1. FFXIV Reset Timers
    Last daily reset was 23 hours, 56 minutes ago / Next daily reset is in 0 hours, 3 minutes
    Last weekly reset was 1 days, 16 hours, 56 minutes ago / Next weekly reset is in 4 days, 17 hours, 3 minutes
+ Reply to Thread
Results 1 to 16 of 16
  1. #1
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Famitsu/Compiled Translation - (Even More) Details about New Jobs

    -----

    EU Media Event Translations

    Note: All translations are done by me (Slycer) - if anything sounds inaccurate or misleading, please send me a PM or reply on one of the threads and I can look into it. My focus with the translations is on readability (staying true to the content) vs. 100% robotic word-for-word accuracy which often reads as an incoherent mess.

    If you're copying portions of the translation or copying it in full please link back to this original translation as I tend to edit them heavily as I re-read them several times and update them for accuracy based on other information sources.

    Game Watch: Yoshida Interview
    Dengeki: Yoshida Interview
    Famitsu: Yoshida Interview

    Game Watch: Field/Dungeon Area Trial Notes
    Dengeki: Job Updates/Additions
    Game Watch: Job Updates/Additions
    Famitsu: Job Updates/Additions, Compiled Info <- You are here

    -----

    Original JP source: http://www.famitsu.com/news/201505/30079773.html

    Note: I have also tried to add in information from other articles here to compile the info to one source. Information in italics was pulled from one of the other article translations or another reliable source and added here.

    -----

    On May 18 to 20, 2015, the European media tour for Final Fantasy XIV: Heavensward was held in Nantes, France, with media from Japan also participating. We'd like to provide some new information that we learned by trying out the expansion pack as we know everyone is looking forward to the start of service on June 23.

    In this article, we'll write in detail about the new jobs and the new actions for existing jobs learned between levels 52 and 60. There has already been a lot of discussion around the producer letter, so please check that out first - you may get a slightly different take when you read it in combination with the information here.

    Producer/director Naoki Yoshida mentioned to us that it's possible that things like the duration or power of individual actions may be adjusted, as well as the effects themselves. When asked what the general progression idea was behind the new actions, he told us that it's intended to be an evolution.

    For all of the jobs, the following hold true:
    >The maximum number of additional actions does not increase past 5.
    >No traits are learned at level 51 or beyond.
    >All new actions are job actions located in the job list, not class actions.
    >Actions past level 50 are learned in increments of two levels starting at level 52.


    Dark Knight skills and battle technique

    The additional action classes for dark knight are gladiator and marauder. There is a switching action into tank mode called Grit Stance. During this stance, damage taken and damage dealt are reduced, while enmity generation and accuracy are increased. This would be a skill that you would always want active while main tanking.

    From there, there's an opening weaponskill called Hard Slash, an enmity-generating weapon skill called Spin Slash and an enmity-generating weaponskill called Power Slash which draw hate as a three stage combo. There are also buffs and debuffs which can be applied such as a DoT called Scourge and a buff called Shadow Wall which reduces damage taken.

    Low Blow is a single target technique to jump and attack the enemy (with a Stun effect) with a cool and unique kick animation. Additionally, Dark Knight has a variety of abilities including single target (Unmade) and AoE magic (Unleashed) that can increase enmity.

    Salt the Earth is a ground targeted AoE skill positioned with the cursor which has a non-elemental magic attack that hits targeted enemies.

    Additionally, there are multiple combo paths which have different special effects depending on the route. Some of these have MP recovery at the second stage so they can also be effective as two-step combos such as Hard Slash to Siphon Strike. After Siphon Strike, it's possible to continue with Soul Eater (HP absorption based on damage dealt, with the amount depending on certain conditions) or Delirium Blade. The combo has a debuffing effect which weakens the enemy somehow - the effect was still undergoing last minute adjustments.

    The basis of dark knight which we'll describe in more detail below, and the element which will require the most skill, is utilizing the Darkness technique which consumes MP and balancing it with MP recovery techniques.

    Blood Price is a MP recovery technique which allows the dark knight to recover MP when attacked. There's also an action which allows the dark knight to recover MP from his own attacks.

    The Darkness action that makes a dark knight a dark knight is learned at level 30. However, this state consumes MP for increased damage and things like Mage's Ballad will have no effect (Yoshida said "you cannot be aided by others"). It's also possible to stack this with Grit Stance and since your natural MP recovery is higher than the MP consumption when you're out of battle, you should pretty much have it on all the time. Although you become stronger in this state, you'll become stronger still when you utilize Dark Arts which consumes large amounts of MP.

