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  1. #81
    Relic Shield
    Join Date
    Jan 2013
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    6

    Weird how they had the run stuff in dats for so long and not geo's.

    I am sure when ilvl goes up there will be another level of reforges to up everything up there. Hopefully they could do all the sets at one time since the base ilvl stuff is there it should be much easier.

  2. #82
    Old Odin
    Join Date
    Oct 2006
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    6,198
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    8
    FFXI Server
    Asura

    Quote Originally Posted by Trumpy View Post
    Weird how they had the run stuff in dats for so long and not geo's.

    I am sure when ilvl goes up there will be another level of reforges to up everything up there. Hopefully they could do all the sets at one time since the base ilvl stuff is there it should be much easier.
    i doubt that, the reforges are getting a bit out of hand unless they add a significant shortcut from base lvl 75 relic/artifact/empyrean to new ilvl.

    best would be a new line of JSE gear useing the empyrean model but just recolored/textured (like relic was form artifact mostly).

  3. #83
    Nidhogg
    Join Date
    Aug 2007
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    Bahamut

    Quote Originally Posted by Damane View Post
    i doubt that, the reforges are getting a bit out of hand unless they add a significant shortcut from base lvl 75 relic/artifact/empyrean to new ilvl.
    I don't doubt it at all. They've already said RMEs will continue to be brought to the highest available ilvl, and AF/Relic/Empy are all job defining not only in their looks but in their JA/JT increases. I'm sure, as you said, shortcuts will continue to be added to make it easier to upgrade armor that's already ilvl 119 and such, while you're able to upgrade the base piece with a bit more work/mats. Still think an increase in ilvl is a good 6+ months away, but once it does, no doubt we'll have staggered events that allow us to upgrade those sets to the current ilvl.

  4. #84
    Ridill
    Join Date
    Apr 2011
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    Bahamut

    Psh raise the ilvl. Don't you know 119 is the new 99?

  5. #85
    Relic Weapons
    Join Date
    Jun 2014
    Posts
    387
    BG Level
    4

    Gonna get random augment system on Reforged before they raise the ilvl.

  6. #86
    Relic Shield
    Join Date
    Feb 2012
    Posts
    1,909
    BG Level
    6

    I don't think we'll get an ilvl increase on AF/relic/empy above 119 until next expansion, whenever/wherever that is.

  7. #87
    Relic Shield
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    Jan 2013
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    6

    They said we were gettin raised ilvl at some point. I seriously doubt they will have random augs on them ever (relic already has static ones). They seem to like to have a balance of static augs and random augs in game. from evolith/relic/delve to fov/abjuration/skirmish augs.

  8. #88
    Ridill
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    Apr 2011
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    Bahamut

    Quote Originally Posted by Trumpy View Post
    They said we were gettin raised ilvl at some point.
    Yeah but how long ago was that? I mean they said we were going to be able to have parties in monstrosity when it came out but clearly plans have changed

  9. #89
    Relic Shield
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    Jan 2013
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    Job Adjustments (03/04/2015)

    http://www.playonline.com/pcd/topics...3662/13662.jpg

    A new thread has been created in the Updates section of the official forums.

    [dev1258] Job Adjustments

    [dev1258] Job Adjustments

    The following jobs will undergo adjustments.

    Red Mage

    A new magic spell will be added.
    Ardor (RDM Lv.64, affects a single ally)
    Increases damage from the target's next skillchain based on the number of preceeding melee hits.

    The following enfeebling spells will be adjusted.
    The damage over time dealt by Poison and Poison II will be increased and spell duration tripled from thirty to ninety seconds.

    The effects of Blind and Blind II will increase based on the difference between the caster and target's MND. Additionally, they will now have a fixed duration of 180 seconds rather than a variable duration.

    Paralyze, Paralyze II, and Silence will now have a fixed duration of 180 seconds rather than a variable duration.

    Dark Knight

    The effects of the following dark magic spells will no longer have their effects decrease over time.

    Absorb-STR / Absorb-DEX / Absorb-VIT / Absorb-AGI / Absorb-INT /
    Absorb-MND / Absorb-CHR / Absorb-ACC

    Bard

    The following magic songs will no longer have their effects decrease over time.

    Bewitching Etude / Logical Etude / Sage Etude / Swift Etude / Vital Etude /
    Uncanny Etude / Herculean Etude

    Ninja

    The damage over time dealt by Dokumori: Ichi will be increased.

    Summoner

    New blood pacts will be added to the following avatars.

    Diabolos
    Blindside (SMN Lv.99, single target Blood Pact: Rage)
    Deals physical damage.

    Fenrir
    Impact (SMN Lv.99, single target Blood Pact: Rage)
    Deals dark damage that lowers an enemy's Strength, Dexterity, Vitality, Agility, Intelligence, Mind, and Charisma.

    Cait Sith
    Regal Gash (SMN Lv.99, single target Blood Pact: Rage)
    Delivers a threefold attack.

    The areas of effect of the following blood pacts will be increased.

    Shining Ruby / Glittering Ruby / Healing Ruby II / Soothing Ruby /
    Ecliptic Growl / Ecliptic Howl / Heavenward Howl / Crimson Howl /
    Inferno Howl / Earthen Ward / Earthen Armor / Spring Water /
    Soothing Current / Whispering Wind / Hastega / Aerial Armor / Fleet Wind /
    Hastega II / Frost Armor / Crystal Blessing / Rolling Thunder /
    Lightning Armor / Noctoshield / Dream Shroud

    The duration of blood pacts whose effect durations are extended by the player's summoning magic skill will be increased.

    The activation time of all blood pacts will be reduced.

