knowing SE's shitty way of wording things, the SMN 2hr will actually be resetting an active recast to 0 instead of changing the recast duration to 0 when its active.
knowing SE's shitty way of wording things, the SMN 2hr will actually be resetting an active recast to 0 instead of changing the recast duration to 0 when its active.
I could get behind RDM's, but it depends on how many spells you can get off, how much duration is boosted (and relation to Composure), and just how potency is affected. For all the people who've wanted Haste II over the years, this is probably as close as you'll get.
In before they're merited and you can only fully unlock 3 lol.
Oh shit, they did mention awhile back that they would be meritted, didn't they?
Think so. ;_;
Though, maybe they'll be more like T3 merit categories than an independent one with such a limitation.
Not that it matters much, and it's typical for posts like this, but they said that the ability effects (and names) were subject to change and will be added to the test server soon. They also said specifically that they want feedback from the test server and that they may tweak/change some of the effects based on feedback.
I don't think the new 2hrs themselves are unlocked with merits, I think they will later be upgraded with merits. Check out the roadmap, there's a section for later in the year with 2hr merit upgrades.
Well enough complaints made them COMPLETELY change Bully's effect and upgrade Steady Wing from 20% to 30% and increase Scarlet Delirium's potency as well as Embrava/Kaustra potency/costs. I'm sure if we complain enough we can get them to boost these.
Just gotta hope that they don't nerf some of them after people realize that they're awesome, ala merit weaponskills.
Yeah these are unlocked with merits and then can apparently be upgraded. how some of these will work with upgrades (how would PUP work anyway, you can merit it to EES twice?) is up in the air.
The silver lining, as a devotee of the NIN job, is that Square has a precedent of shitting on the job for a few years at a time, then overcompensating (Abyssea, Iga gear, Thaumas Coat) when they realize they've made it a second-rate job.
Could be this or since these will be merits it will be something like:
[2 hour name]: Occasionally deal large damage and transfer all enmity from melee attacks to the party or alliance member in front of you.
Each additional merit increases the chance of dealing large damage by 5%.
The large damage will basically work like TA in that it factors in your AGI to the damage calculations
BRD 2hr is trash, shit won't replace soul voice.
Seriously, I can do 3 WS in a row easy as COR/SAM, I can't imagine how much easier it is as an actual SAM.
RDM: If they play their cards right, RDM new 2H can be the new Embrava: Super haste, super regen, super stoneskin, super enspells... Well, maybe not the new Embrava since probably the regen won't be as potent and there will not be regain, but capped haste, 1000-1500 HP stoneskin, enspells of 100 damage, phalanx of 100+, etc could be very useful.
PUP one will be better than the current one almost always, but I'm specially curious about the chainspell on Stormwaker. Invincible could be nice on Valoredge if it lasted longer than the standard 30s, and Eagle Eye shot will probably be shit unless it's a very buffed version from RNG's.
SCH could have been useful... If enmity didn't cap so easily and Embrava didn't exist. If it isn't an instantaneous thing and it actually lasts for a while, could have some uses, but will probably be very specific.
SMN one looks super-awesome for SMN burns and SMN soloers.
THF, like SCH's, can be useful if it's for a duration and not instant.
DRG one will need to provide a very high increase of the wyvern stats to be useful, I think.
DRK one is potentially awesome: Slowing down, or even stopping the NM TP move spam, while spamming your own WS? Great.
COR one looks like the lamest thing ever, unless it lasts 10+ mins.
Official translations are out http://forum.square-enix.com/ffxi/th...l=1#post345425
New 2-hour Abilities
Anyone down for some new 2-hour information on this fine Tuesday?
We introduced two of them during VanaFest, but we just got a hold of the full list!
Currently, we are making adjustments to the effects and running tests on all of these new abilities, and we are planning to implement them in the upcoming test server update. However, as the Development Team is still working on getting all the kinks out, some will not be available right away. They will be doing their best to get as many new 2-hour abilities onto the test server as possible in the next update.
*The name and help text messages for each ability will be tentative when implemented to the test server. Also the effects and their values may be adjusted.
Job Effects
WAR Regular attacks will become non-elemental and grants a drastic increase in accuracy.
MNK Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.
WHM Grants party members protection from status ailments.
BLM Grants a drastic decrease in enmity generated by magic attacks.
RDM Grants an increase to the effect and effect duration of enhancing magic.
THF Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front of them.
PLD Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.
DRK Steals an enemy's TP through regular attacks while the effect is active.
BST Absorbs the pet and recovers both HP and removes status ailments. Also, the player will receive a Reraise effect.
BRD Drastically reduces the magic defense, magic evasion, and INT/MND of the target.
RNG The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.
SAM All damage caused by physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.
NIN Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.
DRG Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.
SMN The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.
BLU While the ability is in effect, blue magic from Unbridled Learning can be used continuously.
COR Grants the ability to use up to 3 Phantom Roll effects.
PUP Automaton will use special abilities. Special ability usage will depend on the automaton head.
Harlequin Head: Mighty Strikes
Valoredge Head: Invincible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (Will only apply to the master and automaton)
Spiritreaver Head: Manafont
DNC Grants maximum amount of Finishing Moves and the recast time of all Flourishes will be reset.
Additionally, while the ability is in effect, Finishing Moves will not be consumed.
SCH Will direct enmity of all party members to an indicated player.
Can't believe I missed this. My two cents:
WHM: Will be really useful for certain fights like ADL.
THF: Sounds nice. Now if groups would take it to fights.
DRK: Depends on how much TP it drains. Just like Blood Weapon it probably won't last long.
RNG: Good for VW fights or others were you need to stay out of AoE range.
SAM: Proof that Samurai is SE's favorite job.
PUP: Awesome. Something they really needed.
I, for one, look forward to triple busting and having a wasted 2hr.
THF's sounds like a one-shot deal, unfortunately. Even then, it's still better than PD...
DNC... It no longer says that flourishes have 0 recast. Which means you're still limited by lolrecasts on flourishes.