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  1. #11741
    Impossiblu
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    Yeah. It's trunc(Level/5 + 3)

  2. #11742
    RIDE ARMOR
    Join Date
    Jun 2012
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    from official forum about new sp ability :

    Blue mage
    In addition to the original effect, the recast timer for spells that can be used under Unbridled Learning will be removed.
    So, this mean we will have a fake chainspell for unbridled learning spells, except we will still have the spellcast timer right ?

    If its really the case, it can be way more useful (but still not really awesome), possibility to stun lock mob with thunderbolt, to have a fake invincible with pyric bulwark (on mob with low delay attack) or something similar by spamming bloodrake

    (i cant go to the test server so i cant test it)

  3. #11743
    An exploitable mess of a card game
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    http://www.bluegartr.com/threads/112...=1#post5450643

    The recast is set to zero, so this is chainspell for UL spells. As you stated, utility spells rather than damage will be the primary purpose of using this 2hr.

  4. #11744
    New Spam Forum
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    Bahamut

    If you can use in tandem w/ azure lore' you can do multiple l3 skill chains in a row.
    Harden shell Pyrrhic and blood rake all together.
    Thunderbolt then gates of hades'
    , then repeat as much as you can.

    I think this offers some interesting/fun potential.

  5. #11745
    I think FFXI should be Free-2-Play
    Join Date
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    Quote Originally Posted by Xilk View Post
    If you can use in tandem w/ azure lore' you can do multiple l3 skill chains in a row.
    Harden shell Pyrrhic and blood rake all together.
    Thunderbolt then gates of hades'
    , then repeat as much as you can.

    I think this offers some interesting/fun potential.
    Bloodrake back to back sounds interesting, so does Thunderbolt CS stun.

  6. #11746
    Nidhogg
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    Seraphus Highwynn
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    Before when old/new 2hrs were shared timers they didn't stack. Whichever 2hr you used second would overwrite the other 2hr. This may change with the uncoupled timers, however I doubt it since some jobs 2hrs would be ridiculously overpowered when stacked(WAR, MNK, SMN) and others would be extremely lackluster(DRG, DRK).

  7. #11747
    Sea Torques
    Join Date
    Sep 2006
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    646
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    They stack on the Test Server now, I can have both Astral Flow and Astral Conduit effects at the same time.

  8. #11748
    Impossiblu
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    Only reasonable applications are

    1) Pyric Bulwark spam
    2) Terroring more than one mob (totally useful!)
    3) Applying a fresh Harden Shell near the end of the duration for a little extra time
    4) Potentially skillchains if it turns out that SP abilities stack on live


    Anything else is far too expensive for little reward. Spamming any of the high ticket spells, such as Bloodrake or Thunderbolt, would bleed you of MP very quickly.

  9. #11749
    Ridill
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    Bahamut

    Getting a few extra blood rakes might be fun. They really need to add more bridle spells though

  10. #11750
    Impossiblu
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    Can't even think of why you'd ever even want more than two max bloodrakes at any given time

  11. #11751
    CoP Dynamis
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    Bahamut

    I don't see why SMN's would be overpowered when Astral pacts aren't as good as merited ones and sap all your damn MP. Astral Conduit is broken all on its own though, except for the frailty of the pets. Ramuh Chainstun with added damage is badass, too.

    Basically we get to chaincast all of 8 spells, none of which are brilliant. UL definitely needs some more potent spells under its belt. Things like Spike Flail, Mighty Guard, Preying Posture, (Death)Gnash, (Dis)Gorge, Kaleidoscopic Fury, Malign Invocation, Dark Star, Scintillant Lance, and probably something from Yovras, Pixies, Chariots and Iron Giants as well. Maybe even Prov Watcher.

  12. #11752
    Nidhogg
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    I want Supernova from Shinryu, that move looks BAD ASS.

  13. #11753
    Nidhogg
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    Man...warrior stacking both 2hrs is so fucking overpowered.(really im just jealous that they got 2 offensive 2hrs when melees like DRK and DRG can't really stack their 2hrs for any useful combined effect)

  14. #11754
    CoP Dynamis
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    Bahamut

    Apropos of nothing in this thread, I'm in a VW party with a DNC THF PLD and 2 NINs, and they're all getting buffed and I'm still stuck with mages.

