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Dooom
06-17-2010, 03:54 AM
http://www.playonline.com/pcd/topics/ff11eu/detail/5562/detail.html


No level cap increase is complete without an accompanying arsenal of new job abilities, traits, and magic spells. Come the June version update, adventurers will find themselves empowered with myriad new ways to smite enemies and support comrades in battle. As the icing on this scrumptious cake of additions, performance-enhancing tweaks are also being whipped up for certain existing job abilities.

The following job abilities will be added:

Restraint (WAR Lv.77 Ability Delay: 10 min. Effect Duration: 5 min.)
Enhances your weapon skill power with each normal attack you land, but prevents you from dealing critical hits.

Perfect Counter (MNK Lv.79 Ability Delay: 1 min. Effect Duration: 30 sec.)
Allows you to counter the next attack directed at you.

Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 min.)
Allows you to take damage with MP.

Despoil (THF Lv.77 Ability delay: 5 min.)
Steals items from an enemy while inflicting a status ailment upon it.

Divine Emblem (PLD Lv.78 Ability Delay: 10 min. Effect Duration: 1 min.)
Enhances the accuracy of your next divine magic spell and increases enmity.

Nether Void (DRK Lv.78 Ability Delay: 5 min. Effect Duration: 1 min.)
Increases the absorption of your next dark magic spell.

Double Shot (RNG Lv.79 Ability Delay: 3 min. Effect Duration: 90 sec.)
Occasionally uses two units of ammunition to deal double damage.

Sengikori (SAM Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to skillchains and magic bursts initiated by your next weapon skill.

Futae (NIN Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to your next elemental ninjutsu by expending two ninja tools.

Spirit Jump (DRG Lv.77 Ability Delay: 90 sec.)
Delivers a short jumping attack on a targeted enemy which suppresses enmity. Effect enhanced when wyvern is present.

Blood Pact: Rage "Holy Mist" (SMN Lv.76)
Deals light elemental damage to an enemy.

Blood Pact: Rage "Lunar Bay" (SMN Lv.78)
Deals darkness damage to an enemy.

Blood Pact: Rage "Night Terror" (SMN Lv.80)
Deals darkness damage to an enemy.

Bolter's Roll (COR Lv.76)
Increases movement speed for party members within area of effect.

Caster's Roll (COR Lv.79)
Enhances "Fast Cast" effect for party members within area of effect.

Tactical Switch (PUP Lv.79 Ability Delay: 3 min.)
Swaps TP of master and automaton.

Presto (DNC Lv.77 Ability Delay: 15 sec. Effect Duration: 30 sec.)
Enhances the effect of your next step and grants you an additional finishing move.

Divine Waltz II (DNC Lv.78 Ability Delay: 20 sec.)
Restores the HP of all party members within a small radius.

Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.

Libra (SCH Lv.76 Ability Delay: 1 min.)
Examines the target's enmity level.

The following adjustments will be made to existing job abilities:

- Beastmasters will be able to invoke the aid of six new creatures via the "Call Beast" ability by using the following items:
Cunning Brain Broth / Lucky Carrot Broth / Deepbed Soil / Wool Grease / Vermihumus / Dancing Herbal Broth
- The level requirement for the samurai ability "Sekkanoki" will be reduced from 60 to 40.
- When dragoons use the "Spirit Link" ability, half of their wyvern's TP will be transferred to them.
- If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended to 10 minutes.
- Dancers will be able to perform the ability "Cure Waltz" on non-party members.
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.

Support jobs will be subject to the following ability restrictions:

- The white mage abilities "Afflatus Misery" and "Afflatus Solace" will be unavailable.
- The ranger ability "Shadowbind" will receive a penalty to accuracy.
- The ninja abilities "Innin" and "Yonin" will be unavailable.
- The scholar abilities "Accession" or "Manifestation" will triple rather than double the recast time for associated spells.

The following job traits will be added:

*The jobs column indicates the level at which the trait will first be learned. The degree of mastery will increase in stages thereafter.


Crit. Atk. Bonus -- Improves power of critical hits.
WAR Lv. 78
THF Lv.78
DNC Lv.80

Crit. Def. Bonus -- Improves defense against critical hits.
PLD Lv.79
BRD Lv.80

Tactical Parry -- Grants bonus TP when parrying an attack.
NIN Lv.77
DNC Lv.77

Tactical Guard -- Grants bonus TP when guarding against an attack.
MNK Lv.77
PUP Lv.80

Shield Def. Bonus -- Reduces damage taken when blocking an attack with a shield.
WAR Lv.80
PLD Lv.77

Stout Servant -- Reduces damage taken by pet.
BST Lv.78
PUP Lv.78

True Shot -- Grants a damage bonus to ranged attacks performed at an appropriate distance.
RNG Lv.78

Blood Boon -- Occasionally cuts down MP cost of Blood Pact abilities. Does not affect abilities that require Astral Flow.
SMN Lv.60

Skillchain Bonus -- Improves skillchain damage.
SAM Lv.78
DNC Lv.45

Fencer -- Increases rate of critical hits when wielding with the main hand only. Grants a TP bonus to weapon skills.
WAR Lv.45
BST Lv.80

Conserve TP -- Occasionally cuts down TP cost of weapon skills.
RNG Lv.80
DRG Lv.45
DNC Lv.77

Occult Acumen -- Grants bonus TP when dealing damage with elemental or dark magic.
DRK Lv.45
SCH Lv.78

Mag. Burst Bonus -- Improves magic burst damage.
BLM Lv.45
NIN Lv.80
SCH Lv.79

Divine Benison -- Quickens spellcasting for status ailment recovery magic. Grants a bonus to enmity reduction.
WHM Lv.50

Resist Amnesia -- Gives you a slight resistance against amnesia.
BST Lv.15
COR Lv.30
PUP Lv.15

The following magic spells will be added:

- White Magic
Cure VI: WHM Lv.80
Protect V: WHM Lv.76 / RDM Lv. 77 / SCH Lv.80
Shell V: WHM Lv.76
Baramnesia: RDM Lv.78
Baramnesra: WHM Lv.78

- Black Magic
Stone V: BLM Lv.77 / SCH Lv.79 (Addendum: Black)
Water V: BLM Lv.80
Aspir II: DRK Lv.78

- Songs
Foe Requiem VII: BRD Lv.76
Army's Paeon VI: BRD Lv.78
Knight's Minne V: BRD Lv.80

- Ninjutsu
Aisha: Ichi: NIN Lv.78
*Uses the ninja tool "Soshi".

More jobs will be able to learn the following spells:

- White Magic
Shell IV: PLD Lv.80
Phalanx: PLD Lv.77
Regen II: RDM Lv.76

- Black Magic
Stone III: DRK Lv.76
Stone IV: RDM Lv.77
Water III: DRK Lv.80
Water IV: RDM Lv.80

Several new blue magic spells will be added.

Dooom
06-17-2010, 03:55 AM
rofl at the ninja "adjustment". Elemental ninjitsu? SE has no idea what to do with the job.

Changes to Corsair rolls on an 11 is nice, and Curing Waltz.

Gunitsoldier
06-17-2010, 03:58 AM
Inbe4 where's my meteor and raise 4

Draylo
06-17-2010, 03:59 AM
A stronger light and dark elemental BP!

Deathbringer
06-17-2010, 04:00 AM
SE strikes again

Kincard
06-17-2010, 04:01 AM
Main job Ninja here. Kinda disappointed with what I'm getting, and I'm sure Aisha won't be that useful. It translates into something like "sorrowful car", so I'm taking a stab that it's some form of movement speed.

However, with all the other changes, I'm definitely quite excited.

EDIT: Actually, tactical parry is going to be quite useful, though I'm sure it's going to be like 2 TP or something similarly lame. Also, no increased parry skillup rate!

Hyan
06-17-2010, 04:02 AM
Mmm, perfect counter has sexy cooldown.

DNC adjustments holy shiii

PLD PHalanx lol

Guitarman
06-17-2010, 04:07 AM
Occult Acumen DRK Lv.45 Grants bonus TP when dealing damage with elemental or dark magic.


Nether Void (DRK Lv.78 Ability Delay: 5 min. Effect Duration: 1 min.)
Increases the absorption of your next dark magic spell.

use your spells more often, even though they still suck! yeah, we get it.

trolled by SE again. Does Tite Kubo work on the dev team?

Ohaigaiz
06-17-2010, 04:08 AM
Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 sec.)
Allows you to take damage with MP.

say what

Soupbowl
06-17-2010, 04:13 AM
Fucking ninja shit. fuck!

Hyan
06-17-2010, 04:14 AM
Perfect counter is like, the perfect defense with /nin. Holy shit >_>

Narol
06-17-2010, 04:14 AM
I goddamn called BLM getting Stone/Water V. Should probably buy Terra's and Neptune's Staves before they shoot up in price, I guess. TP on guarding... meh. I want TP on countering, although a Third Eye With Counter sounds pretty nifty.

I also want to know why BLM isn't on Occult Acumen, considering BLM and DRK have the same Dark Magic skill. Magic Burst Bonus better be something crazy impressive.

Kincard
06-17-2010, 04:16 AM
Perfect counter is like, the perfect defense with /nin. Holy shit >_>

Yeah, pretty much. You'd think they'd figure out that NIN would like to have such an ability, like an ensured parry or something. Not that its hard to put up Ichi or anything, but it'd be nice on some faster hitting monsters and to guard against an unlucky double attack.

Draylo
06-17-2010, 04:18 AM
Aisha: Ichi? What would that even be.

Jkun
06-17-2010, 04:18 AM
I cannot masturbate ENOUGH at the DRK & PUP additions and changes. Don't merit Dark Magic they said!

Teppo
06-17-2010, 04:20 AM
Good to see Redmage gets shafted again~ Yay! .....

Classikmage
06-17-2010, 04:20 AM
Hmmm, If Protectra/ShellraV are becoming scrolls, will Shellra V still be meritable?

Divine Benison looks tasty.

Cure VI could be nice, depends of it works like Cure 2-IV, or like Cure V.

Mana Wall looks like a nice Idea for BLM, but wtf at 10 min recsst and it only lasts 5 secs?

RNG additions look tasty, Double Shot could be broken as shit if it procs on WS.
True Shot will make your "sweet spot" even more vauable, and Conserve TP looks like a nice side bonus.

Occult Amen and Nether Void could be realy nice for DRK in merits, get TP for drain/aspiring a mob when needed, or even enhance Abs-TP.


lol at BRD spells, they are getting next level Requiem, Minne, and Paeon, but like anyone cares about BRD. :P

Idk much about MNK, but seems like SE is trying to enhance their tanking skills. I know a few MNK's that I think would probably flip over a couple of those abilities.

In short, I approve of today's POL post, some crap, but enough good shit to keep it awesome, props to SE, today.

Hyan
06-17-2010, 04:20 AM
Conserve TP should work with DNC abilities, no?

Guitarman
06-17-2010, 04:20 AM
say what

5 second duration is the best part. can't even have it sitting up for a while as an additional oh shit saver.

lvl 80 /sam with sekkanoki will be nice...means i can self-3 part sc on drk under the right circumstances.

monk is invincible now pretty much. mnk/nin at least.

other than that..wow. garbage.

Classikmage
06-17-2010, 04:21 AM
lol at DNC getting Dual Wield JT, what will they sub now though? No need for /nin I guess.

Spira
06-17-2010, 04:21 AM
oh god DRG is going to be a TP god too now

Cream Soda
06-17-2010, 04:21 AM
Perfect counter is like, the perfect defense with /nin. Holy shit >_>

Well honestly, it's like third eye w/o seigan, but seeing as the poor excuses of updates mnk has gotten over the past long time, I'll definitely take it.

Hyan
06-17-2010, 04:22 AM
lol at DNC getting Dual Wield JT, what will they sub now though? No need for /nin I guess.

