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[dev1151] Job Adjustments: Rune Fencer
By Enuyasha 2013-06-14 04:29:53
Stop putting words in my mouth. I also like run a lot, it's tons of fun to play, but feelings don't make it better. Remove the blinkers, job sucks for anything that matters. Actually try it out in anything that matters. Gear it with other jobs, go to an event, try it out, and just maybe you'll actually play the job in the right event and see how it works. But thats a huge maybe since apparently everyone has perfect weapons and gear and you dont and every RUN is going to be a derptarded idiot and not know how to get the mobs attention. Seems like that is the perfectly valid logic there.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-06-14 04:32:34
You know, everyone in the game is stupid except you. Nobody uses run cause we can't understand it, you're the only special one who can grasp its awesomeness.
By Enuyasha 2013-06-14 04:34:54
You know, everyone in the game is stupid except you. Nobody uses run cause we can't understand it, you're the only special one who can grasp its awesomeness. Now whose putting words in peoples mouths? Im just saying you refuse to try or find out how. Just automatically assign RUN into a useless box because its not as easy as wiggling a bell and everythings found out in a week and no gear required.Cant even play it like a BRD if you wanted to. Can try to play it like a DRK, but that would totally defeat the purpouse of not gearing it until someone else figures it out for you or shows you where it can be useful.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-06-14 04:35:57
You make a lot of assumptions about what I do or what I don't. Also forgot to mention, but paladin mitigates magic damage better than run also.
By Enuyasha 2013-06-14 04:43:19
You make a lot of assumptions about what I do or what I don't. Also forgot to mention, but paladin mitigates magic damage better than run also. Magic damage yes, but RESISTANCE is a key factor in RUN aswell. PLD also mitigates magic damage well because it has 100% MDT- gear. RUN makes up with this in job abilities mixed with the ability to completely resist effects. Damage mitigation every three minutes (and more if its just a caster mob,you can put on a DT- set[RUN gets a deep well of MDT/DT/PDT only pieces,its just finding a gearhaste capped hybrid set thats the real problem.]). Even after this update you may not need a complete turtle set to avoid physical damage,with the parry rate increase from the JA and the natural skill,which i'd imagine with tactical parry procs you wont need a 20 hit build to get a WS off. It has the potential to be a great tanking job for the occasionally abusive casting mob or the heavy physical mob that attacks slowly. These situations exist,it just lacks the 10K damage weaponskills to be acceptable enough to "hold hate" (which AGAIN is not the only factor).
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-06-14 04:46:19
I'll just quote myself from the other thread. If you want to insist, go ahead but you just stubbornly refuse that the job is not as good as everyone wish.
Run works on delve nms, but the fact that it works doesn't mean it's worth it.
By Enuyasha 2013-06-14 04:51:40
I'll just quote myself from the other thread. If you want to insist, go ahead but you just stubbornly refuse that the job is not as good as everyone wish.
Run works on delve nms, but the fact that it works doesn't mean it's worth it. I insist that it is getting to where it should be, and can be used in a limited spectrum in the role it is meant to be used.DD's work on Delve NMs also, doesnt mean you can just spam Resolution on every one of them and hope you do alot of damage. You have to gear for it,understand how the event works,know how to play your job, and actually try it out and exploit what makes your job do well. Without any of that, we wouldnt know anything about these events if people didnt actually try to figure this ***out and attempt with their best attempts at what they are doing. I do insist that you continue to be completely ignorant of the options and their gravity though,its cute.
Asura.Ryndo
Server: Asura
Game: FFXI
Posts: 76
By Asura.Ryndo 2013-06-14 05:04:18
I am disappointed... RUN Is destined to suck. :(
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-06-14 05:05:52
You just keep making assumptions about me, implying I'm clueless about how to play this job..maybe if you'll look around this forum section you'll notice I'm one of the few who actually cares about this job.
Unlike you I don't try to belittle you, I'm sure you know how to play run since you're so passionate about it; what you don't know though is that it's a wasted party slot.
By Enuyasha 2013-06-14 05:17:46
You just keep making assumptions about me, implying I'm clueless about how to play this job..maybe if you'll look around this forum section you'll notice I'm one of the few who actually cares about this job.