    There are powerful new abilities that can only be used while using Dark Arts, and these will be used often. However, since MP consumption is considerably increased with Dark Arts, the margin for optimal play will be much tighter. Dark Arts does not raise attack power itself, but raises the power of individual actions or adds special additional effects when the actions are used. For example, while using Dark Arts, the weaponskills Soul Eater and Abyssal Drain are enhanced with the additional effect of absorbing HP. The defensive buff Dark Mind receives an increased amount of damage reduction.

    The new Living Dead corresponds to Holmgang from Warrior, but the name suggests a slightly different effect which will set it apart. Please check this out for yourself.

    For main tanking, the flow of battle will be to activate Darkness, set Grit Stance, grab the enemy with a single target magic attack, and then close the gap with Plunge Cut. From there, while earning hostility you can perform various combos interwoven with the Dark Arts state.

    Actually, that series of actions should get you through the new instanced dungeons and high rank monster hunts without any problems once you understand the mechanics.

    By the way, we also got a glimpse of the new level three limit break for dark knight, Ruinous Omen. An ominous black sphere is created, but we weren't allowed to publish any more details in this article. The level three limit breaks will be among the information that gets gradually released prior to the game going on sale, so hang on and look forward to that day.



    Machinist skills and battle technique

    The additional action classes for machinist are lancer and archer. There is a combo series using special ammunition, the ability to perform high ranged damage from a fixed location using an attachment action, and additional attack or support from the turret.

    The concept behind the combo (Split Shot to Slug Shot to Clean Shot) is different from other jobs in that by using the special ammunition, the proc rate for one weaponskill to combo and power up the next weaponskill rises from a fixed lower probability to 100%. The Reload ability grants special ammunition as a stacked buff called Ammunition V while Quick Reload grants just one along with a TP recovery effect.

    In addition to the shots connected by the combo described above, there are also multiple other shots as weaponskills which will need to be selected based on the situation.

    There are various actions available which buff the machinist or debuff the enemy with weakening effects. By using the Gauss Barrel attachment, the machinist takes up more of a fixed position significantly powering up weaponskills at the cost of adding an interruptable cast time and removing auto-attacks. The main buffs and debuffs that were confirmed are:

    >Guaranteed critical hit on next attack
    >Increase damage dealt
    >Reduce the recast of weaponskills to a fixed shorter interval
    >Heavy effect
    >Bind effect
    >Stun effect (Suppressive Fire)
    >Silence effect
    >Knockback


    There are other techniques, Weapon Break and Mind Shot (physical and magical damage reduction, respectively), reminiscent of techniques from Final Fantasy Tactics. Some of the debuffing abilities share a recast timer so it will be important to choose which are best for a given situation. Machinist has a variety of other skills, including other ranged attacks, such as the conal AoE Spread Shot, DoT, and the ability to deal heavy damage by setting a time bomb or throw a grenade at your foe.

    The turrets can be summoned by the Autoturret techniques (Autoturret Rook and Autoturret Bishop). Since the turrets cannot move, the basic idea is to leave them out on the field during battle (they can be removed by the Turret Recovery action). There are also actions to enhance the turret itself and to switch the mode of the installed turret. Autoturret Rook attacks a single enemy, while the Autoturret Bishop, in addition to performing automatic AoE attacks, can change mode to grant support effects of MP or TP recovery to nearby party members.

    In battle, you'll leave the turret out all of the time while keeping up your DPS by properly using the Reload and attachment actions and also applying debuffs to the enemy. While it's similar to bard, this new ranged physical attack job will have a more of a planned approach.



    Astrologian skills and battle technique

    The additional action classes for astrologian are conjurer and thaumaturge. It's possible to switch between a pure healer and a barrier healer by using the respective Diurnal Sect and Nocturnal Sect stances. By using these two stances, the effects of many astrologian actions change.