/SAM

Sekkanoki goodness, /fap

Mistress Stowastiq
06-17-2010, 04:22 AM
Thanks for fixing the job traits into legible spacing because on the main site it is quite truncated as if some one posted it to SE in a hurry.

I like the jug pets, DNC dual wield, PUP Tactical switch and look forward to blue magic. The COR "XI" is a neat touch too.

Draylo
06-17-2010, 04:22 AM
Why wouldn't they give SMN resist amensia too, not like it matters much lol.

Kincard
06-17-2010, 04:23 AM
Good to see Redmage gets shafted again~ Yay! .....

protect 5 fixes the job duh

Hyan
06-17-2010, 04:24 AM
Also because they added Cure VI I think our HP is gonna skyrocket from 76+.. otherwise there'd be no need to add such spell IMO.

zard1977
06-17-2010, 04:24 AM
No duel-wield for thf..QQ

Darte
06-17-2010, 04:25 AM
I'm not sure I like the change to XI roll...

Sure a perfect XI roll on an extended timer sounds nice, but i think it might mess up roll cycle and prevent us from keeping rolls on always.

Cycle one
Roll 1: X
Roll 2: IX
Roll 3: XI
Roll 4: VII

Cycle Two
Roll 1: V
Roll 2: X
Roll 3: skipped 5 mins remaining
Roll 4: X

Cycle Three
Roll 1: VII
Roll 2: X
Roll 3: Expires at the same time as Roll 4. Roll 3 is cast thus leaving one group of people without Roll 4 for 1 minute.

I don't know maybe its just me being real fickle. I'll have to see how it pans out during parties. Happy for the movement speed though!

Jkun
06-17-2010, 04:25 AM
Aisha: Ichi? What would that even be.

愛社 あいしゃ aisha - devotion to one's company.
Or, well,
愛車 あいしゃ aisha - (one's) beloved car.

So unless your character is as classy as Dudley I don't think it'll be about cars.

Narol
06-17-2010, 04:26 AM
Oh yeah and I just noticed SCH gets t5 nukes too. You'd think the guy in charge of magic could give something unique to BLM that isn't ridiculously narrow.

Kincard
06-17-2010, 04:27 AM
It's actually 哀車- like I said, "sorrowful car". It uses something called "Grass child" as the ninja tool. I'm guessing movement speed personally, but could be anything with such a vague name.

Draylo
06-17-2010, 04:28 AM
It's just the first of the updates, naturally they would get the normal spell progression that has been in effect, 1 > 2 > 3 > 4 > 5 etc. Not till the last few I bet will be stuff like Meteor and comet and such for BLM only.

MaachaQ
06-17-2010, 04:28 AM
Baramnesia: RDM Lv.78
Baramnesra: WHM Lv.78

Well, that probably means our new EXP mobs will have Amnesia ^^; still win though

Hyan
06-17-2010, 04:29 AM
Should've been Amnesianaga :/

Draylo
06-17-2010, 04:30 AM
Libra seems pretty useless, unless I am missing something.

Narol
06-17-2010, 04:31 AM
Should've been Amnesianaga :/

Which would technically be a spell that cures amnesia that can target someone other than just the caster.

BRP
06-17-2010, 04:32 AM
Wow, that's a lot of information. Also the traits portion of the post could use a lot of reorganizing.

EDIT: I really like the idea of the Fencer trait.

Kincard
06-17-2010, 04:32 AM
Libra seems pretty useless, unless I am missing something.

Not everyone memorizes the enmity generation of every single JA/spell in the game so it will probably be useful, depending on how detailed the information is.

Hyan
06-17-2010, 04:33 AM
Not everyone memorizes the enmity generation of every single JA/spell in the game so it will probably be useful, depending on how detailed the information is.

"You have a lot of enmity."

"You have very little enmity."

:D

Classikmage
06-17-2010, 04:34 AM
lol at BLM and SCH getting access to Occult Amen, Yay for aquiring useless TP when you nuke. XD

NP215
06-17-2010, 04:35 AM
Kinda excited to lvl drg and drk up now wonder how the new jump will be

Classikmage
06-17-2010, 04:37 AM
MB Bonus looks interesting though, will that be enough to revive SC/MB's in endgame? ^^

Jkun
06-17-2010, 04:37 AM
It's actually 哀車- like I said, "sorrowful car". It uses something called "Grass child" as the ninja tool. I'm guessing movement speed personally, but could be anything with such a vague name.

Oh, nice! I haven't seen the update on the JP site, durr so just guessed by patching Kanji up. :3

Kincard
06-17-2010, 04:38 AM
lol at BLM and SCH getting access to Occult Amen, Yay for aquiring useless TP when you nuke. XD

hey screw you i'm gonna spam stone 1 and retribution if i want to its my $13 a month

Narol
06-17-2010, 04:39 AM
lol at BLM and SCH getting access to Occult Amen, Yay for aquiring useless TP when you nuke. XD

It's DRK and SCH unless the site's lying to me. BLM only gets Magic Burst Bonus.

Also I wonder if it means the mob will get bonus TP. No real reason for SCH to get it except perhaps as a drawback to help BLM not be overshadowed so much.


EDIT: I really like the idea of the Fencer trait.

I wonder if it'll only apply with one-handed weapons. You know, force WAR to go axe/shield or something.

Hyan
06-17-2010, 04:39 AM
MB Bonus looks interesting though, will that be enough to revive SC/MB's in endgame? ^^

It should be "Bonus to XP gained" for that to happen.

BRP
06-17-2010, 04:40 AM
MB Bonus looks interesting though, will that be enough to revive SC/MB's in endgame? ^^

There is also a SC damage up trait SAM and DNC get and a JA SAM get which gives a damage bonus to SC/MB following their weapon skill.

BRP
06-17-2010, 04:40 AM
It should be "Bonus to XP gained" for that to happen.

XPing off them HNMs.

cdryik
06-17-2010, 04:41 AM
Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 sec.)
Allows you to take damage with MP.

On french & dutch site, it's 5min duration not 5s

And on japanese site it seems like the same, but can't read japanese, just guessin.

JA WAR > 5分
JA BLM > 5分

Kincard
06-17-2010, 04:42 AM
I wonder if it'll only apply with one-handed weapons. You know, force WAR to go axe/shield or something.

I'm almost certain that's what it is, since they gave WAR a couple other defensive traits this patch (Besides, who fences with two hands?). They want to push WARs and BSTs as alternate tanks in xp as they have been for a while, but there's not much they can do to beat /NIN short of completely breaking shield.

Anthonystar
06-17-2010, 04:42 AM
Seems must feel like it's 2005 for RNG again...
WAR got some very nice trait bonus (if fencer is 2hand weapon too).
Lol DRK spells.
I'm not sure how to take SAM skillchain bonuses, really is going to depend on how much of a bonus it is for the ability and JA.

filipo
06-17-2010, 04:43 AM
Smn I assume those BPs are fenrir and carby. Will have to see what those are like.

Little annoyed at the whm shell V all you need is assession and you have shellra V. As i have 5/5 of those merited its a bit meh!

BRD i was hoping to level but now lost interest requiem and paeon and minne the 3 songs i use the least and requiem doesnt stick on anything useful.

Other than those will have to see :P

Tomino
06-17-2010, 04:43 AM
Nouuu why is Diabolos our strongest lv80 Avatar ;L;

Helm
06-17-2010, 04:44 AM
Yes it's 5 minutes rather than 5 seconds. >.> lol

Draylo
06-17-2010, 04:46 AM
Yeah the 76 one looks like carbuncle, next one fenrir and last diabolos

Anthonystar
06-17-2010, 04:47 AM
Smn I assume those BPs are fenrir and carby. Will have to see what those are like.

Little annoyed at the whm shell V all you need is assession and you have shellra V. As i have 5/5 of those merited its a bit meh!

BRD i was hoping to level but now lost interest requiem and paeon and minne the 3 songs i use the least and requiem doesnt stick on anything useful.

Other than those will have to see :P

For the WHM merit spells I could see them being changed to increasing the potency of shellra and protectra for all the spells, or maybe I'm just being a little too nice.

Sumy
06-17-2010, 04:49 AM
yeah, a few of these didn't make a whole lot of sense for me:

Crit Def Bonus for BRD? - I would have thought NIN, or a 'tankish' job.

Accult Accumen for SCH? - I would have thought RDM would be the other melee mage.

Resist Amnesia - not for DNC?

Narol
06-17-2010, 04:50 AM
I'm almost certain that's what it is, since they gave WAR a couple other defensive traits this patch (Besides, who fences with two hands?). They want to push WARs and BSTs as alternate tanks in xp as they have been for a while, but there's not much they can do to beat /NIN short of completely breaking shield.

This is SE. For all we know they're going to screw up the check for the JT such that it's "if(!Sub)" rather than "if(Main == onehanded && !Sub)" to use horrible pseudocode.

Which would mean a potentially massive crit bonus as long as you aren't using a grip.

EDIT: Also I wonder if Mana Wall (I like the French "Mana Barrier" name better) will care about overflow or not. Like, have 50 MP, take 100 damage, go to 0 MP and your HP remains unchanged.

Spira
06-17-2010, 04:54 AM
yup.. seems like only Terrestrial avatars get new BPs..
kinda makes sense.. since the celestials do have physical Rages at 70 and magic rages at 75. Hopefully finally a decent light elemental attack..

Kinda hoping one of the 2 dark ele attacks are AoE or something.. since 2 simple dark ele attacks would be kinda redundant

ClarkSammich
06-17-2010, 04:55 AM
Also I wonder if Mana Wall (I like the French "Mana Barrier" name better) will care about overflow or not. Like, have 50 MP, take 100 damage, go to 0 MP and your HP remains unchanged.

It worked that way in FFT, and was ridiculously broken.

Xera
06-17-2010, 04:55 AM
EDIT: Also I wonder if Mana Wall (I like the French "Mana Barrier" name better) will care about overflow or not. Like, have 50 MP, take 100 damage, go to 0 MP and your HP remains unchanged.

If it doesn't overflow, Refresh gear = win.

Classikmage
06-17-2010, 04:55 AM
This is SE. For all we know they're going to screw up the check for the JT such that it's "if(!Sub)" rather than "if(Main == onehanded && !Sub)" to use horrible pseudocode.

Which would mean a potentially massive crit bonus as long as you aren't using a grip.

EDIT: Also I wonder if Mana Wall (I like the French "Mana Barrier" name better) will care about overflow or not. Like, have 50 MP, take 100 damage, go to 0 MP and your HP remains unchanged.

Sounds like it might work kinda of like convert to me, straight MP > damage ratio. But idk for sure until the update. lol

Forte
06-17-2010, 04:57 AM
Well I did want a good way to deal light damage... uh... yeay?

I have to wonder what we'll get 80+...

Narol
06-17-2010, 04:58 AM
If it doesn't overflow, Refresh gear = win.

My first thought was that it'd be the Jesus ability for resting, but there's that.

My next thought was that hitting 0 MP (if it's not just a one-shot thing like Third Eye, but then why have it last 5 minutes?) would remove the Mana Wall.

Massimo
06-17-2010, 05:03 AM
Restraint (WAR Lv.77 Ability Delay: 10 min. Effect Duration: 5 min.)
Enhances your weapon skill power with each normal attack you land, but prevents you from dealing critical hits.
KJ power!

Looks pretty predictable so far though, but I guess it's just 80.

Sumy
06-17-2010, 05:08 AM
Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.

I dont understand... was something preventing them from doing crits before?

...is this FORCING your next hit to crit?

RPGTyrant
06-17-2010, 05:08 AM
Screw the haters, can't wait to Nether Void Aspir II, go over my MP cap, throw down some tier 3 nukes, gaining TP in the process, toss out an abs-tp and sekkanoki skillchain. This of course assumes Aspir II works in a similar manner to Drain II.