    Fuck. My. Life.

    E: And the MNK has party chat macros.

  15. #11755
    Nidhogg
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    I kind of wish White Wind was a UL spell for those 'oh shit we're gonna wipe moments'. Too expensive to set and it was originally an NM ability. I wouldn't mind Spike Flail being an autocrit with STR_75% 3.5 fTP spell with 50-60% Blue Attack Bonus. Basically a super beefed up version of the prenerf heavy strike. Also it should make light with CDC.

  16. #11756
    Ridill
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    Quote Originally Posted by Vriska View Post
    Basically we get to chaincast all of 8 spells, none of which are brilliant. UL definitely needs some more potent spells under its belt. Things like Spike Flail, Mighty Guard, Preying Posture, (Death)Gnash, (Dis)Gorge, Kaleidoscopic Fury, Malign Invocation, Dark Star, Scintillant Lance, and probably something from Yovras, Pixies, Chariots and Iron Giants as well. Maybe even Prov Watcher.
    I wouldn't mind those spells too... hoping they don't severely gimp them like they did some of the other UL spells

  17. #11757
    Puppetmaster
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    Shiva

    sounds like there will be non-UL spells added as well from what Camate states. We need a better magic defense spell and a TP drain or regain would be nice. As for UL I believe Ophannus has a good idea on Spike flail. I would also like to see a sleepga/additional effect spell and a bloodrake like spell to instead recover mp.

  18. #11758
    Smells like Onions
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    Leviathan

    I would actually like to see some of our self enchancing spells, get a duration extension. Such as Plasma Charge,Reactor Cool and some others. I spell i think thats needed in my (opinion) is a better Paralyze spell. I think we have 2 spells with that added effect, but its pretty lack luster. (Bad Breath Spell) could also use a mechanics change since the added effects dont last for crap for the MP Cost amount -.-

  19. #11759
    Impossiblu
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    Spoiler: show

    Wyrms
    Spike Flail (Heavy AoE physical damage. 5/7/9/11.5fTP, 80%STR, 66%~ attack bonus, ignores physical resistances)


    Adamantoises
    Earth Breath (Conal earth breath damage. HP*2, no level divisor, ignores resistances/damage reductions)


    Behemoths
    Ecliptic Meteor (AoE dark damage, Bio, and Paralyze. 4fTP, 2.3dINT, 50%INT 50%MND, Bio = Level/5 + 5 w/ Attack-10%~ for 2 minutes, Paralysis 20% for 2 minutes)


    Ultima
    Citadel Buster (AoE Light damage. 6fTP, 2.3dMND, 50%INT 50%MND)


    Omega
    Colossal Blow (Throat Stab on normal targets, physical damage on all others or when stab fails. 3/3.5/4/5fTP, 50%STR, 50% attack bonus, ignores physical resistances)

    or

    Target Analysis (Absorbs 25 of every stat for 60 seconds, hooray)


    Cerberus
    Magma Hoplon (Stoneskin and Blaze Spikes. skill*2 for stoneskin, skill/4 for spikes, 120s duration)


    Gullool Ja Ja
    Vorpal Wheel (Inflicts damage based on the number of debuffs that the target has. 0-1 Debuffs: 3fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances; 2-3 Debuffs: 4fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances; 4-5 Debuffs: 5fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances; 6+ debuffs: 6fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances)


    Gulfurfur the Menacing
    Arcane Stomp (Allows you to absorb the next magical attack directed at you.)


    Medusa
    Calcifying Deluge (Large conal ranged attack that inflicts petrification. 3.5fTP, 40%STR 40%AGI, ignores physical resistances and arrow shields, duration 15~45s based on TP)


    Chariots
    Discoid (3000 damage divided between nearby targets. Subject to minimal resistances)

    or

    Homing Missile (AoE damage that varies based on HP. 3/4/4.5/5.5fTP, 75%AGI, 50% attack bonus, ignores physical resistances; damage varies based on your HP and the monster's HP, if your current HP * 3 > 50% of the monster's HP you will do maximum damage, scales down from there.)