    The effects of Glittering Ruby will no longer decrease over time.

    Puppetmaster

    The following adjustments will be made to spells cast by automatons equipped with soothsayer heads.

    The casting time for Protectra and Shellra will be reduced.
    * This change will also apply to Protectra and Shellra spells cast by players.

    The area of effect of Protectra and Shellra will be increased.
    * This change will not apply to Protectra and Shellra cast by players.

    The effect duration of maneuvers will increase based on the amount of time elapsed since using Deploy.
    * This effect is removed whenever the automaton is knocked out or deactivated.
    * This effect is maintained even if combat ends, whether by vanquishing monsters, retrieving the automaton, or other such means.

  10. #90
    E. Body
    Join Date
    Sep 2008
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    2,055
    BG Level
    7

    Those changes for Red Mage look pretty nice.

    I think the Rune Fencer Empyrean looks alright. Not a big fan of the helm, but at least they tried something different. Since we can just lockstyle now having some variety is pretty cool.

  11. #91
    Impossiblu
    Join Date
    Mar 2010
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    10,445
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    9
    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    Fenrir able to cast Impact, lol.

  12. #92
    Relic Shield
    Join Date
    Dec 2012
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    1,765
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    6
    FFXI Server
    Siren

    Wonder if it will still cost 666 mp... lol. I'm happy about the lowering of BP activation times. Been wishing it was lower forever. Larger AoE's for smn and pup buffs is also nice since it can be hard to get people in range sometimes.

  13. #93
    BG Content
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    Jul 2007
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    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Those are some pretty excellent changes really. Liberator users will be happy. PUPs have asked for te maneuver duration increase for a long time. Static debuff durations allow you to basically just gear for potency and spam until it happens to land. Longer smn bp durations means fewer avatar's favor decreases (if it still does that). Impact on Fenrir could be good or bad depending on how much more Macc they give it than the player version and whether it is modified by TP.could be like a high level Fire IV BP or something.

    For the bad: Bard adjustments are meaningless. Have to hope that they make Blind's macc depend on mnd if they are making its potency depend on it. Something about what they said about poison is clearly confused. The physical BPs are unlikely to be useful.

  14. #94
    PUP Power!
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    Apr 2006
    Posts
    4,040
    BG Level
    7
    FFXI Server
    Sylph

    OMG finally. That maneuver change is looooong coming.

  15. #95
    Cerberus
    Join Date
    Aug 2013
    Posts
    458
    BG Level
    4

    Quote Originally Posted by Damane View Post
    i doubt that, the reforges are getting a bit out of hand unless they add a significant shortcut from base lvl 75 relic/artifact/empyrean to new ilvl.

    best would be a new line of JSE gear useing the empyrean model but just recolored/textured (like relic was form artifact mostly).
    Matsui already said that the three AFs would be equal and that they will be raised in iLv when and should an iLv increase happen.
    So.... There is no reason for belief or doubt or anything like that. It's a simple absolute that it will happen.

  16. #96
    Campaign
    Join Date
    Jul 2007
    Posts
    6,633
    BG Level
    8

    Wonder what's the purpose they meant for the increased duration timer on Maneuvers. Demotivating the use of ADD on PUP?

  17. #97
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    Quote Originally Posted by Byrthnoth View Post
    Those are some pretty excellent changes really. Liberator users will be happy. PUPs have asked for te maneuver duration increase for a long time. Static debuff durations allow you to basically just gear for potency and spam until it happens to land. Longer smn bp durations means fewer avatar's favor decreases (if it still does that). Impact on Fenrir could be good or bad depending on how much more Macc they give it than the player version and whether it is modified by TP.could be like a high level Fire IV BP or something.

    For the bad: Bard adjustments are meaningless. Have to hope that they make Blind's macc depend on mnd if they are making its potency depend on it. Something about what they said about poison is clearly confused. The physical BPs are unlikely to be useful.
    I'm pretty sure the static buff duration part means that the spells are being switched to ones like Slow, where they have a fixed duration, and then 1/2 and 1/4 resist states that reduce that duration, not that they're always going to last three minutes no matter what if they land. Right now, Silence's duration is almost completely random even with no resist, like Bind and Gravity, while Paralyze/II can wear off early when they reach their maximum number of paralyze procs.

  18. #98
    Nidhogg
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    Jul 2008
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    3,746
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    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Ardor sounds like a spell that will wear off after one "use". In 4 SAMs spamming RDMs to keep it active or to chainspell it for them during zergs. -_-


    Also it's odd that Blind is using MND...it's a black magic enfeeble. Shouldn't black magic enfeebles use dINT? I thought Blind's potency used dINT?

  19. #99
    Ridill
    Join Date
    Apr 2011
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    BG Level
    10
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    Bahamut

    Quote Originally Posted by Ophannus View Post
    Ardor sounds like a spell that will wear off after one "use". In 4 SAMs spamming RDMs to keep it active or to chainspell it for them during zergs. -_-


    Also it's odd that Blind is using MND...it's a black magic enfeeble. Shouldn't black magic enfeebles use dINT? I thought Blind's potency used dINT?
    It does use dint they are changing it for whatever reason

  20. #100
    A. Body
    Join Date
    Nov 2005
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    4,315
    BG Level
    7
    FFXI Server
    Leviathan

    Quote Originally Posted by Ophannus View Post
    Ardor sounds like a spell that will wear off after one "use". In 4 SAMs spamming RDMs to keep it active or to chainspell it for them during zergs. -_-
    The wording does sound like it could wear after one use, though it might work like Restraint and just reset. Similarly, it'd probably be less potent for SAMs, and be a lot more beneficial for dual wield/H2H.

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