http://www.playonlin...975/detail.html
Beastmaster
Adjustments and additions have been scheduled that will greatly enhance the effectiveness of pets called forth via the "Call Beast" ability.
- New Pet Command: "Ready"
When in control of a pet called forth via the "Call Beast" ability, the pet command "Sic" will be replaced with "Ready." By fulfilling the following conditions, "Ready" will allow you to select a specific ability for the pet to use from its arsenal.
* The pet's TP is at 100% or more.
* Sufficient charges have accumulated for the ability you wish to use.
- Charges
Regardless of the beastmaster's level, one charge will accumulate for every two minutes after a pet has been called, up to a maximum of three. The amount of charges required will vary depending on ability.
----------------------------------------
Fuck you SE. This is some bullshit.
Ready! Ready for some Bullshit is more like it.
#2
Posted 21 October 2009 - 04:41 AM
This had so much potential to be great. Two minutes for a single charge? That's fucked.
#4
Posted 21 October 2009 - 05:46 AM
lol @ charges,and lol "ready replaces sic".
I went 5/5 sic merits....so?
Considering that Ready is charges based (again,lol) it should not have a timer.
I only hope that if a player has sic merited,the time to reach 3 charges will be lower then 6 minutes.
So,if pre patch bst was a solo job that rarely used jugs(at least for exping,we can't solo exp with our jugs,they're too weak against T-VT mobs),post patch will be.....a solo job that rarely uses jugs.
Still better then nothing,but this won't change anything.
Meh....just meh.
I went 5/5 sic merits....so?
Considering that Ready is charges based (again,lol) it should not have a timer.
I only hope that if a player has sic merited,the time to reach 3 charges will be lower then 6 minutes.
So,if pre patch bst was a solo job that rarely used jugs(at least for exping,we can't solo exp with our jugs,they're too weak against T-VT mobs),post patch will be.....a solo job that rarely uses jugs.
Still better then nothing,but this won't change anything.
Meh....just meh.
#5
Posted 21 October 2009 - 06:04 AM
Hmmm!
I see it for BCNM and KSNM with BST ×3 or ×6
BST call a Cactuar > use a Zoolater Hat > wait call beast recast > wait time for Ready @3Charges > 1000 needles ×3 or ×6
or for a BST LS whose can managed their Sic effect
and that :
I see it for BCNM and KSNM with BST ×3 or ×6
BST call a Cactuar > use a Zoolater Hat > wait call beast recast > wait time for Ready @3Charges > 1000 needles ×3 or ×6
or for a BST LS whose can managed their Sic effect
and that :
Quote
We will continue to observe the beastmaster job following the release of the November version update, and as necessary, make adjustments to special abilities and calling items for each pet.
#6
Posted 21 October 2009 - 06:06 AM
I know I don't post here, but as a BST, I'm reserving judgment for another 1-2 months after Ready is released to the job. When SE first released the the Quick Draw along with Corsair (basically the "Charge System"), they basically pushed it from a recharge of 3 mins to every 1 min... and then furthermore made it lower through merits and gear. Stratagems were also altered as well. And SE futhermore said they'd monitor the ability and change it accordingly. The JA has potential. And on top of that, it takes away nothing from BST... no idea why people are complaining right out of the gate. >_>
#7
Posted 21 October 2009 - 06:48 AM
The charge system is a big trade off for giving you the option of that tp move you want your pet to do and obviously they don't want you to spam them every few seconds because that would be way too over powerful.
Since I don't tend to use sic that much in most of the situations I am in because it was way too random and unpredictable,(especially with a room full of linking monsters) I am 100% behind this and it.
Two mins is quite a long time to be able to use a pet tp move though!
Since I don't tend to use sic that much in most of the situations I am in because it was way too random and unpredictable,(especially with a room full of linking monsters) I am 100% behind this and it.
Two mins is quite a long time to be able to use a pet tp move though!
#8
Posted 21 October 2009 - 06:56 AM
It also removes the unpredictability of some jugs, namely Amigo. I'd much rather have a 1000 Needles every 6 mins, rather than a 1/6 chance of 1000 Needles every Sic.
Based on how SE alters the JA, I can also see CC pet tanking emerge from this. A controllable Scissor Guard and Metallic Body will do wonders for CC tanking, considering the abilities would otherwise be put on 1 charge a piece.
Based on how SE alters the JA, I can also see CC pet tanking emerge from this. A controllable Scissor Guard and Metallic Body will do wonders for CC tanking, considering the abilities would otherwise be put on 1 charge a piece.