    >Aspect Benefic cures will be granted an additional regen effect with Diurnal Sect or a magic barrier which absorbs a certain amount of damage with Nocturnal Sect
    >Ring of Fate will recover members within the field with Diurnal Sect or reduce damage taken with Nocturnal Sect [[sounds like Asylum vs. Sacred Soil]]

    It might be easier to understand by calling Diurnal Sect the "white mage mode" and Nocturnal Sect the "scholar mode." As Yoshida mentioned in the live letter, it will be important to familiarize yourself with one of the types but also make sure you fully understand the other. Since this job is primarily a healer, it does have many basic healing techniques:

    >Benefic: Equivalent to Cure, has an additional effect of granting an instant cast proc to Benefic II at a certain probability.
    >Benefic II: Equivalent to Cure II
    >Helios: Equivalent to Medica
    >Ascend: Resuscitation with weakness
    >Detriment: Equivalent to Esuna [[name doesn't really make sense, but that's what it says]]

    In addition to all of the standard healing actions, it does have a new type of healing action [[presumably this is the instant heal, Dignity]] which recovers an increased amount of HP with the target at a lower HP percentage.

    Furthermore, one of the other unique astrologian elements is known as Synastry. By specifying someone in advance, such as the main tank, when you cure another single player, the partner Synastry target will also be restored by 50% of the amount of HP recovered by the cured player.

    Separate from the recovery techniques are the astrologian's card features. Starting at level 30, you can use Draw, [[a 30 second cooldown], to bestow a variety of beneficial effects for a certain duration. There are no negative effects on the cards - they have different effects such as increasing the damage dealt by an ally, increasing an ally's attack speed, decreasing an ally's MP consumption, and reducing an ally's TP consumption [[the two missing are decreasing damage taken and decreasing ability recast timer]].

    For card-related actions, it's not all simply just drawing a card and using it. The Royal Road action consumes the drawn card to empower the next drawn card, such as giving it an area of effect. The Spread action allows you to keep a drawn card to be used at a more optimal time in the battle. If you really don't like the card you draw, you can also use Shuffle to re-draw a card. Although it seems like just luck at first, properly using these actions adds an element of player skill as well.

    Although astrologian also has some basic single target, DoT, and AoE attack magic, we got the impression that its first and foremost focus is healing.

    For buffs and debuffs, a buff called Light Speed allows you to cast without cast time but with decreased power for a fixed duration, an ability is available to restore MP, a new debuff action called Disable allows you to reduce the damage of the target's next action, and there is the powerful Celestial Stasis reminiscent of a Stop style action.

    Overall, as a main healer in many battles it will be fundamental to understand Diurnal Sect and leverage the benefits for Aspect Benefic. You'll also need to Draw cards at each recast and decide immediately whether to use, Shuffle, or Spread the card. Although it was a bit confusing at first to immediately start at level 60, it was easier to gradually learn by first ignoring Nocturnal Sect and focusing on Diurnal Sect. In any case, this will be a third healer job that's rewarding to play, packed with new elements.

    -----

    Since this is a compilation of info from this new Famitsu article and old articles, and most of the info on existing jobs is already in old articles, I'm doing the rest as a list instead of paragraph form for easier reading. FYI, since it was confirmed that jobs get new abilities every 2 levels from 52 to 60, I'm just as confused as everyone else as to why MNK seems to have six new abilities, unless Chakra and one of the Chakra-consuming abilities are learned together. I'm also a bit confused as to how two of the new BLM abilities (Blizzard IV and Fire IV) are locked behind another of the abilities that isn't learned until level 60.

    Paladin

    Gore Blade: Weaponskill which follows Riot Blade as a combo action to add a DoT effect.
    Royal Authority: Weaponskill which follows Savage Blade as a combo action to increase damage.
    Divine Veil: Buff which generates a damage absorbing barrier on nearby party members when the paladin is cured.
    Sheltron: Buff which guarantees the next attack is blocked and recovers MP.
    Clemency: Ability which recovers the paladin's HP.
    15% accuracy bonus added to Shield Oath.


    Warrior

    Deliverance: Critical hit rate increasing offensive stance as counterpart to Defiance. Grants stacks of Abandon (increases critical hit rate) when certain actions are executed - same as actions which generate Wrath through level 50. Wrath/Abandon are exchanged when switching stances, maintaining the accumulated stacks.
    ???: Single target weaponskill which uses Abandon stacks.
    ???: AoE weaponskill which uses Abandon stacks.
    Raw Intuition: Buff which guarantees the next attack is parried if from the front, but will be a critical hit if from another direction.
    Equilibrium: Ability which recovers the warrior's HP (~5000 HP?).
    15% accuracy bonus added to Defiance.


