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  1. #101
    New Spam Forum
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    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. -_-
    Judging by the fact that it's built up by regular melee hits, I'd wager SAM would benefit least from it, especially if it wears after a WS.

    edit: just like the guy above me said before I took too long to refresh the page

  2. #102
    Hydra
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    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?
    Although wiki has listed blind potency as dint for a long time, SE refuted that and said blind was fixed potency. The only spells under enfeebling magic that have a dstat potency modifier were slow, para, and later on distract and frazzle. And all 4 use dmnd. Distract and Frazzle are also black magic enfeebles of course.

  3. #103
    Relic Weapons
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    Would've preferred they give Diabolos or retool Atomos into an Impact-like effect and give Fenrir a level 99 version of Crescent Fang so avatars can finally have a high level piercing attack. But overall this seems like a sweet SMN update so not complaining.

    I don't get the Maneuver/Deploy thing? What's it saying?

  4. #104
    Ridill
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    Quote Originally Posted by The Assman View Post
    Would've preferred they give Diabolos or retool Atomos into an Impact-like effect and give Fenrir a level 99 version of Crescent Fang so avatars can finally have a high level piercing attack. But overall this seems like a sweet SMN update so not complaining.

    I don't get the Maneuver/Deploy thing? What's it saying?
    The maneuvers will last longer based on how long the since you deployed it

  5. #105
    Nidhogg
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    Diabolos

    Wonder if mobs will be using a new debuff, the antiversion of ardor that gimps skillchains. Also poison better be a lot more potent, helices do 1.5k+ every 9 seconds, poison2 at its best with saboteur and enfeeb potency is like 44/tick. Always thought if sch got regen5, rdm should get poison5.

  6. #106
    HABS SUCK!!!!!
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    I wonder if Mandau en-poison will get that DoT change too.

  7. #107
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    can someone esplain the pup maneuver adjustment?

    Is it going to work like rune fencer enhancements or ??? I are confused...

  8. #108
    Yoshi P
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    I think what they're saying is; once you deploy an automaton, a timer will start, and the higher that timer goes, the longer maneuvers will last. If the automaton dies, despawns, or is deactivated (and probably when you zone), the timer resets and maneuver duration goes back to base.

  9. #109
    Relic Shield
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    I can see how Ardor would be used.

    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.
    Emphasizing the bolded part there. 2 SAMs whacking an NM (or 2 BSTs, whatever) until both have 3000 TP. RDM stick Ardor on, then the DD proceed to skillchain. Rinse/Repeat

    It probably won't be very effective at all when DD are spamming WS's. Of course it's speculation at this point, but once testing is done we'll know for sure.

  10. #110
    Relic Horn
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    Somehow I doubt it'll perform better than 5 step SCs if you're using SAMs. It'll probably be more useful for jobs like THF.

  11. #111
    Hydra
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    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.
    Maneuver duration became basically irrelevant ever since the December update changed maneuvers to give no JA delay. It's a minor convenience to not have to fiddle with maneuvers as often if your puppet has been out for a while, that's about it. Duration change would have been hugely useful any other time in the previous 8+ years, but they already recently fixed the main reason for complaints about short maneuver duration, making this further adjustment minor at best.

    In some ways this new change is actually a nerf to the style of intentionally deactivating and re-activating puppets (most useful with mage frames), which is precisely what they said they were NOT going to do less than a month ago!

    Puppetmaster (2/10)

    I want to know the developer's thoughts on two things.
    First, do you think the Puppetmaster's habit of repeatedly resummoning the puppet for recovered MP to be a good thing?
    Second, I want to know if the developers know that "Even if you assume the Puppetmaster does so, the need for such a job in content-focused parties is 0"?
    The concept behind Puppetmaster is to maximize your abilities by combining a mastery of control of your puppet plus the master's own fighting.

    Originally, when we made it so that deactivating at max HP lets you instantly summon again, the intent was to account for things such as the Puppetmaster entering level capped areas.
    Recovering the automaton's MP using this is certainly something possible in the game's specifications. However, while we don't wish to make any adjustments that will negatively impact this, we also are not planning on making any adjustments with the intent of strengthening this playstyle.
    While it's not a penalty in the sense that you're worse off after the update than before, intentionally deactivating does prevent you from getting the "buff" of longer maneuver duration. Like I said, fairly meaningless buff, but I don't really like the precedent in the event they expand further on this idea.