BRP
06-17-2010, 05:11 AM
Hmmmm, maybe we will get a JA and/or trait every 10 levels? That would be too sweet.

Khajit
06-17-2010, 05:11 AM
My nin says fuck you SE. MY thf would like to say the same but I'm scared they'll take my X's knife Job trait away.

Thai
06-17-2010, 05:13 AM
My nin says fuck you SE.

Ditto.

Jkun
06-17-2010, 05:13 AM
Screw the haters, can't wait to Nether Void Aspir II, go over my MP cap, throw down some tier 3 nukes, gaining TP in the process, toss out an abs-tp and sekkanoki skillchain. This of course assumes Aspir II works in a similar manner to Drain II.

Nukes/Stuns, no. Drains/Bio, yes. It says "damage dealt by dark magic". Nukes are elemental. :(

EDIT: DISREGARD THAT I SUCK COCKS. It also says Elemental. HOOORAAYYYY.

Forte
06-17-2010, 05:14 AM
I was hoping for a Auto-Refresh II for SMN. Maybe we'll get it in the 90s...

Also they didn't say anything about existing-yet-staying-the-same abilities getting another tier did they? I suppose it's possible we might get more than what is listed here.

Sho
06-17-2010, 05:17 AM
It worked that way in FFT, and was ridiculously broken.

Also in Diabolo II (kudos to a certain person that hinted this might be the effect a few days ago, forgot name!)

Was also ridiculously broken.

Krazy
06-17-2010, 05:17 AM
Great, no adjustments to BLU, just "More spells!" so I get to keep bringing my fucking SAM to everything.

Gredival
06-17-2010, 05:21 AM
No duel-wield for thf..QQ

Seriously Dancer gets innate dual wield and we get an upgraded Mug...

nivlakian
06-17-2010, 05:24 AM
Seeing monk's ability made me think about how normally counter has an accuracy check which leads to the question of what will happen when Perfect Counter is used against an enemy that has used Perfect Dodge?

jimbobsonofgod
06-17-2010, 05:24 AM
Great, no adjustments to BLU, just "More spells!" so I get to keep bringing my fucking SAM to everything.

they never add blu traits in update notes we gotta figure that shit out when the spells come out we learn them and then people spend the time to figure out what goes with what.
(at least that is what happened the last update)

Classikmage
06-17-2010, 05:25 AM
Great, no adjustments to BLU, just "More spells!" so I get to keep bringing my fucking SAM to everything.

You will SC, and you will like it!

Narol
06-17-2010, 05:28 AM
Seeing monk's ability made me think about how normally counter has an accuracy check which leads to the question of what will happen when Perfect Counter is used against an enemy that has used Perfect Dodge?

If it were me, you'd still get the counter swing regardless if it actually hits or not. So basically in that situation it'd be Third Eye.

Nevex
06-17-2010, 05:28 AM
If DNC got Dual Wield, then BLU is probably going to get it too. Of course it won't be anything past the tier 1 version but that's true for 90% of BLU traits anyway.

HarrisBanks
06-17-2010, 05:28 AM
wonder if RNG double shot will proc on WS

Kimiko
06-17-2010, 05:29 AM
Can we get a confirmation on the exact duration for Mana Wall please. 5 seconds I see as a useful panic button like move... 5 minutes though, god that's broken on any Taru BLM.

Krazy
06-17-2010, 05:29 AM
I really doubt any job traits added are going to make people want a BLU in most situations.

cdryik
06-17-2010, 05:31 AM
Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.

I dont understand... was something preventing them from doing crits before?

...is this FORCING your next hit to crit?

French version say "Augmente la fréquence des coups critiques" so in english it's "Increase critical hit rate".


Can we get a confirmation on the exact duration for Mana Wall please. 5 seconds I see as a useful panic button like move... 5 minutes though, god that's broken on any Taru BLM.

Only english version seems to say 5s, other (japanese, french & dutch) say 5min.

Narol
06-17-2010, 05:31 AM
Can we get a confirmation on the exact duration for Mana Wall please. 5 seconds I see as a useful panic button like move... 5 minutes though, god that's broken on any Taru BLM.

French and German both say 5 minutes. JP seems to have the same moonrune for the duration of the WAR and BLM abilities, so 3/4 say 5 minute duration.

Nevex
06-17-2010, 05:33 AM
I really doubt any job traits added are going to make people want a BLU in most situations.

Except BLU/RDM with Convert is going to outdamage anything against non-retardedly high defense mobs. Just wait.

Jkun
06-17-2010, 05:35 AM
Tactical Switch (PUP Lv.79 Ability Delay: 3 min.) Swaps TP of master and automaton.

Hnrggg, this could either set up some interesting SCs, or allow the Master to do back to back WSs if the Auto gets TP a bit slower. Like a little tank of TP!


Tactical Guard (PUP Lv.80) Grants bonus TP when guarding against an attack.
Stout Servant (PUP Lv.78 ) Reduces damage taken by pet.

Better be a decent enough reduction. I'm talking Hurricane Wing enough (yeah right).


Resist Amnesia (PUP Lv.15) Gives you a slight resistance against amnesia.

and at 80 might bump up to Resist III? Either way, cannot fault this for Maneuver usage or getting off that desperate Repair you need when soloing new fucktard NMs. Good show!

All that's left is to discover new Automaton WSs/Spells. Thunder IV is pretty much in the bag, but some WHM self-buffs like Proc/Shell/Haste or Curaga would be a dream come true.

Hurr speculation.

Spira
06-17-2010, 05:35 AM
BLU kinda always gets new job traits when they have new spells due to new spell combos they can make

so you're probably going to see BLU get some new stuff too.

TheCaptain
06-17-2010, 05:35 AM
"Dancers will be able to perform the ability "Cure Waltz" on non-party members."

So is this gonna be like where they fucked up the cure waltz back in 08 and allowed BST to sub DNC and cure their pets? Because that one week made bst/dnc a blast..

Sho
06-17-2010, 05:38 AM
they never add blu traits in update notes we gotta figure that shit out when the spells come out we learn them and then people spend the time to figure out what goes with what.
(at least that is what happened the last update)

Correct, and this will always happen. That's the "fun" of it, as if BLU was still fresh each time as in previous FFs. Also with the inclusion of Dual Wield to DNCs, I'm fairly certain BLU should have it now as well. Albeit a weaker version.

Krispy
06-17-2010, 05:41 AM
I wonder how Shell V & Protect V is going to work on RDM when they get it. Just a Lv1 effect? Yay to my PLD :D Maybe I'll unretire my RNG again. Feels like 2006 all over again!

nivlakian
06-17-2010, 05:43 AM
If it were me, you'd still get the counter swing regardless if it actually hits or not. So basically in that situation it'd be Third Eye.

Normally, a counter that misses never shows up in the log. Instead, you simply get hit with no indication that you attempted a counter and failed. Perhaps in the situation, it'll just show up as a miss and the status effect will wear or they add a special message if they've even considered it, but does the ability really live up to its name?

(not that it matters, just a passing thought)

Narol
06-17-2010, 05:46 AM
Knowing SE, you'll just get hit, the effect will be removed, and it's up to you to know that it was a swing and a miss.

Draylo
06-17-2010, 05:50 AM
I really doubt any job traits added are going to make people want a BLU in most situations.

Don't speak so soon... stop being a debby downer.

boo
06-17-2010, 05:50 AM
For the mana wall debate, we NA mana wall will only last 5 sec while all others last for 5 min. Just because we are not good enough ; ;

Alkar
06-17-2010, 05:55 AM
Wow amazing.
I'm assuming the three BPS are for Carby, Fenrir and Diabolos.
That paired with Conserve MP for BPs makes this a great thing for SMNs :D
Conserve TP and Dual Wield for DNC makes it great too lol
Kinda disappointed in Libra right now but we'll see what happens. Yay for Tier V spells on SCH!

eva00r
06-17-2010, 06:01 AM
哀車の術:壱 This is the real Aisha

seiji
06-17-2010, 06:03 AM
no conserv TP for sam (81+?, 90/drg)
sengikori , dont match seka timer

THF90/WAR45?(fencer,CAB)

divine emblem:"flash2" every 10min, or do pld cast holy &banish? (if it increased potency would be good for reprisal)




Dual Wield I
* Obtained: Ninja Level 10, DNC 20
* Delay Reduction: 10%
Dual Wield II
* Obtained: Ninja Level 25 DNC35
* Delay Reduction: 15%
Dual Wield III
* Obtained: Ninja Level 45 DNC55
* Delay Reduction: 25%
Dual Wield IV
* Obtained: Ninja Level 65 DNC75
* Delay Reduction: 30%

BLU/DNC THF/DNC for 75=>89?

lol @cor mazurka burst being mvt-

Presto (DNC Lv.77 Ability Delay: 15 sec. Effect Duration: 30 sec.)
Enhances the effect of your next step and grants you an additional finishing move.

might as well be a JT since you can have it active for every step (same delay)

shield def bonus(war80),CAB, fencer=> war shield tank?
SDB, CDB nice for pld

despoil: IB4 random thf dot a slept mob trying to steal it

JemTitan
06-17-2010, 06:04 AM
beside the yet to be announced new spell combo JTs (you know MOST of the new JT are gonna be options for BLU) BLU just gained /DNC as alt option to /NIN even in non solo. With this update alone BLU/NIN gains dual wield II, Stutter Step (good for spell casting), and Reverse Flourish(regain TP used in steps).

TheCaptain
06-17-2010, 06:05 AM
Problems with RNG additions:

-They make us do more damage but still have no survivability or enmity reduction..

-They either need to move gun sweet spot back 7' or Archery is the new king depending on how well that new trait works..

Hyan
06-17-2010, 06:06 AM
DNC will be such a beast if it gets DW4... goddamn it.

Jkun
06-17-2010, 06:09 AM
Problems with RNG additions:

-They make us do more damage but still have no survivability or enmity reduction..

-They either need to move gun sweet spot back 7' or Archery is the new king depending on how well that new trait works..

Trait and "sweet spot" for archery aside, conserve TP and if Double Attack procs on WS just broke Kraken RNG even more. :D

Kayatani
06-17-2010, 06:10 AM
Why the flying fuck does BST get the Fencer job trait and RDM doesn't? Granted BST will get more use out of it, but the whole fencer image really suits RDM better and it would have been nice to get something interesting, even if it's crappy melee enhancements.

Same shit with NIN getting Magic burst bonus and not RDM Q_Q

Classikmage
06-17-2010, 06:11 AM
Hmm, I wonder if Mana Wall will make BLM/SCH usable in more situations. Granted it has a 10 min recast with a 5 min duration. But if used properly I couls see it being used as a replacement for Stoneskin in some situations.

Wulfgang
06-17-2010, 06:13 AM
DRK changes are interesting, despite the uses being pretty marginal. I'm curious how the TP bonus to spells works, especially for spells that typically do >1 dmg on many mobs (e.g. Bio). WAR's JA would have been nice though for Cata.

And Mana Wall can't work like FFT or else BLM is effectively invincible for 5 minutes with a refresh cloak on.

test123
06-17-2010, 06:20 AM
TP gain for spells has been suggested before and IIRC is present in FFXIV.

This makes Claustrum more usefull :P

Classikmage
06-17-2010, 06:20 AM
DRK changes are interesting, despite the uses being pretty marginal. I'm curious how the TP bonus to spells works, especially for spells that typically do >1 dmg on many mobs (e.g. Bio). WAR's JA would have been nice though for Cata.

And Mana Wall can't work like FFT or else BLM is effectively invincible for 5 minutes with a refresh cloak on.

I'm going to assume it's going to work sort of like Convert in the repsect that it's probably going to be a equal reduction to both sides. You take X damage, you lose X MP.