    Monk

    Embu/Change Form: Changes from one form to the next, on the GCD with same recast as weaponskills. If no form is active, changes to Opo-opo Form.
    Chakra: Accumulates one stack of Chakra which has no effect itself but can be expended for Purify or Forbidden Chakra at V.
    Purify: Ability that uses five stacks of Chakra to restore TP.
    Forbidden Chakra: Weaponskill that uses five stacks of Chakra to deal high damage.
    Tornado Kick: Weaponskill that expends Greased Lightning III to deal very high damage.
    ???: Ranged attack ability.


    Dragoon

    Blood of the Dragon: Short duration buff that increases the effect of Jumps and Spineshatter Dive. Allows execution of new combo finishers and Geirskogul. Remaining duration can be increased or decreased by executing certain techniques.
    Dragonfang Dragonclaw (lit.): Fourth stage finisher for Full Thrust combo, only available during Blood of the Dragon.
    Swinging Dragon Tail (lit): Fourth stage finisher for Chaos Thrust combo, only available during Blood of the Dragon.
    Geirskogul: Powerful frontal AoE attack (level 60). Only available during Blood of the Dragon, and reduces its remaining duration.
    Battle Litany: Increases critical hit rate for self and party members.
    Separately from above, the animation lock on Jumps is being further adjusted so they cause less delay in battle.

    Bard

    Wanderer's Minuet: Fixed attack stance which greatly increases weaponskill damage at the expense of adding an interruptible casting time and removing auto-attacks. Can be used simultaneously with other songs. Certain abilities are only available during Wanderer's Minuet.
    Empyreal Arrow: Weaponskill, only available with Wanderer's Minuet.
    Iron Jaw: Weaponskill which refreshes the active effect durations of Venombite and Windbite, only availiable with Wanderer's Minuet.
    Sidewinder: Weaponskill which increases the damage of applied Venombite and Windbite effects.
    Keeper's Paeon: New song which does not conflict with existing songs and applies to party members and pets (effect unknown).


    Ninja

    Kemuri Dama (lit. Smoke Ball): Suppresses enmity generation for target party member.
    Kage Watari (lit. Crossed Shadow): Transfers enmity from the ninja to a target party member.
    Issou (lit. Two for One): Buff which powers up the next weaponskill.
    Mugen Sandan (lit. Three Part Illusion): Three-stage physical attack skill.
    ???: New weaponskill finisher for Gust Slash combo which prolongs an active Huton effect.


    Black Mage

    Enochian: Level 60 buff which grants access to Blizzard IV and Fire IV.
    Fire IV: Strongest fire elemental spell, requires Astral Fire and Enochian to cast, does not refresh Astral Fire duration.
    Blizzard IV: Strongest ice elemental spell, requires Umbral Ice and Enochian to cast, does not refresh Umbral Ice duration. Increases the remaining Enochian duration, but this effect is diminshed with each extension.
    Sharpcast: Buff which guarantees enhanced bonus effect/proc for next Fire, Thunder, or Scathe.
    Ley Lines: Ground targeted buff which generates a field area which increases attack speed for the casting black mage as long as they remain within the field. Exiting the field removes both the buff and the field area.


    Summoner

    Tri-disaster: Learned at level 56, applies Bio, Bio II, and Miasma. Original Tri-disaster has been renamed "Tri-bind."
    Bahamut Aether: New stacking buff gained for 30 seconds by using stacks of Aetherflow, increases magic damage dealt.
    Dreadwyrm Trance: Can be activated with Bahamut Aether, allows execution of more powerful actions.
    Ruin III: Available during Dreadwyrm Trance, increased damage with reduced MP cost.
    Deathflare: ???

    The wording isn't 100% clear that Ruin III is only available during Dreadwyrm Trance, but here's the straight translation: "During Dreadwyrm Trance, it's possible to further increase DPS while reducing spent MP by using the new spell Ruin III." Also, since Bahamut Aether isn't an action, there's one action missing above, so I think it's another Dreadwyrm Trance action based on the other translations and info.


    White Mage

    Asylum: Generates a regenerative field area on the ground.
    Assize: Instant WHM-centered simultaneous AoE damage and AoE healing ability.
    Tetragrammaton: Instant HP recovery for target.
    Stone III: Strongest earth elemental magic attack, pure damage.
    Aero III: AoE wind elemental DoT.


