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  1. #1
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    The New Jobs Nov. 20. 2007

    ?The New Jobs Nov. 20, 2007?
    *Japan Standard Time[Dancer]
    Dancer Job Abilities
    Trance (Level 1)
    While in effect, lowers TP cost of dances and steps to 0.

    Sambas
    These dances imbue melee attacks with special enhancements.
    Drain Samba (Level 5)
    Aspir Samba (Level 25)
    Drain Samba II (Level 35)
    Haste Samba (Level 45)
    Aspir Samba II (Level 60)
    Drain Samba III (Level 65)


    Waltzes
    These dances cure and remove ailments from party members.
    Curing Waltz (Level 15)
    Divine Waltz (Level 25)
    Curing Waltz II (Level 30)
    Healing Waltz (Level 35)
    Curing Waltz III (Level 50)
    Curing Waltz IV (Level 70)

    Jigs
    These dances enhance your own abilities.
    Spectral Jig (Level 25)
    Chocobo Jig (Level 55)

    Steps
    These dance steps enfeeble enemies while granting access to finishing moves.
    Quickstep (Level 20)
    Box Step (Level 30)
    Stutter Step (Level 40)

    Flourishes I
    Powerful dance steps that can only be used after earning finishing moves.
    Animated Flourish (Level 20)
    Desperate Flourish (Level 30)
    Violent Flourish (Level 45)

    Flourishes II
    Powerful dance steps that can only be used after earning finishing moves.
    Reverse Flourish (Level 40)
    Building Flourish (Level 50)
    Wild Flourish (Level 60)


    Dancer Job Traits

    Evasion Bonus (Level 15)
    Resist Slow (Level 20)
    Subtle Blow (Level 25)
    Accuracy Bonus (Level 30)


    Job Ability: Dances

    Dances are divided into three categories: Sambas, Waltzes, and Jigs. Each of the dances within these categories is acquired at a different level, and requires a certain amount of TP to use.

    Each category has its own recast time, and using a dance will prevent the use of other dances within the same category until the recast time has expired. In addition, the effect of a Samba dance will be overwritten by other dances within the Samba category, regardless of the remaining duration.


    Job Ability: Steps
    Steps are used to enfeeble an enemy, while at the same time generating the “finishing moves” required to perform Flourishes.
    Steps require TP to use, in the same manner as dances.
    The enfeebling effects produced by Steps can be stacked up to five times. The more times an effect is stacked, the more powerful it becomes.

    *Finishing moves are generated at a different rate depending on whether dancer is set as your main job or support job.
    *Up to a maximum of five finishing moves can be stored at one time.


    Job Ability: Flourishes
    Flourishes are used to produce various powerful effects by consuming the finishing moves generated by Steps. Each type of Flourish requires a certain number of finishing moves to perform.

    Flourishes are divided into two categories: Flourishes I and Flourishes II. Each of the Flourishes within these categories is acquired at a different level.
    Each category has its own recast time, and using a Flourish will prevent the use of other Flourishes within the same category until the recast time has expired.

    Flourishes I
    Animated Flourish Provokes target. Requires at least one finishing move.
    Desperate Flourish Weighs down a target with a low rate of success. Requires one finishing move.
    Violent Flourish Stuns target with a low rate of success. Requires one finishing move.

    Flourishes II
    Reverse Flourish Converts remaining finishing moves into TP. Requires at least one finishing move.
    Building Flourish Enhances potency of next weapon skill. Requires at least one finishing move.
    Wild Flourish Readies target for a skillchain. Requires at least two finishing moves.


    Building towards a Flourish
    Build TP with weapon attacks until a Step can be used
    ?
    Earn finishing moves by using Steps
    ?
    Consume finishing moves to perform a Flourish


    [Scholar]
    Scholar Job Abilities
    Tabula Rasa (Level 1)
    Optimizes both white and black magic capabilities while allowing charge-free stratagem use.
    Light Arts (Level 10)
    Optimizes white magic capability while lowering black magic proficiency. Grants a bonus to divine, enhancing, and healing magic.
    Dark Arts (Level 10)
    Optimizes black magic capability while lowering white magic proficiency. Grants a bonus to enfeebling, elemental, and dark magic.
    Stratagems
    Methods of improving the efficiency and effectiveness of magic.
    Displays grimoire abilities available when using Light Arts or Dark Arts.

    White Grimoire
    Penury (Level 10)
    Celerity (Level 25)
    Accession (Level 40)
    Rapture (Level 55)

    Black Grimoire
    Parsimony (Level 10)
    Alacrity (Level 25)
    Manifestation (Level 40)
    Ebullience (Level 55)

    Modus Veritas (Level 65)
    Increases damage done by helix spells while lowering spell duration by 50%.