Hookah
06-17-2010, 06:20 AM
PLD GETS NATIVE PHALANX WAT

So this the end of pld/rdm?

Pld/whm now for self haste?

Pld/dnc seems a lot sexier now...

cdryik
06-17-2010, 06:20 AM
They corrected the english version for mana wall:

Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 min.)
Allows you to take damage with MP.

jimbobsonofgod
06-17-2010, 06:24 AM
Welp I know what I'm doing when the servers are down.

XML here i come ....

Classikmage
06-17-2010, 06:24 AM
PLD GETS NATIVE PHALANX WAT

So this the end of pld/rdm?

Pld/whm now for self haste?

Pld/dnc seems a lot sexier now...

I thought PLD/RDM was more for spells like Blind/Sleep/Dispel as well for uber hate control?

EDIT: MDB too

JemTitan
06-17-2010, 06:28 AM
TP gain for spells has been suggested before and IIRC is present in FFXIV.

This makes Claustrum more usefull :P

This is only level 80 cap, maybe this is a new direction for BLM + SCH and will be used for something added with future level cap increases such as a JA that functions as a Chain Affinity for elemtal/dark magic. To bad it's not all magic BLU and solo WHM would have loved some spell TP action!

Not Kuno
06-17-2010, 06:29 AM
Some of these changes look really good. Some I don't understand how it's appropriate for the job. >_>


Edit: Also some of these abilities and traits were the awesome shit I made up for my fake job at some job making up contest like last year or something.

jimbobsonofgod
06-17-2010, 06:30 AM
To bad it's not all magic BLU

if they add this as a new blu trait from spells at 76+ i will
Jizz my pants.

Hookah
06-17-2010, 06:35 AM
I thought PLD/RDM was more for spells like Blind/Sleep/Dispel as well for uber hate control?

EDIT: MDB too

I was thinking about the MDB thing after I posted that, but there are other SJ's you can use for hate control. Might see more pld/drk?

seiji
06-17-2010, 06:38 AM
PLD GETS NATIVE PHALANX WAT

So this the end of pld/rdm?

Pld/whm now for self haste?

Pld/dnc seems a lot sexier now...
90/war fencer


TP gain for spells has been suggested before and IIRC is present in FFXIV.

This makes Tupsimati more usefull :P
FTFY(blm dont have the TP trait!)


Why the flying fuck does BST get the Fencer job trait and RDM doesn't? Granted BST will get more use out of it, but the whole fencer image really suits RDM better and it would have been nice to get something interesting, even if it's crappy melee enhancements.

Same shit with NIN getting Magic burst bonus and not RDM Q_Q
rdm90/war for fencer (dont work dual wielding)

jimbobsonofgod
06-17-2010, 06:38 AM
naw plds still sub rdm so they can die post convert like rdms for the past decade.

Classikmage
06-17-2010, 06:40 AM
Hmmm, COR might be pretty boss in a tank PT w/ Evoker's Roll and Caster's Roll. 2 rolls everyone can love. PLD, RDM, WHM.

Just slap on Luzaf's and your set.

Alkar
06-17-2010, 06:43 AM
Good to see Redmage gets shafted again~ Yay! .....

Hmmm what? RDM gets to use /SCH effectively with this update (/SCH39=Erase)
so what exactly are you complaining about?

Eldelphia
06-17-2010, 06:43 AM
Hmm, am I the only person who thinks that 2 of those new BPs are actually for Alexander and Odin? I saw Holy whatever it is and Night terror as perfect names for both of them. Could be wrong but I hoped it meant we'd be able to use the Avatars post 75...

Reality
06-17-2010, 06:44 AM
LOL
doubleshot+sidewinder, holy shiiiiiiiiiit

Hyan
06-17-2010, 06:45 AM
Hmmm what? RDM gets to use /SCH effectively with this update (/SCH39=Erase)
so what exactly are you complaining about?

That they didn't get the special treatment other jobs did.

I predict Refresh 2 in the next update.

Ayn
06-17-2010, 06:45 AM
Dear SE: Thanks for giving us access to the highest base damage weapons in the game, then telling us to cast more. Seriously what the hell.

Classikmage
06-17-2010, 06:46 AM
LOL
doubleshot+sidewinder, holy shiiiiiiiiiit

My sentiments exactly. :D Gogo 3k+ Sidewinders on Non piercing mobs ^^

Miroku_Asura
06-17-2010, 06:46 AM
Hmm, am I the only person who thinks that 2 of those new BPs are actually for Alexander and Odin? I saw Holy whatever it is and Night terror as perfect names for both of them. Could be wrong but I hoped it meant we'd be able to use the Avatars post 75...

One of them has Lunar in its name and the other refers to nightmares, so I doubt it. Also, if they were to give them new BPs, my bet is that they would be 90+. I mean, after all, we're only able to summon them at 75 as is >_>

Alkar
06-17-2010, 06:48 AM
That they didn't get the special treatment other jobs did.

I predict Refresh 2 in the next update.

RDM needed something? Or maybe you didn't notice that BRD is getting nothing out of this update?(Just like RDM they don't need anything).
Those BPs are for Carby, Fenrir and Diabolos. There's really no doubt lol.

Hyan
06-17-2010, 06:53 AM
RDM needed something? Or maybe you didn't notice that BRD is getting nothing out of this update?(Just like RDM they don't need anything).
Those BPs are for Carby, Fenrir and Diabolos. There's really no doubt lol.

Not yet, but soon. Once rdm loses refresh, they need something or they lose their niche. Brd doesn't have such a problem.

Classikmage
06-17-2010, 06:54 AM
Not yet, but soon. Once rdm loses refresh, they need something or they lose their niche. Brd doesn't have such a problem.

Unless they make subjob refresh 1MP/tick lol.

Alkar
06-17-2010, 06:56 AM
Not yet, but soon. Once rdm loses refresh, they need something or they lose their niche. Brd doesn't have such a problem.

Refresh is level 41. I don't see why anyone is expecting Refresh II before level 80.
It'll most likely be at 81 or 82. The addition of /sch as a viable sub is better than anything they could've added.

Reality
06-17-2010, 06:58 AM
My sentiments exactly. :D Gogo 3k+ Sidewinders on Non piercing mobs ^^

looks like effect duration is 90 sec, which means might not work w/ ws, but its still awesome

Anoat
06-17-2010, 07:11 AM
That DRG Spirit Jump thingy...its not really clear if its gonna be like Jump/High Jump (does damage, gives TP) or Super Jump (enmity clear). If its a damage/TP gainer, then DRG/SAM is gonna be a pretty crazy TP machine at 80.

Viewpoint
06-17-2010, 07:13 AM
Wow DRG just turned into a tp whore even more now...

ronin sparthos
06-17-2010, 07:13 AM
More ways for RNG to die instantly because of hate problems ._.

That new WS better come with some less than average enmity or RNG is going to be dead in a hurry.

Tomino
06-17-2010, 07:17 AM
Given the current Avatars trend, I'd say

Carby BP will probably suck since he'd still be one of the weakest Avatars. Useful against certain enemies, probably.

Fenrir BP will have a lower damage/cost than the lv75 BPs.

Diabolos BP will be the most expensive/damaging one. Would be nice to see it being nicely boosted from Dream Shroud.


Also, I'm scared about the perp. costs going up again messing a lot of good gear.
What levels does perp. cost usually go up?

Not Kuno
06-17-2010, 07:20 AM
All I know is that now blm can take crazy amounts of damage like citadel buster so fuck yeah.

transmit
06-17-2010, 07:23 AM
Spirit Jump (DRG Lv.77 Ability Delay: 90 sec.)
Delivers a short jumping attack on a targeted enemy which suppresses enmity. Effect enhanced when wyvern is present.

Im sure it will deal damage and give TP. If i recall Super Jump doesnt mention an attack at all, just something about jumping out of the monsters field of vision.

Baelorn
06-17-2010, 07:27 AM
Dear SE: Thanks for giving us access to the highest base damage weapons in the game, then telling us to cast more. Seriously what the hell.

They've been saying they were looking for ways to make DRKs cast more since 2007.

Darkyrm
06-17-2010, 07:27 AM
Hmm, I wonder if Mana Wall will make BLM/SCH usable in more situations. Granted it has a 10 min recast with a 5 min duration. But if used properly I couls see it being used as a replacement for Stoneskin in some situations.

I expected something better but this could enable /SCH at least for same uses, time to finish leveling SCH sub for me...

Some really interesting things overall, think Im going to try to finsh DNC now.

Snprphnx
06-17-2010, 07:28 AM
I think the BLM ability is a mistranslation. Mayb it's receive MP when youvtake damage

Enygma55
06-17-2010, 07:29 AM
Mana Wall would work if it only converted like 50% of dmg to MP. I doubt if its pure 100% mp w/ non overflow. And might be really sucky to eat up all ur 900 mp reserve just to live so you can rest for 5 mins getting all that mp back.

Amok
06-17-2010, 07:29 AM
Occult Acumen: Grants bonus TP when dealing damage with elemental or dark magic.

I can see DRK's casting more magic since it comes at a lesser cost to their TP gain (which is what they said they wanted to accomplish). But why SCH? Did they mean to say "TP bonus" instead of "bonus TP"? I think the former would suggest something like a boost in damage to spells based on how much TP you have.

Nevex
06-17-2010, 07:29 AM
Why are people so excited about Mana Wall? What exactly is the difference between a dead and a MPless BLM in terms of usefulness anyway?

I can see it being useful in extremely rare situations (i.e. Proto-Ultima about to Citadel Buster a BLM's ass and he/she happens to have Manafont still up) but other than that I think they gave it to the wrong job.

Gergall
06-17-2010, 07:30 AM
Crit Def Bonus for BRD? - I would have thought NIN, or a 'tankish' job.


SE mentioned that they want BRD to be better at surviving on dangerous pulls. I don't think this trait will do much, and /NIN is still the best defense by far, but that might be SE's reasoning.

Hioki
06-17-2010, 07:30 AM
No one brought up this?

Aspir II: DRK Lv.78

LOOOOOOOOOOOOOOOOOOOOOOOOOL

JemTitan
06-17-2010, 07:42 AM
From a main THF turned main DNC shorty after WotG release i can say this is a HUGE update for DNC.

They got:

A increase in step potency via Presto that also awards an additional FM (DNC mythic now gives 4 FM with 1 step). This finally allows DNC main to have better enfeebles then /DNC witch before this update were equal in potency.

Increased healing capacity via the removal of party-only waltz restriction and higher tier AoE healing.

Increased damage via new job traits(Crit dmg boost, SC dmg boost, Conserve TP), and new Flourish(forced Crit hit). I am VERY interested to see how much these increase the Evisceration(crit WS) > Pyrrhic Kleos = Darkness solo SC now made easier with Sekkanoki now useable as /SAM.

Slight but solid increase in solo/tanking with new parry TP job trait.

But most surprising is native Dual Wield! Obvious options are now /SAM and /WAR opened up for damage, but i also see options that help with main healing effectively(something i rarely got to do on DNC due to draw-backs). For instance DNC/WHM even with a small MP pool could effectively Haste/Haste-samba a party producing 25% haste (10% applies only to attack speed) making it the highest party haste increase from a single player's buffs outside of 2hr BRD if I'm not mistaken. They would have emergency cures if waltz was on recast, raise/re-raise, and fan Dance+Stoneskin+Blink will be very effective in dealing with pulling hate.

Didn't get the duration increase of step effect and sambas as mentioned at vanafest, that would have freed up some time in parties but overall i am VERY happy with this direction for what i already considered a powerful job. :)

israfel
06-17-2010, 07:44 AM
Seeing monk's ability made me think about how normally counter has an accuracy check which leads to the question of what will happen when Perfect Counter is used against an enemy that has used Perfect Dodge?
A wormhole will be opened. That how you get to Dynamis - Abbyssea

lolwut
06-17-2010, 07:45 AM
So much for Cor updates. :/ I was most excited about them, but it seems SE is trying to push the /whm roll&cure play style for 75+.