    Scholar

    Dissipation: Returns the summoned fairy for some bonus effect - undergoing last minute adjustments.
    Indomitability: AoE heal which consumes an Aetherflow stack.
    Emergency Tactics: Converts the barrier effect of heals to increased healing power.
    Deployment Tactics: Action which extends the effects of Galvanize and Eye for an Eye from target party member to other party members in the AoE.
    ???: New non-elemental magic attack.
    Protect spell is being updated so it still has the magic defense when equipped as an additional action.

  2. #2
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    I'm tired of using the stupid "Darkside" localization that is apparently the correct English so I'm calling it "Darkness" straight out of the JP until we find out that Darkside is 100% final. Like really, why the (not so) oblique Star Wars reference?

    By the way, this clarifies that Grit Stance is completely separate from Darkness and is simply turned on an off to go between main tanking and off-tanking (DPS).

  3. #3
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    I'm also tired of all these different translations, and I'm sure you guys are too, so I'm gonna edit in all of the info from the different articles into this one so that it's all-encompassing. Anything in italics will be something I pulled from a different article or a different source and inserted into this translation.

  4. #4

    Sweaty Dick Punching Enthusiast

    Join Date
    Apr 2010
    Posts
    919
    BG Level
    5
    FFXI Server
    Fenrir

    I can't tell if you're just really bored or really excited for HW, but either way thanks for the reading material. Do they still have you trapped in CA?

  5. #5

    Every other article made it seem like you can't use darkness stance and grit stance together. This makes way more sense now

  6. #6
    Ridill
    Join Date
    Dec 2009
    Posts
    9,653
    BG Level
    8
    FFXI Server
    Asura

    So the DRK LB3 is the big attack from Diabolos? Or are they going to change the name in English? I wonder if he's involved in the job story, that would be nice.

  7. #7
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Astrologian (and machinist) info is up. Nothing really new in the Machinist section, but I think the Astrologian section cleared some stuff up and presented some new info, like some ability names, Synastry, Light Speed, and the curing ability that I'm assuming is Dignity mentioned in the other article.

  8. #8
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    18,373
    BG Level
    9
    FFXIV Character
    Rocl Montaigne
    FFXIV Server
    Excalibur
    FFXI Server
    Bahamut
    WoW Realm
    Quel'Thalas

    I think the PlayStation access vid mentioned the WAR recovery move was called Equilibrium if you want that filled out lol

  9. #9
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Couple of new things I hadn't seen earlier for existing jobs... maybe they were floating around elsewhere, I just hadn't seen them:
    >First I've heard of the HP regeneration move (Clemency) and the MP restoration upon blocking move for PLD.
    >This article is the first I've read which seems to indicate Ruin III is only available during Dreadwyrm trance. If it does more damage for less MP, though, that definitely makes sense.
    >First I've heard of this "Battle Litany" buff for DRG which boosts a party's critical hit rate.

    I think all of the other details for the existing jobs were already known and posted elsewhere.

  10. #10
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    18,373
    BG Level
    9
    FFXIV Character
    Rocl Montaigne
    FFXIV Server
    Excalibur
    FFXI Server
    Bahamut
    WoW Realm
    Quel'Thalas

    Oh, and I think Deathflare is the Akh Mornesque move for SMN, yeah? Was an AoE that did like 2.5~3k according to that reddit guy (and obviously required Dreadwyrm Trance)

  11. #11

    I dont think low blow has a jump to it, its a kick animation with stun effect.

  12. #12
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    I'm having trouble resolving three issues, with PLD, MNK, and BLM... let me know if anyone has any ideas or has seen anything else which may clarify this.

    They said all jobs will be getting new actions every two levels from 52 to 60, so that would be five new actions for each job, assuming you learn one each time. Why, then, do I have six things for PLD and MNK? The one that I found odd on PLD, specifically, was the one that recovers MP while blocking. This ability was not mentioned in the original Famitsu article, the Game Watch article, or the Dengeki article, and only came up in the second, slightly more detailed Famitsu article.

    Since I only have summary details above, the straight translation is...

    "The ability for the paladin to serve as the party's shield has been strengthened with skills such as a DoT combo following Riot Blade, a damage combo following Savage blade, a barrier technique which protects party members around the tank, and a skill that recovers MP when blocking."

    It then goes on to talk about Divine Veil and Clemency specifically. Sheltron is separately clearly discussed in the other articles, so I'm counting six new things here. I don't see any direct association between any of them, so I don't see why you'd learn two of them at the same time, either.

