wish they would just make an announcement on who won what so we're not frantically checking our MH over the coming week.
wish they would just make an announcement on who won what so we're not frantically checking our MH over the coming week.
Silly people, it means the chosen race goes first.
and... Swing and a miss, maybe they'll get the problem at hand with that job correct on the next attempt.
Uh, that looks like they completely misunderstood the issue, to me anyways. Maybe someone wanted SMN Blood Pact: Rages to be stronger with just one SMN in a party?
I cannot facepalm harder than I am right now.
I find it funny that they're saying that in order to buff our wards they need to carefully check for balance with other jobs when SCH CAN DO THE SAME DAMN THING WITH LESS MP COST AND MORE POTENCY (Sorry for caps).
Earthen Ward is 92 MP (not even including Titan's cost and perpetuation which can be reduced but that's really not the point) and it caps at 248 assuming the formula is correct (avatar levelx2 + 50).
Now Stoneskin is 29 MP which doubled means 58 and it absorbs 350 HP when capped (not counting items that can increase this even further iirc but they only apply to whoever is actually wearing them). The only advantage is that one lasts 15 minutes and the other 5 but that's not even relevant to Stoneskin so I don't see the point. What's even funnier is that SCH is on a timer too but they can stack multiple stratagems while we have to wait instead.
Why is SE so afraid of SMN? What's the point in even using the job when anything we do is completely outclassed by others? And I'm in no way saying that SCH is in need of nerfs, I want SMN buffed up to be its own thing and not a horrible mash of weak abilities. If I have both jobs why would I even want to take SMN over SCH to an event that doesn't involve avatar triggers?
And don't get me started on Noctoshield...
And yes, I know Alexander exists but I'd like a use beyond a 2hr ability if possible.
Seems kinda weird that they ignored the most obvious solution to the avatar problem, reducing or eliminating BP delay.
Players believed that SE originally set the effect of BP wards in accordance with a 6-man PT (i.e. the effects were set with the idea that you would hit 6 players with the spell).
Players requested one of the following:
- Increase the effect of SMN Wards, but make them single target
- Increase the effect of BP Wards as the number of PT members decreases
SE claims that the effect was set with effect of the spell on the player in mind (ex: Hastega was designed with how much an individual player would gain from haste rather than how much the entire PT would gain).
SE's response:
- The advantage of SMN BP wards is MP efficiency since you can hit more players with less MP spent, so they will keep them AOE
-
If they increase the effect of BPs as the number of PT members decreases, they would need to adjust with existing spells in mind
with the gear that is out now all they really have to do is remove the hard cap at -15 and just let the gear reduce or null the delay.
SE posted new 2hrs, get ready for massive disappointment .
Translation:
Warrior: Atacks will deal non elemental magic damage, accuracy enhanced as well.
Monk: 100% Counter rate, enmity greatly increased.
White Mage: Grants immunity to status ailments to party members within range.
Red Mage: Duration and Strength of magic is enhanced(doesn't say if it's enfeebling only, as with other 2hrs, its probably a fulltime version of a previous JA, i.e in this case: Saboteur I bet.)
Thief: Full-time Trick Attack it seems. Literally says large damage and all enmity will be transferred to player infront of THF for melee hits.
PLD: Significant shield block rate, damage reflection enhanced.
DRK: TP-Drain Weapon. Literally Blood Weapon, but steals TP with every strike.
BST: It seems like this one makes pets heal status ailments and all damage is absorbed, also seems like they gain Re-raise?
BRD: Translation is weird on this one, seems like it's an instant JA that vastly lowers a target's magic evasion/resistance/INT and MND.
RNG: All ranged attacks will "Strike true, pummeling the target" regardless of distance. Ammo will not be consumed during the duration of the 2hr.
SAM: Avoids all special attack damage from enemies during the duration. For each special attack avoided, SAM's own WS power is greatly enhanced.
NIN: Parrying is greatly enhanced, additional ninjutsu recast is halved and will not consume tools.
DRG: Wyvern's HP is fully healed and status ailments removed. Wyvern's abilities are enhanced(probably fulltime Deep Breathing).
SMN: Summoning Magic recast and Bloodpact recast are set to 0, so basically Chainspell for both calling Avatars and for spamming BPs.
BLU: Unlimited use of Unbridled Learning spells.
COR: Up to 3 Phantom Rolls can be applied to party.
PUP: Enables a 2hr ability from the Automaton based on frame: i.e Mighty Strikes/Invincible/Chainspell/Eagle Eye Shot/Benediction depending on frames.
DNC: Grants infinite Finishing Moves, recast on Flourish is set to 0(This is probably why they gave DNC Ternary Flourish)
SCH: I didn't understand what this meant, I think it makes you reset enmity or something. Something about collecting enmity of all party members.
just saying...you cant really spoiler JP text. You'd be better off throwing it into google translate and linking the OP.
COR's is 3 phantom rolls.
Every 2 hours.
SAM gets invincible against mob abilities, LOL.
Spoiler: show
Got it already. Disappointed at DRG's since it's another 2hr that involves keeping the wyvern alive. Meh at wyvern enhancements, they hit for crap endgame and breaths are lol. Could be good lowman or solo since it probably gives fulltime Deep Breathing for duration.
Maybe it'll work like emp harp...pop 2hr, and keep cycling 4 rolls, as long as you dont let the 3rd roll drop, you can keep the effect active?
Miser / Chaos / Rogue / Fighter
Roll 1 - 2 - 3 (Miser chaos rogue)
roll 4 (chaos rogue fighter)
Roll 5 ( Rogue fighter miser)
6 (fighter miser chaos)
7 (miser chaos rogue)
etc etc
To update on what Oph posted, clarifications and corrections for some of them:
RDM: Duration/effects of enhancing magic increased. Doesn't have anything to do with enfeebling magic.
BST: Pet doesn't absorb anything - the BST absorbs the pet itself to recover HP, clear status ailments, and get reraise. Sounds like Spirit Surge, for BST.
THF: The way I read it sounded like enmity is transferred completely whenever you deal large damage. Not that the 2HR makes you deal large damage.
SCH: (my reading): Transfer all party members' enmity to the target party member.
LOLRDM: Duration/effects of enhancing magic increased. Doesn't have anything to do with enfeebling magic
Yay for stronger temper on self >.>