    Scholar Job Traits
    Resist Silence ?Level 10?
    Clear Mind ?Level 20?
    Max MP Boost ?Level 30?


    Job Abilities: Light Arts and Dark Arts
    When a scholar reaches level 10, he or she gains access to the job abilities Light Arts and Dark Arts.
    Using Light Arts gives a scholar access to abilities that enhance white magic, while Dark Arts give access to abilities that enhance black magic. However, while Light Arts may shorten casting times or reduce MP costs for white magic, casting times and MP costs for black magic will be increased. The reverse holds true when using Dark Arts to enhance black magic.


    Job Abilities: Stratagems
    When a scholar gains access to Light Arts and Dark Arts at level 10, he or she will also acquire new abilities called “Stratagems.” The abilities available within Stratagems will correspond to the type of Arts the scholar currently has activated. No abilities will be displayed if neither Light Arts nor Dark Arts has been selected.

    Stratagems do not have a recast time. However, the use of these abilities is restricted by the number of “charges” available, with each ability consuming one charge per use.

    *When using the “/recast” text command, it is necessary to nominate a specific Stratagem to which the scholar currently has access, such as “/recast Celerity”. This command will display the amount of time remaining until a new charge will be generated, as well as the current number of charges available.

    The number of charges available depends on the level of the scholar.
    When set to the main job, a scholar will have one charge available at level 10, two at level 40, and the maximum of three at level 70. When set to the support job, a scholar will always have a maximum of one charge available, regardless of level.
    Charges will be regained at four-minute intervals, meaning twelve minutes are required to regain three charges.


    Stratagems
    White Grimoire
    Penury
    Reduces the MP cost of your next white magic spell by 50%.
    Celerity
    Reduces the casting time of your next white magic spell by 50%.
    Rapture
    Enhances the potency of your next white magic spell.
    Accession
    Extends the effect of your next healing or enhancing white magic spell to party members within range. MP cost is tripled and casting time is doubled.

    Black Grimoire
    Parsimony
    Reduces the MP cost of your next black magic spell by 50%.
    Alacrity
    Reduces the casting time of your next black magic spell by 50%.
    Ebullience
    Enhances the potency of your next black magic spell.
    Manifestation
    Extends the effect of your next enfeebling black magic spell to targets within range. MP cost is tripled and casting time is doubled.


    Exclusive Scholar Spells
    White Magic
    Sandstorm (Level 41)
    Changes the weather around target party member to "dusty."
    Rainstorm (Level 43)
    Changes the weather around target party member to "rainy."
    Windstorm (Level 45)
    Changes the weather around target party member to "windy."
    Firestorm (Level 47)
    Changes the weather around target party member to "hot."
    Hailstorm (Level 49)
    Changes the weather around target party member to "snowy."
    Thunderstorm (Level 51)
    Changes the weather around target party member to "thundery."
    Voidstorm (Level 53)
    Changes the weather around target party member to "gloomy."
    Aurorastorm (Level 55)
    Changes the weather around target party member to "auroras."

    Black Magic
    Geohelix (Level 61)
    Deals earth damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
    Hydrohelix (Level 63)
    Deals water damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
    Anemohelix (Level 65)
    Deals wind damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
    Pyrohelix (Level 67)
    Deals fire damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
    Cryohelix (Level 69)
    Deals ice damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
    Ionohelix (Level 71)
    Deals lightning damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
    Noctohelix (Level 73)
    Deals darkness damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
    Luminohelix (Level 75)
    Deals light damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.

    SCH and DNC look very unique

  2. #2
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    Re: The New Jobs Nov. 20. 2007

    So no Thunder IV-ga if I read correctly. SE scares me when they use the word "greatly". Be interesting to see Scholar in Dynamis & Limbus though.

  3. #3
    Genoslut
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    Re: The New Jobs Nov. 20. 2007

    Bye bye Hastega. Kinda lame they didn't make that a lower level to give that to WHM+RDM.

  4. #4
    Old Odin
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    Re: The New Jobs Nov. 20. 2007

    so much to the point of casting hastega as whm/sch -_- gawd. i hope the bonuses as /sch through use of white arts is worht enough to actually sub SCH

  5. #5
    I Am, Who I Am.
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    Re: The New Jobs Nov. 20. 2007

    Quote Originally Posted by Tajin
    So no Thunder IV-ga if I read correctly. SE scares me when they use the word "greatly". Be interesting to see Scholar in Dynamis & Limbus though.
    Enfeebles only.