Unlike you I don't try to belittle you, I'm sure you know how to play run since you're so passionate about it; what you don't know though is that it's a wasted party slot. Yea, with a half attempted guide and no real attempts to do endgame content where it would perform well. Thats great and all, but the original outlook on these forums was as a DD with multi-attacks being its gear priority and nothing else. It is not a DD,it is a tank that uses damage,abilities,and spells to maintain hate against primarily magic and enfeebling using NMs. It is only a waste in the party slot if you are doing straight zergs that do not require a tank of any form period and try to tank stuff you arent supposed to. OR, in a DD Zerg situation where you are trying to reach numbers that are impossible with extremely high expectations anyway.
It is useful, just not totally realized.
Bismarck.Xellan
Server: Bismarck
Game: FFXI
Posts: 19
By Bismarck.Xellan 2013-06-14 06:09:10
...There better be a whole lot of store TP on the empyrean gear, because so far this doesn't seem to add a whole lot to potential DPS. Never get to take Run to any events. -.-
Subtle blow? Really?
I guess at least Inspire will slightly mitigate the problems brought on by casting while /sam with Hasso active.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-06-14 07:00:32
It is only a waste in the party slot if you are doing straight zergs that do not require a tank of any form period and try to tank stuff you arent supposed to. OR, in a DD Zerg situation where you are trying to reach numbers that are impossible with extremely high expectations anyway.
It is useful, just not totally realized.
hey guess what we call a job that's only useful in cases where just about any job would work
"not useful"
By Kalila 2013-06-14 10:09:44
06-14-2013 03:56 AM | Gildrein | Community Rep | |
| | [dev1151] Job Adjustments: Rune Fencer
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Other Updates:
[+]
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-06-14 10:16:10
Thinking about it again...probably 5/5 Runes and Vallation/Valiance in group 1. Gambit is really nice, but its use is fairly limited, dunno if it'd be worth spending the merits on that.
Group 2 still don't know where to place Rayke, maybe over 1 Inspiration. It could be nice to land enfeebles or stun, but whatever..we'll see the potency of all this stuff before deciding.
Bismarck.Dearborn
Server: Bismarck
Game: FFXI
Posts: 51
By Bismarck.Dearborn 2013-06-14 11:07:48
Here's a simple one that I really wanted that they broke my heart by not including:
Rune damage added to Range Attacks.
I just leveled RUN to make the RNG/RUN and was so excited to have addidtional damage on the range attacks. It would instantly bring RNG and RUN to the head of the table and make some cool gearsets (adding more holy damage to a Holy bolt set, Rangers stacking INT and MAB for additional damage, etc) but they let me down.
Bismarck.Dearborn
Server: Bismarck
Game: FFXI
Posts: 51
By Bismarck.Dearborn 2013-06-14 12:06:04
Or the other way around and have a RUN/RNG with range attacks while enhancing the group and minimizing damage.
By Puppetmaster 2013-06-14 12:19:37
RUN can't equip any ranged weapons whatsoever nor has any skill, so that makes no sense
Bismarck.Dearborn
Server: Bismarck
Game: FFXI
Posts: 51
By Bismarck.Dearborn 2013-06-14 12:25:14
RUN can't equip any ranged weapons whatsoever nor has any skill, so that makes no sense
But the RNG/RUN would if the additional damage was added to the ranged attacks.
Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2076
By Bahamut.Bojack 2013-06-14 12:33:12
I don't think /RUN would add any damage to Holy Bolts. Only 1 'Add. Effect' can proc per attack.
Bismarck.Ariyon
Server: Bismarck
Game: FFXI
Posts: 383
By Bismarck.Ariyon 2013-06-14 12:33:52
Hurray for lackluster merits.
Rune Enhancement Effect- This one confuses me. Will we simply deal an extra 2 damage per rune, or will the increase be larger than that?
Vallation Effect- If the extra MDB has a substantial enough effect, like One For All, this could be worthwhile.
Lunge Effect- Lunge rarely misses anyways, even on high-level mobs.
Pflug Effect- I have never gotten this damn JA to work. I can have 3 matching runes, the appropriate bar- spell, and still get slammed with status effects all day. I get more random resists with Tenacity alone than when I actively try to prevent one.
Gambit Effect- Reduced recast on an already short-lived ability? Why not increase the effect or the duration? Then it might be somewhat useful.
Battuta- Probably one of the few merits that I actually went "Wow, that might not be too bad."
Rayke- Gambit 2.0, but with the increased duration that Gambit should've gotten. If the effects stack it could make for some sick Lunges, but I wouldn't be surprised if they share a recast ala Collaborator/Accomplice.
