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White Mage Job Adjustments - Answers to User Sugg.
Asura.Werdxi
Server: Asura
Game: FFXI
Posts: 248
By Asura.Werdxi 2011-08-18 19:57:16
I don't feel whm needs any major updates to maintain its usefulness. Unless they start giving all jobs all cure tiers, whm is quite fine. and when it comes to melee whm, its actually well equipped. in abyssea i do 3,000-5,000 hexas like every other DD, only i have KC so i do it ever ~10 seconds. idk about you, but personally i think thats decent for a "back line job". If i had to ask for anything for whm that imo would seem balanced is give it a job trait that allows it gain higher cure potency cap or give it some low cool down JAs that heal. like pray from ffx
Fenrir.Eneas
Server: Fenrir
Game: FFXI
Posts: 630
By Fenrir.Eneas 2011-08-18 20:28:43
Question:
Make it so the chances of curing Doom increase with higher healing magic skill.
SE:
Buy holy waters
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-08-18 20:30:42
Question:
Make it so the chances of curing Doom increase with higher healing magic skill.
SE:
Buy holy waters lmao that's not what they said >.> even though you always should.
Sylph.Kimble
Server: Sylph
Game: FFXI
Posts: 2912
By Sylph.Kimble 2011-08-18 20:32:26
WHM is only boring in abyssea really. In voidwatch its a lot more fun to play.
[+]
Fenrir.Eneas
Server: Fenrir
Game: FFXI
Posts: 630
By Fenrir.Eneas 2011-08-18 20:33:44
Question:
Make it so the chances of curing Doom increase with higher healing magic skill.
SE:
Buy holy waters lmao that's not what they said >.> even though you always should.
lol i know just kidding.
Anyway isnt that thing affected by enhancing magic already ?
Sylph.Kimble
Server: Sylph
Game: FFXI
Posts: 2912
By Sylph.Kimble 2011-08-18 20:37:28
It was tested before that having higher magic skill meant you have a better chance to take off doom. Either.. SE wont admit to that, or the testing was wrong.
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-08-18 20:38:03
Question:
Make it so the chances of curing Doom increase with higher healing magic skill.
SE:
Buy holy waters lmao that's not what they said >.> even though you always should.
lol i know just kidding.
Anyway isnt that thing affected by enhancing magic already ? o.o? cursna?
Server: Siren
Game: FFXI
Posts: 128
By Siren.Jingles 2011-08-18 20:39:57
lol i know just kidding.
Anyway isnt that thing affected by enhancing magic already ? o.o? cursna?
I think the dude meant Healing Magic.
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-08-18 20:40:32
lol i know just kidding.
Anyway isnt that thing affected by enhancing magic already ? o.o? cursna?
I think the dude meant Healing Magic. I would hope so! <.>;
Fenrir.Eneas
Server: Fenrir
Game: FFXI
Posts: 630
By Fenrir.Eneas 2011-08-18 20:43:00
i just heard somewhere that was like that, just asking to make sure and dont go around with false informations.
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-08-18 20:43:56
i just heard somewhere that was like that, just asking to make sure and dont go around with false informations. It's magic skill is healing magic, it will never use enhancing magic.
Fenrir.Eneas
Server: Fenrir
Game: FFXI
Posts: 630
By Fenrir.Eneas 2011-08-18 20:45:30
ok thanks Kalilla ^.^
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Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-08-18 20:45:41
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2011-08-19 02:54:08
Quote: Quote: Add a category to merit points that enhances cure potency. Since cure potency enhancements were designed to be added through equipment, we do not have any plans of adding it to merit points. Currently you can gain a significant amount of enhanced cure potency by collecting equipment, so please try and collect those pieces. I love how they'r basicly saying "Stop beeing such a gimp" :P
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-09-02 16:04:36
Small update for WHM today:
09-02-2011 02:17 PM | Bayohne | Community Rep | |
| Banish IV and Banishga III, for which an implementation timetable has yet to be determined, have received a lot of attention. But Curaga V, which has been a bit lacking, has been adjusted and the enmity gained has been lowered.