The War stuff looks interesting too, can't wait to see the maffs on the crit dmg bonus vs restraint. Fencer + Shield bonus looks fun for messing around /dnc as well.

I have Cor War Rdm Sam Drk Thf, and barring any surprises or sexy gear additions, there's not much motivation in there to grind 30 levels out across them. Only War and Rdm seem worth the hassle atm, maybe Drk depending on how zerging performs at higher caps.

Not Kuno
06-17-2010, 07:48 AM
Also you guys need to remember this is just the new shit. At the top of the page they said:


As the icing on this scrumptious cake of additions, performance-enhancing tweaks are also being whipped up for certain existing job abilities.

Khajit
06-17-2010, 07:50 AM
So much for Cor updates. :/ I was most excited about them, but it seems SE is trying to push the /whm roll&cure play style for 75+.

The War stuff looks interesting too, can't wait to see the maffs on the crit dmg bonus vs restraint. Fencer + Shield bonus looks fun for messing around /dnc as well.

I have Cor War Rdm Sam Drk Thf, and barring any surprises or sexy gear additions, there's not much motivation in there to grind 30 levels out across them. Only War and Rdm seem worth the hassle atm, maybe Drk depending on how zerging performs at higher caps.

POssibly since SE is comprised of Jp BUT you can also consider the idea of working on a perfect roll for evokers and then using the 10 minutes to not have to lose DD rolls. There's also the possibility that the movement speed roll wont wear off when hit so you just got ~25% movement speed (or maybe even higher) for solo/group kiting.


Oh and /drg just became the bst sj for dnc.

JemTitan
06-17-2010, 07:51 AM
DNC/WHM even with a small MP pool could effectively Haste/Haste-samba a party producing 25% haste (10% applies only to attack speed) making it the highest party haste increase from a single player's buffs outside of 2hr BRD if I'm not mistaken.

Just realized BRD/WHM will have March+haste too now with access to better MP gear. But march and haste(spell) are both under the magic haste cap and cannot exceed 25% haste as well.

Isiolia
06-17-2010, 07:54 AM
Not what I was hoping to see, especially for RDM n' BLM...but I do have DNC >_>

Really does seem like giving DNC Dual Wield, and at a relatively low level, is intended to make it an alternative to /NIN for some jobs. If you're not tanking much, the traits/JAs from that will certainly outweigh Utsu.

lolwut
06-17-2010, 07:55 AM
Also you guys need to remember this is just the new shit. At the top of the page they said: As the icing on this scrumptious cake of additions, performance-enhancing tweaks are also being whipped up for certain existing job abilities.

I was under the impression that applied to


The following adjustments will be made to existing job abilities:

- Beastmasters will be able to invoke the aid of six new creatures via the "Call Beast" ability by using the following items:
Cunning Brain Broth / Lucky Carrot Broth / Deepbed Soil / Wool Grease / Vermihumus / Dancing Herbal Broth

- The level requirement for the samurai ability "Sekkanoki" will be reduced from 60 to 40.
- When dragoons use the "Spirit Link" ability, half of their wyvern's TP will be transferred to them.
- If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended by 10 minutes.
- Dancers will be able to perform the ability "Cure Waltz" on non-party members.
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.

Since those are "performance-enhancing tweaks [...] for certain existing job abilities".

Would totally love to see more though.

drwaffles
06-17-2010, 07:58 AM
Shit, now I need to cap Guard on MNK.

dantaro
06-17-2010, 07:58 AM
So am I the only one that isn't super excited about the XI change for COR? The effect only matters in events where we have to only keep up 2 rolls. . . For merits/Dynamis/Limbus type events where we have to keep up 2 melee rolls and Evoker's it doesn't change that we have to roll ever 5 minutes if we still want the effect of any specific rolls. The only time it would be good is if we got an 11 on evoker's. . .

Wow, hmm, that didn't make as much sense when I wrote it as when I said it. Let me try again:

If keeping up 3 rolls (evoker's + 2x DD) if we get an 11 on a DD roll we don't get any benefit from it, since we'll have to do a full cycle if we want that roll.
If we want the evoker's and get and 11 on a DD roll, then the same problem comes up.

It seems basically useful for CORs in a BLM or tank party. Which is great, no doubt, but it's not as useful as I'd have liked I guess =/

Amastacia
06-17-2010, 08:02 AM
Oh SE, you card.

Here I was hoping that the shit, underpowered, useless, but tremendously fun job that is Ninja would at least get *similar* quality update to everyone else, so it can maintain its relative level of suckitude.

Boy, was I wrong.

Hookah
06-17-2010, 08:02 AM
Really does seem like giving DNC Dual Wield, and at a relatively low level, is intended to make it an alternative to /NIN for some jobs. If you're not tanking much, the traits/JAs from that will certainly outweigh Utsu.

Thf/dnc immediatly comes to mind.

Also, think of all the interesting /dnc DW combos for multi-hit weapons now.

lolwut
06-17-2010, 08:03 AM
POssibly since SE is comprised of Jp BUT you can also consider the idea of working on a perfect roll for evokers and then using the 10 minutes to not have to lose DD rolls. There's also the possibility that the movement speed roll wont wear off when hit so you just got ~25% movement speed (or maybe even higher) for solo/group kiting.


The inverse being a perfect chaos roll that you have to give up 3 minutes in so you can reapply Evokers. A Pianissimo style ability would have been a much simpler and more effective means of allowing Cor to keep dd buffs, so it doesn't seem like that was the intent at all. As it stands it just means you have to spend more time on folding/snake eyes/double up instead of engaging because there's a greater benefit to going for a high roll than there was previously.

I'm highly skeptical about the movement speed, since afaik every other movement speed ability/song gets removed when you take dmg.

Time will tell I suppose.

LD
06-17-2010, 08:04 AM
Also you guys need to remember this is just the new shit. At the top of the page they said:
As the icing on this scrumptious cake of additions, performance-enhancing tweaks are also being whipped up for certain existing job abilities.

I hope so, Tactical Guard is kinda useless with the current Guard rate (not to mention using utsu all the time). If it does become useful, hopefully capping it will be less of a chore than it has been.


As much as I was hoping for something more damage-oriented, Perfect Counter looks like a very useful JA for MNK. Maybe not as powerful as a Third Eye, but still something decent.


Shield Def. Bonus...eh.........I mean, I realize not every PLD is an Aegis, but....really?

TacoTaru
06-17-2010, 08:05 AM
Stoked about /DNC getting Dual Wield as I may actually get a lot more use out of it now. My fiancee is going to be super excited to see these new DNC updates as she's one of the few in our LS who take it seriously and she's always looking to push the job harder.

Isiolia
06-17-2010, 08:08 AM
Oh SE, you card.

Here I was hoping that the shit, underpowered, useless, but tremendously fun job that is Ninja would at least get *similar* quality update to everyone else, so it can maintain its relative level of suckitude.

Boy, was I wrong.

But...but...nuking! ._.

Maybe the new 'jitsu will be really great. Though it probably won't be.

Snprphnx
06-17-2010, 08:09 AM
POssibly since SE is comprised of Jp BUT you can also consider the idea of working on a perfect roll for evokers and then using the 10 minutes to not have to lose DD rolls. There's also the possibility that the movement speed roll wont wear off when hit so you just got ~25% movement speed (or maybe even higher) for solo/group kiting.


Oh and /drg just became the bst sj for dnc.
but, like mazurka, it may wear off when you take aggro and have an action done on you.

Eldelphia
06-17-2010, 08:09 AM
One of them has Lunar in its name and the other refers to nightmares, so I doubt it. Also, if they were to give them new BPs, my bet is that they would be 90+. I mean, after all, we're only able to summon them at 75 as is >_>


* Blood Pact: Rage “Holy Mist” (SMN Lv.76)

Deals light elemental damage to an enemy.

This is the one that sounded Alexander-ish



* Blood Pact: Rage “Lunar Bay” (SMN Lv.78)

Deals darkness damage to an enemy.

New shinies for Fenrir one assumes…



* Blood Pact: Rage “Night Terror” (SMN Lv.80)

Deals darkness damage to an enemy.

Thinking about this - probably more likely Diabolos

urat
06-17-2010, 08:12 AM
Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.

Shark Bite just became dnc's new best JA, 2 hits = maximum bonus from saber dances DA and the crit bonus from this, combined with buildingb flourish's crit bonus... /fapfapfapfap

and and and and

- Dancers will be able to perform the ability "Cure Waltz" on non-party members.
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages the

Looks like I don't need to ungimp my nin sub after all, *girly squeal*

Finally, Im getting conserve tp, parry tp bonus, and skillchain bonus...

I don't even know what to say...

Toth
06-17-2010, 08:15 AM
Very solid plate here of abilities across the board. My jobs are excited :)


Especially SMN!

JemTitan
06-17-2010, 08:18 AM
Thf/dnc immediatly comes to mind.

Also, think of all the interesting /dnc DW combos for multi-hit weapons now.

I've used THF/DNC in events for TH4 whoring for a long time now, playing with less focus on Dmg and more on enfeebling/support/enmity control and now it will be even that much more effective, also THANK GOD i can equip another dagger in addition to gimp-0 Thief Knife and still keep the utility of /DNC.

Hanyoko
06-17-2010, 08:18 AM
Mana Wall can be useful with a 5s duration for things with known huge damage at specific time. Example: Citadel Buster
Question being, even though MP is taking the damage, do you still loose the enmity from said damage; and what if you take more damage then you have mp.

Hookah
06-17-2010, 08:21 AM
Mana Wall can be useful with a 5s duration for things with known huge damage at specific time. Example: Citadel Buster
Question being, even though MP is taking the damage, do you still loose the enmity from said damage; and what if you take more damage then you have mp.

It's 5 mins, was mistranslated at first, it's been fixed and posted on here that it's been fixed already.

Khajit
06-17-2010, 08:22 AM
but, like mazurka, it may wear off when you take aggro and have an action done on you.

While this is a possibility one would have to wonder about how feasible it is to have a value higher than 6 do anything on a movement speed roll if said roll is used anywhere near a combat situation. It just seems horribly stupid to implement it in such a manner. Stupid doesn't stop SE though. Those 2 rolls just seem like they're making cor more versatile in endgame fights by now giving it rolls suitable for the tank pt(when you act stupid and dont use a dd/nin as a tank)

TacoTaru
06-17-2010, 08:25 AM
Now all they need to do is either lift restrictions on combats merits or allow for more than 2 weapons (just add 40 more points so we can cap 7 weapons and have 4 left over like now SE) and I'm going to be a happy camper this update.

Reapz
06-17-2010, 08:37 AM
Lot's of exciting stuff, and this is only 75 > 80. I wonder what's around the corner!

Shenrien
06-17-2010, 08:38 AM
lol at BRD spells, they are getting next level Requiem, Minne, and Paeon, but like anyone cares about BRD. :P


Yeah, I know, Bard isn't useful for anything, can't melee, can't provide any real support, kinda useless in a party.

eva00r
06-17-2010, 08:38 AM
Saber Dance
200 TP + 5 FM
Sekkanoki
Climatic Flourish <- Next Atk Crit 100%
Shark Bite <- Crit Atk. Bonus
Meditate
Step
Pyrric Kleos <- Distortion + SC Damage Bonus
Reverse Flourish
Evisceration <- Darkness + SC Damage Bonus + Crit Atk. Bonus

Dantrag
06-17-2010, 08:38 AM
Restraint (WAR Lv.77 Ability Delay: 10 min. Effect Duration: 5 min.)
Enhances your weapon skill power with each normal attack you land, but prevents you from dealing critical hits.

and


Crit. Atk. Bonus WAR Lv.78 Improves power of critical hits.

