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  1. #6381
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    Wasn't this all old news? I swear I saw all of these new two-hours before. MNK seems like a good oh shit option. WHM could see some utility, I'd imagine.

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    Quote Originally Posted by Michelob View Post
    Wasn't this all old news? I swear I saw all of these new two-hours before. MNK seems like a good oh shit option. WHM could see some utility, I'd imagine.
    They announced a couple at the Vana'fest. WAR, MNK, maybe one or two others. Not the whole list, though.

  3. #6383
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    I love how War and Mnk both get two hours that are just regular Mnk JA's. I can't wait to give one of the best 2hr in the game for Formless Strikes+Aggressor. Lord knows I'm always in situations where I desperately need Tomahawk but it's down because goddamn do I use it all the time. New Pil winning strategy: replace QD Cors with warriors doing a two-hour rotation. Have Cor mules outside alliance to reset war 2hr.

    Thf's looks like it could be amazing if it's a significant damage bonus. Ninja's is an enormous improvement (unless you're in a situation where you might need to Mijin off weakness). Blu's looks fantastic. Dancer's looks pretty damn good (in before nerf because Sams get pissy because of infinite TP from reverse flourish spam). Cor's is so ultrashit it must've been sent to us from an alien planet to teach our primitive species the true meaning of awful.

    Pup's is without question a gargantuan upgrade of dinosauric proportions.

    -Edit-
    And of course Squeenix's forever gurl gets to be invincible. BECAUSE WHY NOT NIHONJIN PRIDE FEAR THE EASTERN WINDS

  4. #6384
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    I thought I saw the whole list a few months ago on the official forums, maybe it was a preliminary list?

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    Quote Originally Posted by Michelob View Post
    I thought I saw the whole list a few months ago on the official forums, maybe it was a preliminary list?
    Maybe but I think there would have been more of a big deal made about it if it was there. I don't remember reading anything about any of the abilities on that list aside from the notes about WAR and MNK (I don't even think they talked about others tbh, just those two) that came out of Vana'fest.

    BTW, the Benediction associated with the PUP's WHM head is for PUP/automaton only, not the whole party. Not that anyone will be using that 2hr for Benediction anyway, but ya.

  6. #6386
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    SMN and PUP sound awesome. Finally a potentially awesome offensive ability for PUP that won't suck and a very powerful offensive boost for SMNs for burns/zergs.

  7. #6387
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    There was a list that they showed the JPs at Vanafest. I remember making the same joke I just made about War's two hour now that I recall. Camate and Bayohne talked about the top like three during the stream and never made good on the full translation, I'm pretty sure. If they had I surely would've recalled the lustful throbbing ache in my groin from that new Pup 2hr.

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    I wish they would have posted effect durations. I can't see some of these being useful without long effect durations (like 3 minutes or more), especially COR and RDM ones, for instance.

  9. #6389
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    Ya know that's a fair point. If Cor's two hour let you keep 3 rolls up for the full two hour duration as long as you didn't die (old school call wyvern style), that's actually fairly powerful.