    Dvergr
    Cackle (AoE magic attack-25%, magic accuracy -25, magic defense-25 for 120 seconds)


    Yovra
    Fluorescence (25% attack boost for 2~3 minutes)


    Orobon
    Leeching Current (AoE drain. Skill*.3)

    or

    Deathgnash (Throat stab on normal targets, high rate of success. 3fTP, 50%STR, 50% attack bonus, ignores physical resistances on all other targets and stab fails. Accuracy +30~60 based on TP.)


    Gallu
    Kurnugi Collapse (AoE earth damage, Magic Accuracy Down, Accuracy Down, and Burn. 2fTP, 1.5dINT, 30%VIT; Magic Accuracy -30, Accuracy -30, Burn = skill/5 +3, duration 120s)


    Zilant
    Soul Douse (Conal doom. 10s countdown, moderate accuracy. Does not work on NMs.)

    or

    Dark Star (AoE dark damage, Defense down, and Magic defense down. 3fTP, 2.3dINT, 32%INT 32%MND, Defense-20%, Magic Defense-20 for 120s)

    or

    Chaos Blast (AoE dark damage, Max HP Down, Max MP Down, Max TP Down and Knockback. 2fTP, 1.5dINT, 20%INT 20%MND, Max HP-20%, Max MP-20%, Max TP-20%.)


    Shinryu
    Mighty Guard (Grants Protect V, Shell V, Regen III, Refresh, and Regain(3/tic) for 120seconds)

    or

    Cosmic Breath (Deals conal dark breath damage, plague, and attack down. HP*1.5, no level divisor, ignores resistances/damage reductions, plague = 15tp/tic 10mp/tic, attack -30%, duration 120s)

    or

    Supernova (AoE nonelemental damage and Doom. 4fTP, 2.3dINT, 75%INT, 20s count doom that does not work on NMs)


    Caturae
    Stygian Orb (Same potency heal as Cure V + stoneskin based on amount of HP healed.)

    or

    Dark Arrivisme (Physical AoE damage, knockback, dispel, and gives the user all killer effects. 2fTP, 20%STR 20%VIT, ignores physical resistances, dispels 3 effects, killer effects +15% for 30~60s based on TP.)


    Pixies
    Summer Breeze (Erases all status ailments from self and nearby allies that would normally be removed by Erase or Esuna. If no status effects exists, imparts a 3/tic regain to self and all nearby allies instead.)


    Iron Giants
    Scapula Beam (AoE light damage and all stats down. 2fTP, 1.5dMND, 80%MND, all stats-50 for 60s)

    or

    Area Bombardment (Conal physical damage that dispels and removes part of the caster's enmity. 3fTP, 32%STR 32%VIT, 50% attack bonus, ignores physical resistances, dispels 3 effects, removes 50~99% of user's current enmity based on TP)

    or

    Turbine Cyclone (AoE wind damage and dispel that also grants damage reduction randomly to one type of damage. 2fTP, 1.5dINT, 20%INT 20%AGI, dispels all effects, randomly reduces damage from slashing, piercing, blunt, or magical damage by 50% for 60s, bonus is multiplicative on top of current physical and magical damage reduction.)


    Naraka
    Yaksha: Oblivion (AoE physical damage and all stats down. 4/5/6/7.5fTP, 80%STR, 33% attack bonus, ignores physical resistances, all stats-30 for 60s.)

    and/or

    Raksha: Judgment (AoE light damage, Silence, Amnesia, and Bind. 4fTP, 2.3dMND, 50%MND, duration 45s on Silence and Bind, 10s on Amnesia.)


    Harpeia
    Kaleidoscopic Fury (AoE fire damage, all stats down, and Dia. 2fTP, 1.5dINT, 20%STR 20%INT, all stats-15, Dia 2/tic w/ defense - 10%. Duration 120s)


    Mantids
    Preying Posture (Attack +15%, Accuracy +15, Magic Attack +15, Magic Accuracy +15 for 120s.)

    or

    Macerating Bile (AoE Bio and all stats down. Bio = Level/5 + 5 w/ Attack-10%, all stats -15. Duration 120s)


    List that I posted elsewhere. Only UL spells that I could really think of that would have some sort of use and make UL/UW worth using regularly.

  20. #11760
    An exploitable mess of a card game
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    The 120s duration is waaaayy too short for those buffs. Should be 5-10min buff duration imo.

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