Confuse me.

Is restraint talking about crit att on WS only? If that's the case this could really power up the new WS's if they're actually elemental and make them actually pretty damn good.

Buttons
06-17-2010, 08:43 AM
Some interesting updates, shame that BRD doesn't really get anything. Next level of Requiem might mean something if most ToAU mobs werent immune to Requiem. >.> Oh well, maybe next update Bard will get some new songs that are actually interesting.

Eklm
06-17-2010, 08:43 AM
Ok some observations.

First of all, SE screwed Blu. At Vanafest they announced they wanted to add dual wield as a natural job trait (which means that its not dependent on a combo of spells being set). Thus, they give this to Dnc. Blu doesn't get any new job abilities or anything, just new spells. Pretty weak SE

Also, I wonder if SE will screw up and have the new +movement speed Cor roll not removed upon taking hits (ala Brd before the Mazurka nerf).

Finally, I am suprised no one mentioned this. Blm is now completely overpowered for 1 min. Think of this:

Blm has full MP

1. Blm uses Mana Wall
2. Blm uses Manafont
3. ???
4. Major Major profit

I can't wait to see what an alliance of blms can do (or soloing ODS every 2 hours much easier then it can be done now).

Malacite
06-17-2010, 08:44 AM
Epic update is seriously epic. Couple of things I'd like to nitpick though

- Why does DNC get the SC bonus before DNC wtf? SAM is all about WS & SC... about fucking time though.

- WTF @ SCH getting Tier V nukes, that's gay. They'll probably get Cure VI too...

- LOL Pro/Shell V, guess they need to change WHM's category 2's now?

- Fencer looks cool, but why doesn't NIN get some kind of passive crit trait?

- No conserve TP for SAM, the job who spams WS? :( (not that SAM needs it...)

- Why are so many people assuming BLM & SCH get TP from nukes? The way I'm reading it it sounds like bonus damage being done, kinda like the merit BPs.

- What the FUCK @ Futae being only 1 spell. Good job SE, had you let that last for every spell for the duration NIN nuking could have become respectable.

- Wtf do they mean by suppressing enmity? The DRG earns less hate over time after using that ability, or even the entire PT? (Likely just the DRG though but it sounds like a penance-ish ability)

- Climactic Flourish = crits? So, does that mean your next WS can crit or just a temporary spike to crit rate?


Finally WTF @ native Phalanx on PLD.... just what the fuck SE > _ > (I would have preferred 3 minute Sentinel but oh well this is still pretty broken)


Guess we'll have to wait until September for Treasure Hunter III and Refresh II :(

Dimmauk
06-17-2010, 08:45 AM
Well looks like BRD will for sure be the last thing I will lvl to 80, unless SE gives us Vuvuzelas that Stun or Confuse the monster.

WAR and PLD will rock!

lolwut
06-17-2010, 08:51 AM
While this is a possibility one would have to wonder about how feasible it is to have a value higher than 6 do anything on a movement speed roll if said roll is used anywhere near a combat situation. It just seems horribly stupid to implement it in such a manner. Stupid doesn't stop SE though. Those 2 rolls just seem like they're making cor more versatile in endgame fights by now giving it rolls suitable for the tank pt(when you act stupid and dont use a dd/nin as a tank)

If they scale movement speed the same way the do Cor roll, you're looking at 10 -24%, so it's not super buffed. Considering SE's recent anti-kite countermeasures (the entire VNM series having draw in/movement speed/resist grav), it's highly unlikely they would make a movement roll that isn't subject to the same drawbacks as mazurka/jig.

Semi off topic, I'm sorely tempted to level Rng just to play around with heavy shell Quick Draw. Not an ideal sub job for Ranger by a stretch, but you'd get a free 400+ dmg per minute using just staff, earrings and obi.

Eklm
06-17-2010, 08:53 AM
- LOL Pro/Shell V, guess they need to change WHM's category 2's now?
:(

Whm's category 2 is for the aga version of Protect and Shell V. SE will most likely leave it as this (since they didn't add those versions).

dantaro
06-17-2010, 08:56 AM
Finally, I am suprised no one mentioned this. Blm is now completely overpowered for 1 mins. Think of this:

Blm has full MP

1. Blm uses Mana Wall
2. Blm uses Manafont
3. ???
4. Major Major profit

lolwut? How does that make BLM overpowered? It doesn't change anything, if they nuke too much with Manafont up they STILL die, except that it has to go through their MP instead of HP. I don't really see how that makes them broken, it just gives them a bit more survivability.

Francisco
06-17-2010, 08:57 AM
Is restraint talking about crit att on WS only? If that's the case this could really power up the new WS's if they're actually elemental and make them actually pretty damn good.

I'm pretty sure it means for every hit you land with Restraint up, you gain more power towards your next WS. While gaining TP with Restraint up, you will not be able to land a critical hit.

This is more of a boost to one handed weapons than two handed weapons since you'll land more hits in between weapon skills with a one handed weapon.

Of course, that could all go out the window if Restraint prevents you from landing critical hits on WS as well and canceling Restraint removes your built up WS power.

Alkar
06-17-2010, 08:58 AM
Whm's category 2 is for the aga version of Protect and Shell V. SE will most likely leave it as this (since they didn't add those versions).

You missed the point. You need lots of merits to get them to full power.. if WHM is getting the single traget versions there's really no point in even meriting those.

lolwut
06-17-2010, 08:58 AM
Is restraint talking about crit att on WS only? If that's the case this could really power up the new WS's if they're actually elemental and make them actually pretty damn good.

It's pretty vague, I read it as no crits at all while the ja is active. That would make it an epic troll during zergs though, since you'd have to choose between ws boost and mighty strikes.

The crit buff trait may just be there to make weapon/shield look more appealing, since they're giving a crit rate bonus for single wield and a shield buff. Why they think people want to ghetto pld with war/dnc when people aren't even crazy over real Pld is anyone's guess though.

Dooom
06-17-2010, 08:59 AM
BLU QQing about no new Traits is annoying. What traits do blu natively get otw to 75? That's right, none, they get them from spells. As such, they could well get dual wield from setting certain spell combos.

Cream Soda
06-17-2010, 08:59 AM
Shit, now I need to cap Guard on MNK.

For what? Unless the actually adjust how guard works, the proc rate is still going to be shit on anything worth while. This coming form someone w/ capped guard, ect

Hookah
06-17-2010, 09:00 AM
Is restraint talking about crit att on WS only? If that's the case this could really power up the new WS's if they're actually elemental and make them actually pretty damn good.

Restraint sounds iffy to me, it had better give one hell of a boost on WS if it's going to nerf crits. Also, will it totally nerf RR too?




Ok some observations.

First of all, SE screwed Blu. At Vanafest they announced they wanted to add dual wield as a natural job trait (which means that its not dependent on a combo of spells being set). Thus, they give this to Dnc. Blu doesn't get any new job abilities or anything, just new spells. Pretty weak SE

Finally, I am suprised no one mentioned this. Blm is now completely overpowered for 1 mins. Think of this:

Blm has full MP

1. Blm uses Mana Wall
2. Blm uses Manafont
3. ???
4. Major Major profit

What about blu/dnc?

and inb4 blm tank

EDIT: Also, with the boosts to SC and MB dmg, and considering that all the new WS look elemental in nature, wouldn't it be funny if all the mobs in the new areas were resistant to physical dmg?

Martinius
06-17-2010, 09:05 AM
i'm a little bummed that rdm isn't getting a new "omgwtfbbq" JA or JT atm (or, well, yknow, ANY), but picking up regen II is awesome for salvage. i think rdm is gonna get its toys in the next update.

perfect counter is pure win for spammy LBCs. i was hoping that tactical guard would work like shield mastery, but the reality is that mnk has no innate casting, and they weren't gonna give it to us for /nin alone.

i think dnc won the update, but i'm sure as hell gonna drag my rng out of storage now :D

Meian
06-17-2010, 09:06 AM
Whm's category 2 is for the aga version of Protect and Shell V. SE will most likely leave it as this (since they didn't add those versions).

If they don't change it then I assume WHM's will be stronger since it can be meritable multiple times. Regardless, it is kind of bothersome to see.

No Holy II ._. oh well lol

The Conserve TP for BPs was something I always wanted XD Not to mention the TP switch with the Automaton

To those who aren't happy with the adjustments/additions, this is just the beginning and more is to come + tweaks/balances. I would've wanted BLU to have dual wield innate and maybe they will in the future.

However, I am still pissed no mention of Automaton fix with seperate casting timers... maybe in the notes...

Lonewind
06-17-2010, 09:06 AM
where the hell is my BLU adjustments besides spells?

there better be some amazing traits with those new spells...

not even new JAs..

Marcicus
06-17-2010, 09:06 AM
My WAR and DRG just came twelve times over.

Francisco
06-17-2010, 09:07 AM
You missed the point. You need lots of merits to get them to full power.. if WHM is getting the single traget versions there's really no point in even meriting those.

Protectra/Shellra V merits will probably determine the potency of the single target versions. Even if not, in any case, AoE versions of these spells are far more MP economical (65 MP to Protectra IV a party of six, 390 MP to Protect IV a party of six).

What remains to be seen is if WHM will eventually get Protect(ra) and Shell(ra) VI (almost certainly) and VII (I kinda doubt it).

Once tier-VI is available, SE has three options... leave merits alone and make VI universally better than V (making the merits useless, stupid idea)... leave merits alone and make VI better than unmerited V, but worse than fully merited V (stupid idea), or making VI universally better than V, but merits for V also strengthen the potency of VI (best idea, merits retain value, tier-VI takes over naturally).

Meian
06-17-2010, 09:08 AM
where the hell is my BLU adjustments besides spells?

Try reading the last line and waiting for the spells in the update

These traits may be added from spell combos and the spells themselves may be really potent

Ddboner
06-17-2010, 09:10 AM
I'm kinda on both sides of the fence in regards to BLU.

My initial reaction was/is blu is moving in the wrong direction. Yes we get traits from set spells, but if its just like all the other set spell traits (minus hmp) we are going to get spectacular dual weild 1 only. This a step backwards to me. I'd rather just single wield.

Then again I'll never be happy until I see Blu added to ridill.

Shenrien
06-17-2010, 09:10 AM
Protectra/Shellra V merits will probably determine the potency of the single target versions. Even if not, in any case, AoE versions of these spells are far more MP economical (65 MP to Protectra IV a party of six, 390 MP to Protect IV a party of six).

What remains to be seen is if WHM will eventually get Protect(ra) and Shell(ra) VI (almost certainly) and VII (I kinda doubt it).

Once tier-VI is available, SE has three options... leave merits alone and make VI universally better than V (making the merits useless, stupid idea)... leave merits alone and make VI better than unmerited V, but worse than fully merited V (stupid idea), or making VI universally better than V, but merits for V also strengthen the potency of VI (best idea, merits retain value, tier-VI takes over naturally).

Because WHM never go and low man anything where they only have to protect and shell 1 target instead of 6.

Taruking
06-17-2010, 09:11 AM
It's probably too early to judge NIN adjustment. With higher level cap, Innin and new JA/JT, NIN/RDM could be a decent nuker if SE introduce some new MAB/M.acc gear. NIN/RDM will also have access to convert/refresh/haste/MAB II/Fastcast II when they finally raise the cap to 99. Their damage is not limited by MP, can potentially outdamage converntional nukers in long fight as long as resist rate remains low.

Tobi
06-17-2010, 09:12 AM
Time to spend an hour remaking DRG macros and dusting it off. At least now I'll finally get to play it more often. Will still level RDM up to 80 first though. Then either COR or DRG, or BLU depending on how good spells are.