#9
Posted 21 October 2009 - 06:58 AM
I reserve my judment on Ready for now.. it does seem useful but seems to be marred by so many drawbacks..
because now instead of waiting
2 min on Sic,
100% TP
luck of the draw..
we're waiting
2min of Ready (assumed recast)
100% TP
2/4/6min on Charges
which means we're likely to be using Ready far less than if we were using Sic, if at all..
Another point of contention is the recast timer..
Sic is 2min, or 1m 40s with full merits..
it makes no difference if Ready is not tied to the same timer..
and even if it is, if Ready's timer is not tied to the Charge recast, then u still wouldn't be able to use Ready (1 charge moves) in <2min..
the Charge timers are ridiculously long.. I'd think 1m30s charges would make more sense... and probably tie them into Sic's meritable recast, so you can bring it down to 1m10s.. or something..
but I guess i shouldn't judge until it is released.. if they make jug pet TP moves worth the while, strengthen them or something at the same time.. then the wait might be worht it
because now instead of waiting
2 min on Sic,
100% TP
luck of the draw..
we're waiting
2min of Ready (assumed recast)
100% TP
2/4/6min on Charges
which means we're likely to be using Ready far less than if we were using Sic, if at all..
Another point of contention is the recast timer..
Sic is 2min, or 1m 40s with full merits..
it makes no difference if Ready is not tied to the same timer..
and even if it is, if Ready's timer is not tied to the Charge recast, then u still wouldn't be able to use Ready (1 charge moves) in <2min..
the Charge timers are ridiculously long.. I'd think 1m30s charges would make more sense... and probably tie them into Sic's meritable recast, so you can bring it down to 1m10s.. or something..
but I guess i shouldn't judge until it is released.. if they make jug pet TP moves worth the while, strengthen them or something at the same time.. then the wait might be worht it
#10
Posted 21 October 2009 - 07:04 AM
So now bst can proudly use his jugs in:
Dynamis,BCN,KSNM,LIMBUS...actually,every event where zoning is not required.
Sadly,sabotenders lasts for 20 mins so this means 2k,maybe 3k dmg costs 20'000 gil
Dynamis,BCN,KSNM,LIMBUS...actually,every event where zoning is not required.
Sadly,sabotenders lasts for 20 mins so this means 2k,maybe 3k dmg costs 20'000 gil
#11
Posted 21 October 2009 - 07:05 AM
Sho, on 21 October 2009 - 06:56 AM, said:
It also removes the unpredictability of some jugs, namely Amigo. I'd much rather have a 1000 Needles every 6 mins, rather than a 1/6 chance of 1000 Needles every Sic.
Based on how SE alters the JA, I can also see CC pet tanking emerge from this. A controllable Scissor Guard and Metallic Body will do wonders for CC tanking, considering the abilities would otherwise be put on 1 charge a piece.
Based on how SE alters the JA, I can also see CC pet tanking emerge from this. A controllable Scissor Guard and Metallic Body will do wonders for CC tanking, considering the abilities would otherwise be put on 1 charge a piece.
Metallic body is a joke.
And again,knowin SE,Scissor Guard will be 3 charges.
#12
Posted 21 October 2009 - 08:29 AM
Minaras, on 21 October 2009 - 07:05 AM, said:
Metallic body is a joke.
And again,knowin SE,Scissor Guard will be 3 charges.
And again,knowin SE,Scissor Guard will be 3 charges.
No, knowing SE it'll be 1-2 charges. Why? Because a long while ago, they wanted BST to be something of a tank or sub-tank job with it's pet; the entire reason behind adding Snarl. But the JA alone was sub-par to weak because the pets are still pretty weak. Being able to have control on how you buff your pet via Scissor/Rhino Guard, fits more in their original design. It's either that or SE will definitely reduce the recast on the charges after a short while.
I have hope SE won't fub this up. @_@
#13
Posted 21 October 2009 - 08:33 AM
being able to pop scissors guard on command will be a nice feature for CC users, especially if CC is tanking/co-tanking.. but it does require you to wait a long while before using it..
put into perspective, it really is just too slow.. if Scissors Guard were 3 charges, you'd only be able to effectively use it 4 times per CC, provided u had TP to use it..
if it were 2 charges, only 7 time in 30min.... which is pathetic
put into perspective, it really is just too slow.. if Scissors Guard were 3 charges, you'd only be able to effectively use it 4 times per CC, provided u had TP to use it..
if it were 2 charges, only 7 time in 30min.... which is pathetic
#14
Posted 21 October 2009 - 11:37 AM
I'd rather see jug pets be given the command option from Sic of all of their abilities. The end. None of this charges nonsense, just Sic takes you to a menu of their attacks. An ability that can be used once every 100-120 seconds is not going to break the game. Jugs are stupid weak in solo situations as it is, this ability in it's current form is a slap to the face, particularly since it sounds like it replaces Sic for jugs completely.