Inspiration- I cast three, maybe four spells while I'm actively tanking: Flash, Foil, Phalanx, Regen IV. That's it. Anything else either takes too long or isn't worth the MP cost.
Sleight of Sword- Because Great Swords swing so fast that we actually needed this?
Valefor.Sapphire
Server: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-06-14 12:53:41
Stuff I was hoping to see added to the job or meritable that would actually make playing the job more interesting:
Bar-light/dark
A JA to convert all current runes to another element (this would be nice for fighting some dual-element casters)
A JA to expend harbored runes to purge status effects of the opposing alignment (Lux runes remove Bio/Blind, Gelus runes remove silence/gravity etc).
A 'No-foot rise' JA effect like others mentioned to get 2-3 runes up quickly.
A single target magic shield like 'One for All' that you can put on a single party member that has its own cooldown.
Merits for ampliflying runed damage on melee hits when single/dual wielding 1H weapons.
Requiescat and Sanguine blade are fantastic ws's for runefencers in some situations and i'd really like to see SE make the job viable with swords as well, not just 'GS+reso spam onry'
TP bonus merits when using 1H weapons. runeFENCER still has no native fencer trait, it should at least match warrior's rank V.
The problem with Rayke is that it just looks like Angon for nukers, and 3 more seconds per merit is a joke unless we see some aug'd af2+2 /af3 type armor that extend the duration 'per-merit' on this and alot of other merit items.
Bismarck.Ariyon
Server: Bismarck
Game: FFXI
Posts: 383
By Bismarck.Ariyon 2013-06-14 13:09:40
Replying to Sapphire, just not quoting because otherwise this'd be a fairly large post.
- Honestly, I'm not too bothered by the lack of Barlight/dark spells. Since there really aren't that many light- or dark- based 'nukes'/elemental TP moves, I don't see a huge demand for it. The 162 resist from runes seems to suffice for most stuff that I have encountered.
- For multi-element casters, I try to keep two of one rune up and one of the other. It cuts down on your en- spell damage, yes, but it's better than having 3 of one rune active and then having them cast the opposite element while you sit there going "Oh s#*t, I don't have any runes!" It's easier to swap one rune on the fly than all three. I've even been known to keep three different runes up for stuff like Fuath. Again, not as effective, but it's easy enough to rotate bar- spells to compensate.
- A JA to remove status effects would be handy, sort of like PUP's Eraser attachment.
- An ability like Presto would certainly be useful.
- Between Valiance and One For All, I'm not so sure we need another JA to boost party members.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-06-14 13:20:09
Will we simply deal an extra 2 damage per rune, or will the increase be larger than that?
The JP version said +2 resistance.
Bismarck.Ariyon
Server: Bismarck
Game: FFXI
Posts: 383
By Bismarck.Ariyon 2013-06-14 13:24:37
Leviathan.Kincard said: »Will we simply deal an extra 2 damage per rune, or will the increase be larger than that?
The JP version said +2 resistance. That's... lame.
Bismarck.Dearborn
Server: Bismarck
Game: FFXI
Posts: 51
By Bismarck.Dearborn 2013-06-14 16:12:42
I don't think /RUN would add any damage to Holy Bolts. Only 1 'Add. Effect' can proc per attack.
Either way, many Rangers could have done RNG/RUN with Holy Bolt gearset and regular bolts. That would have allowed the RUN additional Damage to be on par with the Holy bolt effect but with regular bolts. Instant upgrade on ranged attack damage.
Instead, blah.
Really was hoping for some excitement on FFXI but it's pretty dull logging in to this game now.
By Arziet 2013-06-14 16:20:24
A merit ability or trait which enhances DPS would have been welcome...
Subtle Blow? What the heck?
Make it so Rune Enhancement damage rises during Swordplay, Subtle Blow is just pointless.
Considering the whole subtle bow thing; may come in helpful fighting heavy magic mobs who also use devistating tp moves? Just tossing it out there, just not sure if it is woth sacraficing othr merits for it. Sure they will adjust merits in future as feedback rolls in to devs.
By Enuyasha 2013-06-14 16:31:55
My only real insight to more dark resist is that Death is a dark based spell,so you could potentially full resist death with enough dark resistance and "resist death" equipment (162+Pflug+Death equipment)
As for Inspire,Im going to assume it just gives flat 10% Fast Cast which would be nice for Flash recast,Foil Recast,and putting up aquaveil,stoneskin,and phalanx faster(along with their recast).