  12. #112
    Ridill
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    Quote Originally Posted by Fwahm View Post
    Somehow I doubt it'll perform better than 5 step SCs if you're using SAMs. It'll probably be more useful for jobs like THF.
    Well any job with a ws that can get really high numbers. Which encourages play to revolve around saving tp and doing massive closely ws. While thf is the most prominent in peoples minds right now any job with a really good magical ws can also put out similar numbers if you buff/debuff around it but currently most people don't. But if this boost is large enough who knows

  13. #113
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    So basically, am i going to be able to put up 2 winds/1light maneuver and be good as long as joe (my puppet) doesn't die/de-activate etc? cause that's what i'm taking away from this, and if that's the case, then overload only seems to be a thing when you initially summon it. and kenkonkens "gimick" isn't so cool anymore....

    WTF i don't understand this...

  14. #114
    Sandworm Swallows
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    I doubt they will last forever, just that they are getting some unknown increase to duration that increases the longer your automaton is out. But yeah, it does sound like overloading will be much easier to avoid if the duration increase is anything significant.

    edit: Missed that it says after using Deploy in the notes, so, guess you have to be fighting something for the increase, not just having it out.

  15. #115
    Ridill
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    Yeah they just said increased not forever. Forever would be kind of crazy

  16. #116
    Relic Weapons
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    If it works the way I'm understanding, you will receive a hidden Increases Maneuver Duration buff once Deploy is first used that increases over time. The buff will only apply once a maneuver is used, so your first maneuvers will only last a minute or so, but a maneuver applied 1 minute after first using Deploy will last 2 minutes, and so on until puppet is killed/deactivated. And presumably there'll be a cap of some sort.

  17. #117
    Relic Shield
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    I will be unsurprised when we only get a cap of +30 seconds duration for having the puppet out like 5-10 min without deactivating.

  18. #118
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    Quote Originally Posted by Capuchin View Post
    Like I said, fairly meaningless buff, but I don't really like the precedent in the event they expand further on this idea.
    I don't agree with the meaningless part. I mean, we have to see if it will be a noticeable boost or a negligible one of course, but in theory I find it a much welcome quality of life improvement.
    Yes, Maneuvers do not proc JA delay anymore, but it's still annoying having to press macros that often, at least for me, dunno about you.

    But the best part in this imho is exactely what you're referring to when you wrote about the "precedent in the event they will expand further on this idea".
    This is exactely why I like it.
    It's no secret that while I've been abusing of ADD just like anybody else since PUP release, I never liked the concept of the thing. It was clearly an exploit, something what wasn't meant to be and got never fixed by SE.
    A JP guy recently asked them about it, they acknowledged it as "wasn't meant to be played that way" but at the same time they also said "no plans to change it", which killed my hopes to ever see something better replace it someday.
    I see this recent addition as a recent change of mind regarding that, so I welcome all new things that will demotivate the use of ADD, personally.

    Clearly this is nowhere near enough of course, but I like the fact that it could be a "precedent" for something else to come in the future.

  19. #119
    Cerberus
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    http://forum.square-enix.com/ffxi/threads/46267

    http://www.playonline.com/pcd/topics...3667/13667.jpg
    [dev1259] Vagary: All-new Battle Content

    What is Vagary?
    Vagary is all-new content that pits Vana’diel’s bravest adventurers against the Xol Triumvirate, with victors receiving hitherto unforeseen spoils and rewards.
    Winding passage found in the depths of Outer Ra'Kaznar lead adventurers to confrontations with all three members of the triumvirate: Balamor the Deathborne, Dhokmak the Brash, and Ashrakk the Duskbrood.
    http://forum.square-enix.com/ffxi/at...542311&thumb=1http://forum.square-enix.com/ffxi/at...542327&thumb=1


    Joining the Fray
    Players must meet the following requirements in order to participate.
    Have the FINAL FANTASY XI: Seekers of Adoulin expansion installed.
    Have registered the Seekers of Adoulin expansion content.
    Have reached level 95 or higher.
    Be a member of a party or alliance of between three and eighteen members.
    The party leader must have reached a certain point in the Seekers of Adoulin missions and be in possession of a certain key item.*
    * There is no requirement for the other members of the party but the encounters in Vagary may spoil parts of the story that unfolds in the Seekers of Adoulin missions.

    Obtaining the Key Item
    Obtain an item dropped by a certain monster and trade it with the Odyssean Passage in Leafallia to obtain the requisite key item.

    The Gates to Vagary
    There are three entrances to Vagary found in Outer Ra'Kaznar, each leading to different battles and monsters, and housing a particular member of the Xol Triumvirate.
    * The key item required for entry is the same for each of the entrances.

    Probing the Depths
    Vagary has a time limit of forty-five minutes. Powerful rewards await those who survive the fight into the chambers' inner recesses and defeat the representative of the Xol Triumvirate.

    Vagary Rewards
    The final bosses will drop materials crucial for synergizing item level 119 and Superior 2 equipment, as well as items necessary for reforging Empyrean Armor to item level 119.

  20. #120
    Sea Torques
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    Beaten! But, lol Superior 2

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