![]() ![]() Maybe later once you've upgraded them enough.Ībout upgrading itself I only saw cooldown and damage upgrades in the demo. I saw one of the tips says to block or counter spells instead of dodging and that's really not possible with the spells at the start. I don't like needing to press space a second time to fire them. First I like that the spells have a cast time. Bearing this in mind, we still believe there is room to increase their damage output, and so we've raised the potency of a number of their attacks.So I played through to the coral dungeon second level, and here are my impressions. Red Mage Red mage is a DPS job that can also support the party by way of Dualcast in conjunction with actions such as Verraise and Magick Barrier. ![]() To that end, we focused on actions that would improve their overall performance without making significant changes to their attack rotation. Our aim was to increase the damage output of the bard themself, rather than their songs that affect the party. Bard The potency of bard actions has been increased to keep in line with other physical ranged DPS jobs. These adjustments were made with a focus on improving their burst DPS. Reaper The potency of reaper actions has been increased to keep in line with other melee DPS jobs. ![]() Gladiator/Paladin The potency of several paladin actions has been increased to keep in line with other tank jobs. It should be noted that in the upcoming expansion, Dawntrail, we plan to make further adjustments to actions, as well as introduce altogether new ones. ![]() For Patch 6.5, we wanted to focus on balancing the damage output of jobs within each role, and so we've made adjustments to the potency of several actions. ![]()
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