By Puppetmaster 2013-06-14 18:29:04
Charm is light-based, so you can resist it with light resistance runes, barlight would help with that if it existed
Does the Meteor NMs use have an element? (People used to think it was either light or dark, but it might be non-elemental like the player version)
Kaustra is dark nuke, as is Comet
Things like Cait Sith's astral flow, Alexander's astral flow (in the fight against him), Some of Ultima's moves, etc. etc. are all light-based as well. So it wouldn't be useless, if anything the reason they haven't added barlight/bardark is because SE thinks it would be overpowered and they need their "balance" lol
Bismarck.Ariyon
Server: Bismarck
Game: FFXI
Posts: 383
By Bismarck.Ariyon 2013-06-14 19:20:21
Charm is light-based, so you can resist it with light resistance runes, barlight would help with that if it existed
Does the Meteor NMs use have an element? (People used to think it was either light or dark, but it might be non-elemental like the player version)
Kaustra is dark nuke, as is Comet
Things like Cait Sith's astral flow, Alexander's astral flow (in the fight against him), Some of Ultima's moves, etc. etc. are all light-based as well. So it wouldn't be useless, if anything the reason they haven't added barlight/bardark is because SE thinks it would be overpowered and they need their "balance" lol Outside of chariots, some poroggo NMs, and certain dynamis NMs, how many mobs are even capable of charming that people fight on a regular basis?
Meteor is non-elemental, so that one's moot. Kaustra I could maybe see, but I think the only things I've ever seen cast it are Paramount Botulus and the Jagil NM in Fractures. (I'm sure there's a few more, they're just the only ones I've seen.) And I don't know that I've ever seen anything use Comet...
Cait Sith is a pretty weak example. You fight him what, once? (I never did the WotG storyline) Alexander is also pretty flimsy unless you're someone who likes to spam him for the lulz, but he's not particularly threatening anyways.
The argument of "balance" and "overpowering" is also lame because you could argue the same thing about the rest of the bar- spells, and they see far more use than barlight/dark ever would.
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-06-14 19:29:29
pil kaustra'd the *** outta my blu many times and seeing as i had no whm in my pt i was basically left for dead on the plus side after i died the wars and drks were able to finally have hate
06-12-2013 02:19 PM | Slycer | BG Translator | |
| | Mocchi: Rune Fencer Merits
Hello!
This post is to inform you about the merits for Rune Fencer.
The current plan is to introduce the following items as "Group 1" and "Group 2" merits.
Regarding the exact values, since adjustments are ongoing, there is a possibility that they may change prior to implementation.
Additionally, as long as we do not run into any major problems, these will be implemented on the test server update which will take place on Friday, June 14.
Rune Fencer Merits
Group 1 - Rune Enchantment Effect
Elemental resistance of rune enchantment increases by +2 per merit.
- Vallation Effect
Magic defense increases by +1 per rune per merit.
- Lunge Effect
Lunge accuracy increases by +3 per rune per merit.
- Pflug Effect
Resist rate increases by +1 per rune per merit.
- Gambit Recast
Recast is reduced by 10 seconds per merit.
Group 2 - Job Trait: Inspire
Enhances Vallation and Valiance with casting speed reduction.
Additional merits decrease casting speed by 10%.
- Job Trait: Sword Sleight
Enhances Swordplay with a Subtle Blow effect.
Additional merits increases the Subtle Blow effect by +5.
- Job Ability: Battuta
Recast Time: 5 minutes, Duration: 90 seconds
While in effect, grants a bonus to parry rate. Additionally, upon parrying, attacks will be countered with damage dependent on the enchanted runes present when the parry was activated.
Additional merits increase the parry activation rate by 4% per merit and the counterattack damage by +4 per rune per merit.
- Job Ability: Rake
Recast Time: 5 minutes, Duration: 30 seconds
Consume active runes to reduce the elemental resistance of the target.
Additional merits extend the effect duration by 3 seconds per merit.
Translated by: Slycer | |
06-14-2013 03:56 AM | Gildrein | Community Rep | |
| | [dev1151] Job Adjustments: Rune Fencer
| |
06-17-2013 11:37 AM | Slycer | BG Translator | |
| | Mocchi: About Rune Fencer
From the list of problems with Rune Fencer playing an active part as a tank, the first thing that comes to mind is physical attacks. As of right now, its ability to counter against physical attacks is too low. Even if you eliminate this problem to some extent, many paladins have Aegis or Ochain, and because of their existence, its very difficult to expect another job to play the role of a tank in the same way. I think monk would be more qualified as a tank.