BrayenMidgard
06-17-2010, 09:12 AM
where the hell is my BLU adjustments besides spells?

well according to the dats the spells do include but are not limited to AoE haste, along with possible new traits.
If blu can gain a decent dual wield trait /sch or /rdm can become a very prominent sub of choice in some cases. Really, blu is all about the spells and what they do, so here is hoping for some sweet traits.

Toth
06-17-2010, 09:13 AM
What is the average damage of a ninjutsu spell at 75, subbing drk or war? Naked or fully geared.

It sounds to me like they are trying to make ninjustu a more potent spike damage enmity buff.

Dantrag
06-17-2010, 09:14 AM
on the BLM thing, mana font =/= make mana just sit there, if something aspirs you, you will still lose MP. So if something still hits you, you'll still lose MP.

Uzor
06-17-2010, 09:15 AM
Mana Wall would work if it only converted like 50% of dmg to MP. I doubt if its pure 100% mp w/ non overflow. And might be really sucky to eat up all ur 900 mp reserve just to live so you can rest for 5 mins getting all that mp back.

Its a great situational addition for BLM. If you, say, died, and for whatever reason am unable to go out of AoE range, you can pop Mana Wall up to reduce the risk of dying again before Weakness wears.

Like, say, failBLM's that die to Hurricane Wing because they are unable to cast Stoneskin.

Airenn
06-17-2010, 09:15 AM
COR adjustments all look hot, nice

Alkar
06-17-2010, 09:16 AM
Protectra/Shellra V merits will probably determine the potency of the single target versions. Even if not, in any case, AoE versions of these spells are far more MP economical (65 MP to Protectra IV a party of six, 390 MP to Protect IV a party of six).

What remains to be seen is if WHM will eventually get Protect(ra) and Shell(ra) VI (almost certainly) and VII (I kinda doubt it).

Once tier-VI is available, SE has three options... leave merits alone and make VI universally better than V (making the merits useless, stupid idea)... leave merits alone and make VI better than unmerited V, but worse than fully merited V (stupid idea), or making VI universally better than V, but merits for V also strengthen the potency of VI (best idea, merits retain value, tier-VI takes over naturally).

/sch gives Accession. Why bother meriting spells you already get?
And why should WHM have nerfed version of Protect V and Shell V? (RDM and SCH are getting them as well)
It's pretty safe to assume that Protectra and Shellra V merits will be changed somehow.

Eklm
06-17-2010, 09:19 AM
BLU QQing about no new Traits is annoying. What traits do blu natively get otw to 75? That's right, none, they get them from spells. As such, they could well get dual wield from setting certain spell combos.

I don't see how its annoying since SE specifically stated they were thinking of giving Blu dual wield as a natural trait. Natural trait means that spells do not need to be set for that trait to be active. Below I will list the Vanafest wrap-up that states this.


Blue Mage gets, as the MC put it, "What else, but new Blue Magic!" The Job is expected to receive more spells and more Traits from the combination of said spells being equipped. There's also the possibility that Blue Mages could receive Dual Wield as a natural Trait.

http://www.bluegartr.com/forum/showthread.php?t=89579

Shenrien
06-17-2010, 09:20 AM
What is the average damage of a ninjutsu spell at 75, subbing drk or war? Naked or fully geared.

It sounds to me like they are trying to make ninjustu a more potent spike damage enmity buff.

in full INT and MAB gear with HQ staves on Tiamat I was doing 140-160 in :San /DRK but it wasn't putting out enough hate so I stopped and went back to my spell rotation.

Colenzo
06-17-2010, 09:20 AM
so glad i decided to lvl cor

drwaffles
06-17-2010, 09:21 AM
For what? Unless the actually adjust how guard works, the proc rate is still going to be shit on anything worth while. This coming form someone w/ capped guard, ect


Tactical Guard MNK Lv.77 Grants bonus TP when guarding against an attack.

Is why.

Edit: misread your post, sorry.

Midnightjade
06-17-2010, 09:21 AM
I wonder what the new BST jugs are? Wool grease had better be a ram. If it's a sheep they can gtfo.

Hopefully one of the others is a leech, that would be great.

arshesney
06-17-2010, 09:22 AM
Jubaku: Ni?

Dooom
06-17-2010, 09:22 AM
I don't see how its annoying since SE specifically stated they were thinking of giving Blu dual wield as a natural trait. Natural trait means that spells do not need to be set for that trait to be active. Below I will list the Vanafest wrap-up that states this.

And possibility means it's not for certain, and there's still time yet. Maybe they decided not to make it natural? Maybe they changed their minds completely? Maybe there's some PUPs still crying about H2H skill that you should talk to?

Eldelphia
06-17-2010, 09:24 AM
I think it looks hopeful for Aspir II for BLMs in the 80s.
I think what they've done is fairly clever, enough shines to push us to 76 for a lot of jobs and a few enticing things to 80 but I think we'll see the biggest and shiniest improvements betwen 80-90. Once you hit 90 you're almost locked in to hitting 99 but a lot of people I think will fall off on levelling multiple jobs after 80 unless they bump things up a lot.

I'm pretty happy with my new BPs. Also like the new WHM JA and the BLM one sounds interesting. Not really seeing the point of Libra yet but we'll see. CORs new rolls are nice, I'd be really surprised if the Mazurka roll doesn't behave in exactly the same way as Mazurka; I think it would completely overpower COR for some things if it didn't wear.

New stuff for PLD makes me more interested in finishing it off.


Jubaku: Ni?

You shall not haz! (yet)

RyaWHM
06-17-2010, 09:24 AM
Tired of /NIN, I can't wait to WHM/DNC Mjolly+8/KC
BUBBLE POWERRRRRR!!!! =D
so many bubbles!!! =D
and acc bonus / divine waltz yay =D

Laynton
06-17-2010, 09:27 AM
1. RDM - F YOU SE!!! Nothing new?!?!?! really?

2. BLM - Mana Wall - whats the point? maybe a last sec ditch at a sleep but thats about it...the 5 sec duration doesnt leave room for much else. well maybe a chance to get another spell off in hopes of killing the mob i guess.

3. NIN - I'm sorry guys you just about as screwed as RDM...new ninjitsu could have possiblities but if its anything like translation dont hope too high. I was hoping youd actually get a self-buff spells but wishful thinking.

4. DRG - Got more TP? lol

5. SMN - So will those BP only be able to be use by fenrir, diablos, and carby? my guess.

6. COR - FC roll will be interesting to see how much it is.

7. DNC - Presto - ROFL Best name ever!?! rdm/dnc going to out do rdm/nin now? maybe?

8. SCH - Libra - So you get to check your emnity and see that your PLD is emnity leader then 2 sec later BLM pulls hate...useless imo

9. PLD - Phalanx - so did phalanx2 just become completely useless?

Yabby
06-17-2010, 09:28 AM
Wow they gave me a new tier to the 3 songs i never use.....

If they wanted to be funny they should of gave me "Gold Capriccio II" "Shining Fantasia II" and the like. Fuckers.

Midnightjade
06-17-2010, 09:29 AM
In fact, some of the new BST jugs are already in the dats:

Cunning Brain Broth - calls Crafty Clyvonne - could be a coeurl (coeurl jugpet also shown in the post on the playonline site).

Lucky Carrot Broth - calls Lucky Lulush - probably a white bunny (name similar to lower level bunny jugs).

Deepbed Soil - new - almost certainly a funguar since name resembles the lower level funguar jug.

Wool Grease - new - almost certainly a ram since sheep jugs are named differently and a new one is also included (see below).

Vermihumus - new - probably a mandy (black mandy) based on the name.

Dancing Herbal Broth - new - probably a sheep based on the name.

ringthree
06-17-2010, 09:31 AM
2. BLM - Mana Wall - whats the point? maybe a last sec ditch at a sleep but thats about it...the 5 sec duration doesnt leave room for much else. well maybe a chance to get another spell off in hopes of killing the mob i guess.

Read the thread before you post. It's 5 minutes, not 5 sec.

Eldelphia
06-17-2010, 09:31 AM
Vermihumus - new - probably a mandy (black mandy) based on the name.



Shame it isn't a worm pet - dragging around sandwormesque pets would be awesome!

Caliburn
06-17-2010, 09:36 AM
I could see the use for Mana Wall basically being a BLM being able to shield itself from getting pounded on, watching its MP go to shit. Then, when the tank has it back, they can Convert from /RDM sub, the tank then tosses them a Cure IV, gets even more hate from curing a severely weakened person high on the hate list, and then they can go on with their lives. Would be even a understandable - if risky and generally unneeded - stall tactic for a BLM with good -PDT gear, I'd say.

Midnightjade
06-17-2010, 09:36 AM
Shame it isn't a worm pet - dragging around sandwormesque pets would be awesome!

Would be fun to be able to ride around on the ram if we do get one.

None of the other jugs are big enough unless you're a taru, but that one would be just fine. :)

Draylo
06-17-2010, 09:37 AM
I thought you couldn't charm Rams?

Amastacia
06-17-2010, 09:39 AM
What is the average damage of a ninjutsu spell at 75, subbing drk or war? Naked or fully geared.

It sounds to me like they are trying to make ninjustu a more potent spike damage enmity buff.

Low 100s with :Ni tier nukes, assuming you're mostly using DD gear and not a dedicated nuking set or nuking sub.


It's probably too early to judge NIN adjustment. With higher level cap, Innin and new JA/JT, NIN/RDM could be a decent nuker if SE introduce some new MAB/M.acc gear. NIN/RDM will also have access to convert/refresh/haste/MAB II/Fastcast II when they finally raise the cap to 99. Their damage is not limited by MP, can potentially outdamage converntional nukers in long fight as long as resist rate remains low.

If you're going to pay for damage like that, just swap to RNG, it's cheaper, and better.

Per-nuke price is about the same as per-arrow price, maybe a little less, but there is no Ninja nuke Sidewinder, and you can't get the same sort of damage increase out of buffs as a RNG would.

Francisco
06-17-2010, 09:39 AM
8. SCH - Libra - So you get to check your emnity and see that your PLD is emnity leader then 2 sec later BLM pulls hate...useless imo

9. PLD - Phalanx - so did phalanx2 just become completely useless?

SCH could probably be kind of a "shot caller" with Libra, depending on how the data is displayed and how the alliance is setup.

Is Libra used on an enemy or on a party/alliance member?

I think the point of Libra isn't to verify that the tank has hate, but to warn when jobs like RNG and BLM are creeping up on the hate list, and to instruct them to "cool it" a bit. (I remember doing a Gurfurlur HNM run, and our rangers being a bit too trigger happy... made the fight a little tougher than it had to be).

As for Phalanx II, it's still useful in Salvage for MNK, WAR and SAM.

Ophannus
06-17-2010, 09:39 AM
We'll probably see more stuff for other jobs when they increase the cap further. WAR/SAM and DRG/SAM will now become extremely devastating....

TheCaptain
06-17-2010, 09:42 AM
Would be fun to be able to ride around on the ram if we do get one.

None of the other jugs are big enough unless you're a taru, but that one would be just fine. :)

Since you are BST, I'll reask what I asked earlier.. You think BST/DNC will get to use Curing Waltz on their pets, as indicated by the patch notes?

Ayn
06-17-2010, 09:42 AM
They've been saying they were looking for ways to make DRKs cast more since 2007.

They've been saying a lot of things since 2007. I was hoping this is one of those things they'd forgotten.

I mean I'll keep my hope alive for them adding some new absorb spells and such. But I wonder if they also realize our elemental magic skill is next to useless?

..Oh well, least it'll be fun to play aorund with Yoichi RNG after this update.

Not Kuno
06-17-2010, 09:44 AM
The only thing I'm miffed about in regards to blu is no mention of more spell points.

