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  1. #61
    BG Content
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    Slycer Ilerion
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    Excalibur
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    Fenrir

    Quote Originally Posted by Toth View Post
    Slycer, could you ask on the JP side if the RUN and GEO quests are indeed coming at the end of the month. I feel fairly confident they are based on the notes for the lvl 70 limit break coming in the next version update but I am hoping for some confirmation XD
    Uh... I guess I could, but if those quests are coming, it's something they will certainly push in a pre-update news story, and something they won't talk about until they release that news story. That being said, I feel like they at least would have touched on it in the overall summary they posted today if it was coming.

  2. #62
    Ridill
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    Teisha Linne
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    Man Toth, you really need to relax about those quests, you're getting obnoxious ;P

  3. #63
    The Syrup To Waffles's Waffle
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    As it's been stated, the non-Maat limit breaks are preceded by the respective jobs AF quests for reasonable back-story. If the limit breaks are going to be introduced, you should pretty much expect AF.

  4. #64
    Impossiblu
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    Prothescar Centursa
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    Balmung
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    Valefor

    Hoping for it all to come out this month, but not expecting it. I expect some adjustments to pre-SoA jobs this time around, maybe new spells added for BLU for example, with most of the SoA stuff being in the next update or the one after that. I don't like how long the wait time on it is, but I understand why it's there and the benefits that it brings to the table. I'd rather late armor with stats that I actually want to use than... well, pretty much 90% of pre-ToAU AF/Relic armor.

  5. #65
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    theres a tiny shred of hope in me that a job manifesto will come along with the job adjustments, and that it's an across-the-board adjustment to most jobs instead of just for the new ones, which no doubt will constantly see themselves being tweaked for the next few updates.

  6. #66
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    Sylph

    Quote Originally Posted by Gokulo View Post
    Man Toth, you really need to relax about those quests, you're getting obnoxious ;P
    Yeah I agree. Even I felt the whine cellar key after that post!

  7. #67
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    kinda hope they add AF at least. not so much interested in the stats, but would like to find out more about the jobs histories (which will likely reveal more about the mission story)

  8. #68
    Ridill
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    Quote Originally Posted by Spira View Post
    theres a tiny shred of hope in me that a job manifesto will come along with the job adjustments, and that it's an across-the-board adjustment to most jobs instead of just for the new ones, which no doubt will constantly see themselves being tweaked for the next few updates.
    Doesn't sound too unlikely. After all they gotta rebarance everything with new content and new jobs lol. But I mean just the big system wide changes they made call for some tweaking on some jobs... plus new 1hrs already dammit!

  9. #69
    Nidhogg
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    Seraphus Highwynn
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    Gilgamesh
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    Jobs have needed DRASTIC adjustments since 99 cap. Many jobs got literally NOTHING 96-99 except for a lousy trait upgrade (The only thing DRG got 96-99 is Crit Def Bonus IV) where as jobs like WHM and BLM got Arise/Meteor. They need to add a bunch of badass JAs for 96-99 for some DD jobs like DRG, THF, MNK etc since mages got spells at those levels. Also RDM needs a big ticket level 99 spell on par with meteor/arise. Besides merit WS< most jobs feel like they didn't get any stronger after level 95, almost like what was the point of increasing the cap further if all we get is HP/Attributes. To be honest most jobs stopped 'growing' after 90 cap in terms of job potency. Sure we get +skill and attributes 90-99 and maybe 1 JA but in terms of all the huge traits and JAs we got 80-90, the 90-99 step feels so underwhelming.

  10. #70
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    All they need to do to RDM is make Temper castable on party members. It'd be nice if they got a JA to increase buff potency, but that's asking way too much.

  11. #71
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    Quote Originally Posted by Ophannus View Post
    Also RDM needs a big ticket level 99 spell on par with meteor/arise.
    <_________________________________________________ ___________<

    I hope they get something better than that, haha. Arise is nice for the novelty and is useful in high performance events where people can get one-shotted, but Meteor is 100% straight-out crap for all content that's currently available.

