
Odin.Geriond said: » How hard would you laugh if said buff to boost alone was enough to make monk good again? Not hard at all, since they seem to think JA's are the problem. Offline
Odin.Geriond said: » How hard would you laugh if said buff to boost alone was enough to make monk good again? Leviathan.Celebrindal
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Odin.Geriond said: » How hard would you laugh if said buff to boost alone was enough to make monk good again? The last time I saw Boost used as part of a strategy was in 2007-8 against Dyna Lord old school with massive shells, the MNKs doing some crazy max number Boost to Chi Blast on pull lol. Let's leave it there because there ain't NO WAY improving /jas is gonna help that job. Piss poor WSs compared to current meta options and a job that seemingly (I say seemingly because I do not play MNK, I'm merely curious as to the WHY it sucked lol) gets weaker with job points (or at the least, hindered by the gifts given through them) needs almost a complete rethink. Improving JAs could certainly fix the job if they were willing to go far enough with the changes.
For example, if Impetus never wore off, never got canceled, was undispellable, and when capped it gave all damage dealt +100%, that would go pretty damn far on its own Matsui says they're significantly revamping MNK JA, meaning that they're going further than just boosting their values somewhat and calling it a day. I don't know what they're doing, and I'm skeptical that they'll buff Monk enough, but it's not impossible that it could catch up with just JA adjustments. They're also adjusting damage and delay on some weapons, so if they're significantly buffing H2H weapons, that would also help, even if it wouldn't make a huge difference on its own own without doubling or tripling their DMG or something. Yeah Boost will be 5sec and gives 9000% increase in WSD.
Impetus will be 5min with 5min cool down. Footwork will be 5min and gives 50 Store TP and kick attack +50% Chakra will be 5 sec cool down and AOE Counterstance counters will give TP and will no longer reduce DEF. I think that will fix MNK plenty. allow 2 - h2h to be equipped, treat them as 1h weapons, each hand being diff, and combine stats.
boost permanently increases attack power by X amount, and never goes away, ever. aka, 100 mnks sitting outside adoulin using boost scripts, til they can oneshot warder of courage/pande warden
I wouldn't be surprised if the current relationship between boost and chi-blast is completely removed.
Chi should just be a pulling tool/means to apply penance and as such should have its recast reduced to ~2mins. Boost itself should probably solely affect h2h ws-damage, with the number of times it can be stacked/its potency being relative to h2h skill or job-level. Basically so it only gets really strong end-game. Impetus/counterstance should have a hasso/seigan type relationship with their downsides eliminated/reduced in order to support one or the other being available to be active full-time. Leviathan.Celebrindal
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...you're speaking like /jas save jobs.
/jas for most, if not all, other jobs give those jobs flexibility. RNG Velocity shot, a stance to switch to when you're not meleeing. WAR Beserk/Defender- two differing stances with pros and cons both. SAM Hasso/Seigan- same concept. SCH Light Arts/Dark Arts- the magical equivalent. Now you want to modify MNK /jas so you essentially have to ride them to make the job viable. That shouldn't be the case, and if a job requires you to ride one /ja, doesn't that just smack of the job is inept without said /ja? Or at the least, designed in an inferior fashion. I must say, I do miss the FFIV Yang model of MNK, where each hand could have a different weapon with different attributes. Start throwing some -status effects or enspell type damage to H2H weapons, and allow each hand to proc independently. Have Kick Attacks be a pure footwork stance that works like Camouflage, forcing higher crit rates is an idea I've mulled over...would then allow the stacking of +crit rate/damage gear with footwork/kick attacks gear. Again, these are just theoretical musings from someone who doesn't play MNK, but is curious how such a dominant job for 2/3 of FFXI's history fell into the dearth of job purgatory. Several grains of salt required. http://forum.square-enix.com/ffxi/threads/52949-Announcing-the-August-Version-Update?p=598932#post598932
Interested in the dev post from yesterday. How they described the Monk changes with the words "greatly revamped". It sounds like they reworked them entirely versus just a boost of what they already do. Leviathan.Celebrindal said: » ...you're speaking like /jas save jobs. /jas for most, if not all, other jobs give those jobs flexibility. RNG Velocity shot, a stance to switch to when you're not meleeing. WAR Beserk/Defender- two differing stances with pros and cons both. SAM Hasso/Seigan- same concept. SCH Light Arts/Dark Arts- the magical equivalent. Now you want to modify MNK /jas so you essentially have to ride them to make the job viable. That shouldn't be the case, and if a job requires you to ride one /ja, doesn't that just smack of the job is inept without said /ja? Or at the least, designed in an inferior fashion. I must say, I do miss the FFIV Yang model of MNK, where each hand could have a different weapon with different attributes. Start throwing some -status effects or enspell type damage to H2H weapons, and allow each hand to proc independently. Have Kick Attacks be a pure footwork stance that works like Camouflage, forcing higher crit rates is an idea I've mulled over...would then allow the stacking of +crit rate/damage gear with footwork/kick attacks gear. Again, these are just theoretical musings from someone who doesn't play MNK, but is curious how such a dominant job for 2/3 of FFXI's history fell into the dearth of job purgatory. Several grains of salt required. I don't know... I mean what else is left for Sam without Hasso and Meditate? Sure it's still WS-ing but it would be drastically weaker. It's one of the reason you don't see a lot of 1H /Sam peeps running around. JA upgrades with enough beef can surely turns things around. While changes to the fundamentals would help a lot but simple JA upgrades can go far if you buff them enough. Boost with WSD is easy then extend most of the Mnk JA timers as well as their power. For example, Focus with a 1min cool down and 5min gives +50 Store TP would put Mnk into a fairly decent slot along with WSD upgrade from Boost. A simple way to enhance Mantra and Chakra to whole party to replace Cures can surely make Mnk a very viable frontline sub-tank/sub-healer. Leviathan.Celebrindal
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Leviathan.Andret said: » A simple way to enhance Mantra and Chakra to whole party to replace Cures can surely make Mnk a very viable frontline sub-tank/sub-healer. Now THIS is something I can get behind. Hell, even tie it to a specific piece of JSE gear that makes Mantra/Chakra AoE instead of single target if you must, but this would be something new and viable. |
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