The updated data is now reflected on the Test Server, so please check out Curaga V's latest effects. |
Cerberus.Caylene
Server: Cerberus
Game: FFXI
Posts: 101
By Cerberus.Caylene 2011-09-27 09:37:16
Quote:
Make it so the chances of curing Doom increase with higher healing magic skill.
Since there is also Holy Water when curing this is difficult, we’d like to monitor the current rate. Though it depends on luck and repeated attempts, but the recovery rate was set rather high so it can be cured before the countdown timer reaches zero.
"it depends on luck and repeated attempts"
Straight from the horse's mouth, so to speak.
This makes me think that having a Cursna set really is completely useless. Why then are there specifically "healing magic skill" pieces even IN the game at all??? If you are a white mage you are probably curing all the time anyway, which means you aren't going to go for HMSkill pieces but cure potency, mind and -enmity pieces. Not HMSkill (only) pieces.
09-02-2011 02:17 PM | Bayohne | Community Rep | |
| Banish IV and Banishga III, for which an implementation timetable has yet to be determined, have received a lot of attention. But Curaga V, which has been a bit lacking, has been adjusted and the enmity gained has been lowered.
The updated data is now reflected on the Test Server, so please check out Curaga V's latest effects. |
08-18-2011 04:52 PM | Camate | Community Rep | |
| To the ones who keep us all safe on the battlefields, white mages, here is your feedback
We will be adding this in the upcoming version update.
Though it is planned for a version update in the future, we have already begun to look into a higher tier version of raise.
Whether it will be called Arise or not really depends on the adjustments from here on out, but we are looking into making it cover multiple targets and other things. In regards to the stats, we’d like to make it so it has more merits than the currently existing raises, so please look forward to it.
Quote: Add a spell that cures Amnesia. We would like to make it possible to cure Amnesia in the future, but we are planning to make it a type of magic that has a set chance of recovery similar to Doom.
Quote: Add a spell that cures Terror. We currently do not have any plans of adding a spell that cures Terror. Since the effect of Terror is quickly recovered from, we’d like you to just support those inflicted with Terror with cures and such while they are unable move.
While it is not limited to Terror, we feel that there are times it is necessary for monsters to have superior status ailments in the scheme of battle balance. As such, please understand that we will not be making it possible to cure every single status ailment.
Quote: Make it so the chances of curing Doom increase with higher healing magic skill. Since there is also Holy Water when curing this is difficult, we’d like to monitor the current rate. Though it depends on luck and repeated attempts, but the recovery rate was set rather high so it can be cured before the countdown timer reaches zero.
Quote: Reduce the recast times of Erase/Esuna/Sacrifice. We would like to reduce the recast times for Esuna and Sacrifice to be about the same as Erase.
For Erase, since it is able to cover multiple status ailments, we feel that the current recast time is appropriate.
Quote: Reduce the weakness timer or add other merits to Raise II and III. Since the lost experience points merit has become somewhat weak now, we will look into this. However, as we will not be removing the weakness penalty, we cannot really reduce it too much.
Quote: Make it so the effect of Divine Caress becomes AoE when using Divine Seal. AoE…Sounds cool. We will look into it.
Quote: Increase the effect of bar-type spells. Currently you are able to receive a pretty strong effect depending on the bonuses that are given based on your enhancing magic skill. Also, with future level cap increases, you will be able to receive an even higher bonus, so for now we will be monitoring this and make a decision to do something if it is necessary.
Quote: Add bar-type spells that protect you from Light and Dark. The magic capacity is becoming pretty full, but we will try and look into it.
Quote: Make it so bar-type effects are not overwritten by weaker ones. This is something that we have been concerned with and would like to make it so they are not overwritten. The concern here is that if it’s not the same effect or higher, if the effect doesn’t wear off or if you don’t cancel the effect you will not be able to reapply it, making it similar to Protect IV and V.
Quote: Make it so enhancing magic AoE effects take place centered on the person targeted. Since AoE effects are strong, the idea is that you are taking a risk by the effect being centered on the caster. Curega is an exception to this, but it is balanced through a high amount of enmity.
Quote: Add a category to merit points that enhances cure potency. Since cure potency enhancements were designed to be added through equipment, we do not have any plans of adding it to merit points. Currently you can gain a significant amount of enhanced cure potency by collecting equipment, so please try and collect those pieces. |
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