Draylo
06-17-2010, 09:45 AM
Shoulda gave DRK's specific dark magic or ele magic like dark/darkra or w/e if they wanted them to nuke.

Khajit
06-17-2010, 09:46 AM
I'm not surprised that brd didnt get zomgbbq new spells but i am surprised it's not a new one every lv like brd previously got.

Draylo
06-17-2010, 09:46 AM
The only thing I'm miffed about in regards to blu is no mention of more spell points.

Last upgrade is 71-75, maybe every 4 levels now? >.> So 76-80

tsola
06-17-2010, 09:48 AM
So if you use Double Shot with the OAT gun, that's potentially 4 bullets used in a single attack round. That will be fun.

Celebrindor
06-17-2010, 09:48 AM
Honestly I'm not too disappointed with the RDM progression. No new shinies, but Regen II with Composure is flat out broken for RDM soloing. 720HP? I'll take it. Protect V, eh. but it does mean down the line we'll see Shell V. And I'm assuming we'll have the full line of T4 nukes by 99.

BLM....I'm curious to see how it actually works. If I lose 400MP when I get mollywhopped in a double attack hit through stoneskin, I think I'd rather die. ^^

And from a mage's perspective on the magic bonuses given to Ninja and Dark Knight, I think its about damn time. That aspect of the job is pretty much worthless as seen by the playerbase. But if you can do and ABS-STR for +20 Strength or more, I think it would have some nice benefits. And when working in a party dynamics setting, an ABS-MND of the same potency when paired with a well-merited Slow2 from your RDM could be pretty damn crippling.

Its pretty clear that SE is disappointed with the one-dimensional approach that DRK has in endgame events. They want to see a DRK use more than just their weapons in a fight. If they truly have the mastery of Dark Magic, let them use it effectively and make it worthwhile.

I hope we see something that almost requires a return to thinking of the party as a whole in an event, not just who wins the parse. Enfeebling has become damn near worthless on any HNM in the game except for Slow2 and Elegy. Have the dynamics of a NIN and their elemental wheel actually reducing resistances and the pairing of the two could be quite powerful, and for the first time in a long time, have some function. I think most would agree that NIN has a very limited role in endgame now. Give them new toys that go in a different direction and see where it takes the job.

With the level increase we'll see even more content which can be soloed or low-manned. Make the new areas damn near require actual teamwork and strategy beyond gear. The TP burn is a whole lot of fun and quite effective- if I can beat an event in two minutes instead of 15 I'm all for that. But let's make abyssea something completely different- make mobs take quad damage from skillchains to encourage not only BLMs, but multiple jobs bursting. Its clear that SE is giving some jobs the ability to skillchain easier, and other jobs more tools to burst better (even PLD getting boosted divine magic). Its gonna require SE to gear the mobs to this, but I hold out hope that it is done, else we'll just be able to thwack everything to bits and it will truly become mindless macro hitting.

Shenrien
06-17-2010, 09:50 AM
So if you use Double Shot with with OAT gun, that's potentially 4 bullets used in a single attack round. That will be fun.

if you like throwing away your gil, yes.

Amastacia
06-17-2010, 09:51 AM
if you like throwing away your gil, yes.

People without gil to burn play gun RNG?

Hyan
06-17-2010, 09:53 AM
if you like throwing away your gil, yes.

You just described RNG.

barber2006
06-17-2010, 09:53 AM
No mention of anything regarding the exclusion/weakening of QD for /COR. I guess ranger just got quick draw with culverin/heavy shell vs. cor's magnatus/steel bullet. 149 base damage vs 118 base damage from gun/ammo. AF hat won't make up for that.


So 149 base damage vs. 118 base damage/hat/blm roll/merits/subjob mab while soloing.
149 base damage vs 118 base damage/hat/merits/subjob mab if you already have another COR in your pt.


Too lazy to do math but 149 at 55 seconds seems like it would hold up pretty well against 118 at 45 seconds even with hat/roll/subjob bonuses.


Thf can culverin/cannon shell it up as well and ninjas desperate to find something to be good at can use a 105 damage combo in between those new fancy nukes.

Nameless
06-17-2010, 09:54 AM
I honestly don't see how war/sam will be that much more devastating...

Their main trait is going to increase their critical hit damage, which is fine if you use RR and it is good for 2hr obviously.

However, restrain, if you decide to use it, is going to make that trait a waste. The biggest application is obviously on HNM where you won't be critical as much and is using KJ or SC.

So, there really isn't anything that is that devastating other than when they use 2hr.

Drg/sam on the other hand will be devastating......

Francisco
06-17-2010, 09:54 AM
I'm wondering if "level 75" will still be considered useful in the coming months.

Simply put, not every player is going to take every current 75 to level 99.

I have two 75s. Two. WHM and MNK... and only one (MNK) is merited and has gear.

Most people are going to take their WARs, SAMs and DRGs to 75 before their WHMs, BRDs and RDMs.

I assume people will still do Einherjar and Dynamis, content designed for level 75.

When the level cap is established at 80, will it still be acceptable to bring a level 75 to these events? Will it be worthwhile to level a job but "stop at 75"?

Midnightjade
06-17-2010, 09:54 AM
I thought you couldn't charm Rams?

You can't, but I can't think what else it could be since one of the other jugs is obviously a sheep. Plus wool grease = lanolin, which drops from rams and mosshorns.


Since you are BST, I'll reask what I asked earlier.. You think BST/DNC will get to use Curing Waltz on their pets, as indicated by the patch notes?

I'm really not sure. Would certainly be nice.

Not Kuno
06-17-2010, 09:55 AM
Its pretty clear that SE is disappointed with the one-dimensional approach that DRK has in endgame events. They want to see a DRK use more than just their weapons in a fight. If they truly have the mastery of Dark Magic, let them use it effectively and make it worthwhile.

The problem is if they wanted to cast spells, going /sam fucks them up. So SE needs to figure out what the fuck it wants to do with drk. I love to cast shit every so often but with sam sub it's pretty terrible and w/o it's still usually a waste of time (although I love to spam abs-tp).

Khajit
06-17-2010, 09:56 AM
What does the new rng stuff mean for kraken rngs? WIll they have to stop meleeing when double shot is up?

Massimo
06-17-2010, 09:58 AM
/sch gives Accession. Why bother meriting spells you already get?
And why should WHM have nerfed version of Protect V and Shell V? (RDM and SCH are getting them as well)
It's pretty safe to assume that Protectra and Shellra V merits will be changed somehow.

How is it hard to understand? Shell/Protect V will be the same as Shellra/Protectra V with 1 merit. The extra merits will be there to make them more potent than the single target version.

Hookah
06-17-2010, 09:59 AM
With war getting fencer, crit atk bonus, and shield def bonus, and considering things they already have like retaliation and defender, ad considering all the enmity they have access to, could war maybe start being considered as a serious tank job?

With a multi hit weapon, if the crit atk bonus and fencer are potent enough they could possibly keep DoT high enough to warrant full-timing defender. I could see war/dnc being a hate machine, or even dare I say, war/pld. Shield mastery, shield bash, sentinal, def bonus 2, very limited MP pool, but with autorefresh could probably keep up a flash spam.

IDK might be stupid, but I've been up all night at work and I should really go to bed.

Draylo
06-17-2010, 10:01 AM
You can't, but I can't think what else it could be since one of the other jugs is obviously a sheep. Plus wool grease = lanolin, which drops from rams and mosshorns.



Could be a black sheep...? I am pretty sure they wouldn't give jug pets to players of things you can't normally charm.

Eldelphia
06-17-2010, 10:02 AM
I'm wondering if "level 75" will still be considered useful in the coming months.

Simply put, not every player is going to take every current 75 to level 99.


When the level cap is established at 80, will it still be acceptable to bring a level 75 to these events? Will it be worthwhile to level a job but "stop at 75"?

Well, this is a discussion we've been having in shell when we realised after salvage one evening, that we wouldn't all be levelling the jobs we brought to that event.

There was a lot of assumption that people would be levelling all their jobs to 80+ whereas a lot of people just don't want to. I actually hope they cap Salvage and Nyzul Isle to 75 because there's no real need for the level cap to be higher in those event AND they only need 6 people.

I think that up until 80, we'll see lot more mixed level parties for events but after 80 that a lot of interest in levelling jobs further will drop off. I don't see the need to level RDM to 80 JUST for Salvage for example (I occasionally use it there).

It's certainly going to mess with our shell event dynamics for some of the harder stuff. I know a fair few people that intend to drop RDM for example. We don't have too many WHMs right now, I can see that number dropping off.

I think it will take a while to settle but I think after a certain point (possibly 80) it will become less and less acceptable to not have levelled.

Alkar
06-17-2010, 10:03 AM
How is it hard to understand? Shell/Protect V will be the same as Shellra/Protectra V with 1 merit. The extra merits will be there to make them more potent than the single target version.

Did you read everything or just the first line?
SCH and RDM are going to get Protect/Shell V as well... are you suggesting that everyone gets a 1 merit potency version, WHM gets it nerfed because they can merit it or what?

Neosutra
06-17-2010, 10:03 AM
I honestly don't see how war/sam will be that much more devastating...

Their main trait is going to increase their critical hit damage, which is fine if you use RR and it is good for 2hr obviously.

However, restrain, if you decide to use it, is going to make that trait a waste. The biggest application is obviously on HNM where you won't be critical as much and is using KJ or SC.

So, there really isn't anything that is that devastating other than when they use 2hr.

Drg/sam on the other hand will be devastating......

They just made KJ woop RR 50% of the time with restraint, and beefed up RR the other 50%.

They just gave war Seke...

They just increased their mighty strikes damage output..

And all my Mnk got was 3rd eye.

Corresapolonia
06-17-2010, 10:05 AM
lol at BLM and SCH getting access to Occult Amen, Yay for aquiring useless TP when you nuke. XD

rainbow staves ich hör dir trapsen

Eldelphia
06-17-2010, 10:05 AM
Did you read everything or just the first line?
SCH and RDM are going to get Protect/Shell V as well... are you suggesting that everyone gets a 1 merit potency version, WHM gets it nerfed because they can merit it or what?

I think that the suggestion is that the single target versions may be more potent if you're a WHM who has merited Shellra/Protectra V

ringthree
06-17-2010, 10:05 AM
So if you use Double Shot with with OAT gun, that's potentially 4 bullets used in a single attack round. That will be fun.

If it stacks. Most similar mechanics in the game don't stack.

Karbuncle
06-17-2010, 10:05 AM
I'm most happy of a few things, and since im not a sadistic pessimist i'll point out the things that make me happy with this update!

THF job Traits look nice.
the new THF ability might be okay based on what Status ailment it inflicts... if its random and some could be DoTs... might be bad for some fights.

PLD getting Phalanx made me jizz loads, PLD/DNC with Phalanx, or PLD/BLU with said, HERE I COME.

SMN Getting new Terr Ava. BP's, Carby/Fenny/Diabo, yipee, all do Damage too. I hope they're decent... Meteorite was always reliable, but from 55~75 when we got it the damage doesn't really change much.

BST new jug pets and their job traits made me very happy, i've been waiting for my goddamn Coeurl pets forever. and with HQ Funguar Familiar? oooohh mommy. Also about Wool Broth, remember some of the broths are named after what EATS the jug, so it could be a mob that likes to eat Wool, which means Vermins? Ladybug/Crawler? OR it could just be a Karakul type mob, they have different TP moves than normal Sheep.

DRG new abilities look nice to me, didnt read them thoroughly as i rarely play DRG.
^ for WAR.

MNK Counter JA looks good to me, Great (as mentioned) for recasting Utsusemi, makes them even better for a lot of things, including salvage :Q

I'm happy with this, but its probably because i don't give a shit about my NIN anymore and im not a career RDM.