Thanks for your feedback.
Ability to counter against physical attacks
This will not be unique to rune fencer, but we plan to add equipment which reduces the amount of physical damage taken for all jobs.
As you have said, the ability to counter against physical attacks is best done by Paladin, and this superiority is intentional.
Rune fencers were not intended to be strong against physical attacks, so there are no plans to make additional adjustments specific to rune fencer to allow them to excel at this as much as Paladins.
Comparison against Paladin with Aegis/Ochain
We have previously discussed this in interviews and on the forums. If you compare on terms of magic defense alone, there is an advantage for Paladins with Aegis as it can evenly reduce the damage taken of all elements. However, rune fencer excels at reducing not only the damage taken from specific elements, but can also frequently resist abnormal status effects.
Additionally, while Aegis applies only to the Paladin itself, Rune fencer can also cut elemental damage taken by party members within the area of effect, so in this respect, the contribution to reducing overall damage taken by the party can be higher than that of an Aegis Paladin.
Also, from a more fundamental sense, it's spurious to compare an Ochain or Aegis Paladin to Rune Fencer in its current state. Once job-specific equipment corresponding to mythic and relic has been added for Rune Fencer, we can reassess whether the balance is appropriate and make any additional needed changes at that time.
Regarding the performance of Rune Fencer
In some respects, it is difficult actively fighting and tanking at the same time, and we do understand this.
With the addition of the merit points previously discussed as well as artifact armor, we believe that it will help improve the simultaneous fighting and tanking ability of rune fencer.
Since these will be the only adjustments at this time, we do not expect it to immediately be at its strongest level, but we will continue to make any adjustments necessary to improve the playability of Rune Fencer.
Translated by: Slycer | |
06-17-2013 02:09 PM | Camate | Community Rep | |
| | Greetings,
Physical damage mitigation
Moving forward we plan on adding more equipment that reduces physical damage taken for all jobs, not only rune fencer.
The fact that paladin is the job that is most apt to deal with physical damage will not change; however, our goal is to bring other jobs closer to where paladin is currently.
Rune fencers are not supposed to be strong defenders against physical damage, and as such we have no plans to add stats that will make them like a paladin.
Comparisons to paladins with Aegis/Ochain
When comparing magic defense between the current rune fencer and equipment to a paladin that is completely decked out, a paladin with Aegis will be better at reducing the magic damage of all elements. However, since rune fencer excels at elemental defense, they are also extremely strong towards status ailments in addition to elemental damage.
Also, the effects of Aegis only apply toward the paladin, while rune fencers are able to spread the elemental damage reduction effect to party members making them extremely beneficial in party situations. When adding job-specific equipment to rune fencer moving forward, we will be paying careful attention to the balance between them and Aegis/Ochain and be making necessary adjustments.
Rune fencer stats
We understand that there are aspects that make it difficult for rune fencer to act as a tank and players often see them as being in a support role instead.
With the addition of the rune fencer merit point category as well as artifact equipment, we plan on making adjustments to make it more possible for rune fencers to tank and shine even more on the support front.
These are not the only adjustments that will be made, so rest assured that we will continue to adjust this job.
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06-17-2013 04:14 PM | Slycer | BG Translator | |
| | Mocchi: Follow-up Frenzy
Rune Fencer
I'm not particularly familiar with Paladin, but doesn't the effect of Iron Will together with Rampart also apply to party members?
Am I misunderstanding this?
Yeah, I'm very sorry about that. The effect of Iron Will does extend to party members.
[[I think they're talking about the Inspiration trait here, but I don't see it mentioned directly.]]
For Valiance, while the adjustment may be difficult, we would like to work out the effect so that it can be granted to party members as well.
Mocchi and everyone else, thanks for your good work over the holiday.
A while back, the development team talked about giving more meaning to defense, along with improving the defense of individual pieces of equipment to reduce damage taken further. If you're planning to continue adding equipment which directly cuts damage taken, are you still considering adjustments to the enemy attack/defense ratio and the mechanism for how defense reduces damage taken?
Eventually, we do plan to implement an adjustment which allows defense to be utilized better to cut damage taken; however, this may take a considerable amount of time to develop.
Since there are a lot of higher level monsters being added, and new content still to be implemented, while we work to balance the defense mechanism, we want to prioritize bridging the gap temporarily by adding equipment with which all jobs can cut damage taken.
Translated by: Slycer | |
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