2011-10-20, 12:32 AM
I indifference this patch. I'm kinda excited for the seasonal content. Guess it's back to Tespia for me.
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[GMST] [1.02] Familiars
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2011-10-20, 12:32 AM
I indifference this patch. I'm kinda excited for the seasonal content. Guess it's back to Tespia for me.
2011-10-20, 01:00 AM
With Monster Familiar not being permanent, I lost my interest whatsoever in them. Not going farm for lots of hours for a item that will expire.
Oh well. I really hope they are not time-limited.
2011-10-20, 01:00 AM
Are we getting that soul weapon ultimate thing too?
Because some of the familiar's effects relate to it. Also, wtp are these? Never seen em before ![]() Scarlet Phoenix Grade: 3 Familiar Skill Name - Ninja's Red Flame Desc - An area attack with a chance of pulling up to 6 enemies. Range - 400% Probability - 100% Passive - Increases the Weapon DEF of party members while summoned. ![]() Azure Ocelot Grade: 3 Familiar Skill Name - Ninja's Chilly Wind Desc - An area attack with a chance of knocking back up to 6 enemies. Range - 400% Probability - 100% Passive - Increases the Magic DEF of party members while summoned.
2011-10-20, 01:06 AM
Blades4hire Wrote:Are we getting that soul weapon ultimate thing too? Those guys were usually summoned by Red Nirg.
2011-10-20, 01:07 AM
Blades4hire Wrote:Are we getting that soul weapon ultimate thing too?They summon when Red Nirg dies in CwKPQ.
2011-10-20, 01:08 AM
Arrol Wrote:Those guys were usually summoned by Red Nirg.Seriously? :f6: First I've seen of them and I've been on hundreds of cwkpqs. Guess they die too quickly? o.o
2011-10-20, 01:12 AM
Blades4hire Wrote:Seriously? :f6: Seems like it. Hey, what does "Vitality" and "to regularly produce items" mean?
2011-10-20, 01:21 AM
Arrol Wrote:Seems like it. Vitality decreases the fatigue of the other summoned familiars. "Regularly produce items" means that the familiar will randomly drop items associated to its familiar type (so a green snail will drop green snail shells sometimes). Other mobs drop things like All Cures. However, when a familiar pops an item it increases the fatigue by 30 - 50. Thankfully, it only happens every 600 seconds or so.
2011-10-20, 01:25 AM
Eliseo Wrote:With Monster Familiar not being permanent, I lost my interest whatsoever in them. Not going farm for lots of hours for a item that will expire. ^This. Really hoping the time limitation is only for GMST purposes, otherwise it's a bad system overall :|
2011-10-20, 01:28 AM
As long as the drop rate isn't f'ucking horrendous, the familiar cards are tradeable, and they can be reacquired after expiration, i seriously don't see a problem here.
2011-10-20, 01:28 AM
Blades4hire Wrote:Seriously? :f6: No. They haven't spawned since the beginning of Big Bang. Along with that other Mehnir (or whatever that thing is) that Margana summons.
2011-10-20, 02:43 AM
Quote:Passive - Recovers the HP and MP of those nearby continuously by a large amount while summoned. Do you possibly know the time variables of the proc and the %s/values of the heal?
2011-10-20, 02:47 AM
Flonne Wrote:Do you possibly know the time variables of the proc and the %s/values of the heal? proc = 100% value = 15% HP/MP Happens every 100 seconds I think. It's not really enough to be noticed - maybe save a pot or two.
2011-10-20, 02:50 AM
Fiel Wrote:proc = 100%100 seconds? ew. I was hoping it was like, 5% every 5-10 seconds or something.
2011-10-20, 02:58 AM
Do the healing familiars heal you immediately when summoned, or after the 100 seconds pass once summoned?
2011-10-20, 03:05 AM
Takebacker Wrote:Do the healing familiars heal you immediately when summoned, or after the 100 seconds pass once summoned? After. The data references a start time.
2011-10-20, 03:12 AM
This has probably been said already but the last one on Grade 3 makes me think visitors pq is coming back.
Hopefully
2011-10-20, 03:13 AM
Cattle Wrote:This has probably been said already but the last one on Grade 3 makes me think visitors pq is coming back. In that case, CWKPQ should have came back as well. |
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