  12. #72
    Ridill
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    rdm can work almost with what it has just fixed to actually ya know be useful. Make composure work on everything and everyone even when accenssioned (I mean seriously sch can make spells last 2.5X as long on everyone). Possibly make it increase potency a tad. Bring us out of those damn E skill ratings. Make alot of the self only spells targetted. Pt only is fine if you have to. And make saboteur work with every debuff

  13. #73
    Nidhogg
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    Saboteur has potential because its a +120% potency increase on any debuff, just wish it worked on Dia(it does but only for the DoT instead of def down). TBH i'd rather it be a stance that gives a 50% boost that lasts for multiple spells. If temper was castable on others it'd be kind of annoying to keep it up all the time/2004 haste cycle etc but if you really want rdm to be a single target buffer and having to keep up buffs on 5x party members then I guess a role is better than no role.

  14. #74
    Ridill
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    Yeah if sab worked on dia... that plus body with dia3 would deserve a spot in a big group by itself.

  15. #75
    Ridill
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    Quote Originally Posted by Ophannus View Post
    Also RDM needs a big ticket level 99 spell on par with meteor/arise.
    In past FF tradition, that'd be Quick. But not sure how that'd be reproduced in this game.

  16. #76
    Pro's Pet
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    They kinda already gave that, spontaneity.

  17. #77
    Nidhogg
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    Wouldnt mind Quick being a self target movement speed+ spell considering SMN COR BRD get movement speed spells.

  18. #78
    New Spam Forum
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    Ragnarok

    Quote Originally Posted by Khamsin View Post
    In past FF tradition, that'd be Quick. But not sure how that'd be reproduced in this game.
    Still a number of delays that could be reduced/eliminated by a spell effect. Lowered job ability recasts (or a % chance of having the timer not activate at all, leaving the ability ready for instant reuse). The delay after JA/spellcasting. WS delay between readying and use. And of course they could do the lazy thing and make it super +Haste, +Fast Cast, or +Quick Magic%.

    Quote Originally Posted by Ophannus View Post
    Wouldnt mind Quick being a self target movement speed+ spell considering SMN COR BRD get movement speed spells.
    A spell from elsewhere in the Final Fantasy series that granted movement speed would be Leap from Final Fantasy Tactics A2's Green Mage job. Given that Green Mages are a buff/debuff job, it would be fitting for RDM to get one of their spells considering our high ranks in Enfeebling and Enhancing. But naturally I expect them to give RDM absolutely nothing whatsoever while chanting the mantra, "RDM is a very powerful job. RDM is a very powerful job. RDM is a very powerful job"...

  19. #79
    Ridill
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    Quote Originally Posted by Seha View Post
    They kinda already gave that, spontaneity.
    What made Quick overpowered in the older FF games was that time literally stopped for everyone else while you took a certain number of actions before the enemy (or other players) had a chance to act again. About the only limiting factor was MP at that point. Though I guess, in a way, this is kind of done by Chainspell.

    However, a move that slowed down all aspects of an enemy would be a pretty nice spell to have. That is, it's TP move wind up time is increased, it's spell casting time is increased, etc. along with attack speed (including attacks-are-TP-moves type monsters).

  20. #80
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Ophannus View Post
    Saboteur has potential because its a +120% potency increase on any debuff, just wish it worked on Dia(it does but only for the DoT instead of def down). TBH i'd rather it be a stance that gives a 50% boost that lasts for multiple spells. If temper was castable on others it'd be kind of annoying to keep it up all the time/2004 haste cycle etc but if you really want rdm to be a single target buffer and having to keep up buffs on 5x party members then I guess a role is better than no role.
    Has less to do with wanting to maintain a Temper cycle and more to do with how asinine it is to make that spell (and the Gain spells, and the Barspells) self-target only.

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