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    Quote Originally Posted by Ophannus View Post
    Warrior: Atacks will deal non elemental magic damage, accuracy enhanced as well. - Very useful in some situations.
    Monk: 100% Counter rate, enmity greatly increased. - lol, Counters don't give Enmity and even if they did who cares?
    White Mage: Grants immunity to status ailments to party members within range. - Very useful in some situations.
    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.) - I can't think of a use for this really.
    Thief: Full-time Trick Attack it seems. Literally says large damage and all enmity will be transferred to player in front of THF for melee hits. - More useful than PD
    PLD: Significant shield block rate, damage reflection enhanced. - Less useful than Invincible.
    DRK: TP-Drain Weapon. Literally Blood Weapon, but steals TP with every strike. - Depending how it works, you could use a K-club DRK to reduce a monster's TP during a zerg, lol?
    BST: It seems like this one makes pets heal status ailments and all damage is absorbed, also seems like they gain Re-raise? - Probably benediction for the pet.
    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. - I can't think of any current situation where I would use this.
    RNG: All ranged attacks will "Strike true, pummeling the target" regardless of distance. Ammo will not be consumed during the duration of the 2hr. - Maybe more useful than EES in a zerg if you don't want the monster to move.
    SAM: Avoids all special attack damage from enemies during the duration. For each special attack avoided, SAM's own WS power is greatly enhanced. - Remember that this is competing with Meikyo, I'm not sure it will see a great deal of use unless it's incredibly powerful.
    NIN: Parrying is greatly enhanced, additional ninjutsu recast is halved and will not consume tools. - Even if it lasts 3 minutes, this will not be very useful.
    DRG: Wyvern's HP is fully healed and status ailments removed. Wyvern's abilities are enhanced(probably fulltime Deep Breathing). - Benediction for the wyvern?
    SMN: Summoning Magic recast and Bloodpact recast are set to 0, so basically Chainspell for both calling Avatars and for spamming BPs. - Okay. This will be what I use in Walk of Echoes now, at least.
    BLU: Unlimited use of Unbridled Learning spells. - /shrug
    COR: Up to 3 Phantom Rolls can be applied to party. - >:/ Sorry CORs. I don't see this competing with Wild Card except in very extreme events.
    PUP: Enables a 2hr ability from the Automaton based on frame: i.e Mighty Strikes/Invincible/Chainspell/Eagle Eye Shot/Benediction depending on frames. - Probably more useful than Overdrive, if you can actually trust the AI to use it properly?
    DNC: Grants infinite Finishing Moves, recast on Flourish is set to 0(This is probably why they gave DNC Ternary Flourish) - Depending how this is implemented . . . well, I don't want to get too hopeful. This could be Meikyo Shisui, Mighty Strikes, and permanent TA all wrapped into one though. Rudra's Storm, Climactic Flourish, and Reverse Flourish. If we can just keep Climactic up and spam Reverse -> Rudra's, this will be somewhat broken. Again, though. Ternary doesn't really have a place because it is exclusive with Climactic.
    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. - Could be useful in fights that haven't been released yet, like an Enmity Douse for your whole party?
    What about BLM?

  11. #6391
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    Duration will make or break these abilities.

  12. #6392
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    I didn't see BLM's. COR one is good for short zergs like Prov Watcher where you don't really need Wild Card. Wild Card is really only useful for drawn out battlefields like Legion or multiple battles which need Perfect Defense like ADL. As for the MNK thing, it says Enmity Enhanced so I think it gives you a large CE/VE boost upon using it and increases your enmity on your punches/ws/attacks.

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    BLM: Enmity (edit: from spells) significantly reduced for the duration of the effect. Bleh.

    @ Byrth, see my post of corrections above for RDM/THF/SCH/BST.

  14. #6394
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    wtf happened to the dev's vision thing where they said they want thfs to do more damage against HNM's... WTF is this hate management bullshit still



    edit... didnt see the part that says more damage... vague, oh and pup 2hr sounds cool

  15. #6395
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    As a JA, its enmity reduction will likely be multiplicative with gear enmity reduction. It'll be more useful than Manafont in Voidwatch or Abyssea.

    Permanent TA is a pretty huge damage buff for THF. You set yourself up behind another DD and that's that.

  16. #6396
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    SE is hopefully gonna realize how fucked up sam's is since they'll be pretty much invincible during any zerg fight.

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    During most zerg fights at the moment, everyone is invincible because they have PD on. Also, if they use this 2-hour then they aren't using Meikyo (I'm pretty sure SE said these would share timers). I don't see SAM's new 2-hour being particularly good unless it lasts a long time.

  18. #6398
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    Depends how much of a buff their weapon skills are enhanced by for each TP move they nullify. Knowing SE, it'll be like +100% WS potency per each TP move evaded, up to a cap of 5,000%

  19. #6399
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    A lot of the 2hrs are literally going to be good or total crap based on how long they last for.

  20. #6400
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    SMN seems very nice depending what you use it for. I would personally be using it to spam Chaotic Strike on single mobs and Shock Squall for groups.

    edit: yeah the duration is going to make or break how good these are.

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