#15
Posted 21 October 2009 - 12:29 PM
So close! But so far..
I'm wondering why SE feels like they need to put a modifier on choosing a sic move. My first thought is that they're trying to make it so this new ability doesn't make BST overpowered. But seriously..even with the ideal sic moves, does any jug do uber dmg? Especially when you compare it to the dmg output of other jobs? I'm trying to think of how choosing your sic moves would make the job overpowered...and even with being able to use 1k needles whenever you want, or baleful gaze whenever, it still wouldn't do it.
Hopefully this is just the first step towards not aggroing the whole zone with your pet's aoe.
I'm wondering why SE feels like they need to put a modifier on choosing a sic move. My first thought is that they're trying to make it so this new ability doesn't make BST overpowered. But seriously..even with the ideal sic moves, does any jug do uber dmg? Especially when you compare it to the dmg output of other jobs? I'm trying to think of how choosing your sic moves would make the job overpowered...and even with being able to use 1k needles whenever you want, or baleful gaze whenever, it still wouldn't do it.
Hopefully this is just the first step towards not aggroing the whole zone with your pet's aoe.
#16
Posted 21 October 2009 - 02:30 PM
This felt like a kick in the nads to me. I was hoping this update would give BST more of a reason to be invited to PTs/some endgame, but I guess that was wishful thinking on my end.
It's a step in the right direction though.
It's a step in the right direction though.
#17
Posted 21 October 2009 - 03:02 PM
Where is my A+ in axe? Or reason for people to actually invite BST to more than 2% of endgame? Sure, the BST community has wanted the ability to chose their Sic for a long time but SE fucked up the delivery bad. It makes me wonder if SE plays their own game. Either way it is crap like this that will be the reason I am staying the hell away from XIV.
#18
Posted 21 October 2009 - 05:37 PM
i vaguely got what I wanted, the conditions of deployment are fine with me. except the number of charges, 6 minutes for dark spore? this needs to be fixed, thats what TP is for already. modify TP values, thats sane.
adding support for hotkeying menus like Pet abilities would be fantastical
adding support for hotkeying menus like Pet abilities would be fantastical
#19
Posted 21 October 2009 - 08:13 PM
I think we should get more gear that augments Call Beast to make our Jug Pets stronger. Along with Beast Affinity merits and then PLEASE SE GIVE US NEW JUGS! Coeurl jug where!?!?
#20
Posted 21 October 2009 - 09:23 PM
All you people complaining about this are fucking dumb.
SE could've skipped over BST this update and not have given the job anything, and you all could've continued to bitch about not getting ANYTHING from all the job adjustments. SE decides to add something, and you guys still bitch about it.
Sitting right next to WAR's A+ axe skill. Which is also next to SMN's A+ Summoning Magic, which is having tea with A+ Ninjutsu, which, last I heard, had an affair with RNG's A+ Marksmanship and Archery; what a whore.
Fact of the matter is, not all jobs get an A+ in their specific weapon/skill. The list above is an example. A+ axe skill is the last thing people should be bitching about on BST.
Exactly. There's finally an update for BST. SE is obviously putting BST under the microscope.
I'm just glad that BST, RNG and SMN are next for some updates. It's about time.
SE could've skipped over BST this update and not have given the job anything, and you all could've continued to bitch about not getting ANYTHING from all the job adjustments. SE decides to add something, and you guys still bitch about it.
Quote
Where is my A+ in axe?
Sitting right next to WAR's A+ axe skill. Which is also next to SMN's A+ Summoning Magic, which is having tea with A+ Ninjutsu, which, last I heard, had an affair with RNG's A+ Marksmanship and Archery; what a whore.
Fact of the matter is, not all jobs get an A+ in their specific weapon/skill. The list above is an example. A+ axe skill is the last thing people should be bitching about on BST.
Quote
It's a step in the right direction though.
Exactly. There's finally an update for BST. SE is obviously putting BST under the microscope.
I'm just glad that BST, RNG and SMN are next for some updates. It's about time.
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