    For MNK, I was thinking that perhaps Chakra wasn't an ability itself but was associated with other techniques, but I went back to look at the other translations (and original articles) and the Game Watch one explicitly calls it out as an ability. Going back to the Dengeki article, they say "monks have finally received a long-awaited ranged technique" - perhaps this is referring to one of the other learned techniques and not something new? I can't really see which of them it would be associated with, though. The most likely explanation to me is that Chakra is learned at the same time as one of the other Chakra consuming abilities since it does nothing itself, but I dunno for sure.

    Then, the one that probably bothers me the most is BLM. They specifically said that Enochian was learned at level 60, and required to cast Fire IV and Blizzard IV. If Fire IV and Blizzard IV are two of the five new abilities and are learned along the way between 52 and 60, then... what the hell? If they're also learned at 60, then are we missing two new BLM actions or does BLM not learn something every two levels?

  13. #13
    Strider/Doom/Cyclops
    Join Date
    Jun 2007
    Posts
    5,687
    BG Level
    8
    FFXIV Character
    Viper Beam
    FFXIV Server
    Balmung
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Slycer View Post
    I'm having trouble resolving three issues, with PLD, MNK, and BLM... let me know if anyone has any ideas or has seen anything else which may clarify this.
    PLD: I would presume Sheltron would both guarantee a block and recover MP. An ability that just returns MP on block would be highly subject to block RNG, which makes it very unreliable. Furthermore, it would be difficult to tune such an ability to be not-useless-without-Bulwark and not-give-infinite-MP-during-Bulwark.

    MNK: If Chakra is indeed an action, it's possible that Forbidden Chakra is it's own button and if you use Chakra with 5 stacks, it automatically does Purify. That would certainly save hotbar space.

    As far as BLM goes, all I have is: aren't we supposed to be getting new abilities from job quests, not on level up? I feel like there will some sort of shenanigans with the BLM quest line.

  14. #14
    Running Hell
    Join Date
    Apr 2010
    Posts
    1,232
    BG Level
    6
    FFXIV Character
    Curly Brace
    FFXIV Server
    Hyperion

    Some abilities for older jobs might be added pre-50. MNK for instance I could see no reason to add a ranged attack at post 50 when every other job gets it around level 15. I predict the same for PLD when it comes to the MP restoring ability, for all we know they could have just modified Bulwark to also regenerate MP while blocking. As for BLM I honestly have no clue. Unless the whole premise of Enochain being at 60 is false, either through wrong assumptions based on using a level 60 character or misinterpreting a statement Yoshida made about BLM rotation "really coming together at 60 with Enochain". Maybe he meant that you get Blizzard 4 at 60 and thus your rotation with Enochain is finally complete since Blizzard 4 is the only way to extend it's default duration.

    Though that still presents an interesting problem in when Enochain and Fire are learned. It wouldn't make sense to learn Fire 4 before Enochain so the only logical order would be Enochain at 56 then Fire 4 at 58, but then Enochain has no use outside of Fire 4 and Blizz 4 so you'd essentially be getting nothing. Most likely you will learn Enochain and Fire 4 at the same time but then what do you learn at the missing gap?

  15. #15
    Old Odin
    Join Date
    Dec 2011
    Posts
    6,197
    BG Level
    8
    FFXIV Character
    Seravi Edalborez
    FFXIV Server
    Hyperion
    FFXI Server
    Titan

    Quote Originally Posted by Voyage1970 View Post
    Unless the whole premise of Enochain being at 60 is false, either through wrong assumptions based on using a level 60 character or misinterpreting a statement Yoshida made about BLM rotation "really coming together at 60 with Enochain". Maybe he meant that you get Blizzard 4 at 60 and thus your rotation with Enochain is finally complete since Blizzard 4 is the only way to extend it's default duration.
    I'm thinking this too, though it would still merit learning Enochian and Fire4 at the same level.

  16. #16
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Quote Originally Posted by Spider-Dan View Post
    PLD: I would presume Sheltron would both guarantee a block and recover MP. An ability that just returns MP on block would be highly subject to block RNG, which makes it very unreliable. Furthermore, it would be difficult to tune such an ability to be not-useless-without-Bulwark and not-give-infinite-MP-during-Bulwark.
    FYI, this was correct based on the Dengeki interview I'm looking at now. I'll fix the top post.