  6. #6
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    Re: The New Jobs Nov. 20. 2007

    so is sch getting lv4 nukes ? doesn't look like it...

    Thunderstorm (Level 51)
    Changes the weather around target party member to "thundery."

    nice of them to make up a word =p

  7. #7
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    Re: The New Jobs Nov. 20. 2007

    In regards to dancer, will we have to buy the dance abilities like COR and dice, or would they learn the job abilities naturally?
    That's really my only concern. (I'm cheap.)

  8. #8
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    Re: The New Jobs Nov. 20. 2007

    SCH is looking much more strategic than I thought ( a good thing). DNC doesn't get curega dances till 30 though. ..That could be an issue when it comes to low level healing unless Drain Samba is really potent.

    edit: PUP/DNC and BRD/DNC could be really powerful if the dances are dependant on your main stats.

  9. #9
    Hydra
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    Re: The New Jobs Nov. 20. 2007

    Waltzes
    These dances cure and remove ailments from party members.
    Curing Waltz (Level 15)
    Divine Waltz (Level 25)
    Curing Waltz II (Level 30)
    Healing Waltz (Level 35)
    Curing Waltz III (Level 50)
    Curing Waltz IV (Level 70)
    Assuming Curing Waltz is curaga, DNC gets each curaga spell exactly one level before WHM does. Interesting.

  10. #10
    Yoshi P
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    Re: The New Jobs Nov. 20. 2007

    Quote Originally Posted by Meropi
    Waltzes
    These dances cure and remove ailments from party members.
    Curing Waltz (Level 15)
    Divine Waltz (Level 25)
    Curing Waltz II (Level 30)
    Healing Waltz (Level 35)
    Curing Waltz III (Level 50)
    Curing Waltz IV (Level 70)
    Assuming Curing Waltz is curaga, DNC gets each curaga spell exactly one level before WHM does. Interesting.
    It's not, divine waltz is curaga. Curing is the single target afaik.

  11. #11
    assburgers
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    Re: The New Jobs Nov. 20. 2007

    Curing Waltz is single target I believe, Healing Waltz would be Curaga, Divine Waltz Erase.

  12. #12
    Hydra
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    Re: The New Jobs Nov. 20. 2007

    My bad... that's what I get for reading fanfest stuff at 3am while feeding a baby, lol.

  13. #13
    I trusted Zet and this is what happened
    Eleven owes me $40 bucks

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    Re: The New Jobs Nov. 20. 2007

    Quote Originally Posted by Pergo
    so is sch getting lv4 nukes ? doesn't look like it...

    Thunderstorm (Level 51)
    Changes the weather around target party member to "thundery."

    nice of them to make up a word =p
    To be fair every word is made up

  14. #14
    Official THE Alpha and Omega
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    Re: The New Jobs Nov. 20. 2007

    I am SO a Scholar it's not even funny

  15. #15
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    Re: The New Jobs Nov. 20. 2007

    Quote Originally Posted by Toth
    DNC doesn't get curega dances till 30 though. ..That could be an issue when it comes to low level healing unless Drain Samba is really potent.
    How is this an issue, since WHMs do not rely on Curagas (while on xp) to keep party going. With signet, you can rest and not lose TP, and DNC does not need MP, so as long as he can get TP, party can keep going.

    P.S. Also it does not matter since you will see parties of DNCx5 SCH anyway

  16. #16
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    Re: The New Jobs Nov. 20. 2007

    Well, subbing SCH doesnt look very attractive anymore.

  17. #17
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    Re: The New Jobs Nov. 20. 2007

    Scholar will definitely be good support... for other people.

    I don't see how a 4minute JA that lowers cast/recast time will make it an "ideal" SJ for anything, but the potential of the weather spells would make it pretty strong in the backline.

    Maybe I'm missing something though the AOE JA would be cool to have as a SJ for rdm and whm, the potency one would've been great too, but we get the "meh" JAs.

  18. #18
    The God Damn Kuno
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    Re: The New Jobs Nov. 20. 2007

    Quote Originally Posted by SephirothYuyX
    Well, subbing SCH doesnt look very attractive anymore.
    Seriously. They went like "We wanted this job to be a new SJ for mages!" except for you know.. you can't do the AoE thing and you can't store the JAs. The Art bonuses and 2 JA we get would have to be really good to be worth using.

  19. #19
    Hydra
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    Re: The New Jobs Nov. 20. 2007

    The lowers mp cost one might be nice for WHM/SCH when raising? Honestly I was hoping for the potency one as well. Sigh.

  20. #20
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    Re: The New Jobs Nov. 20. 2007

    Didnt the lvl 60 SCH at fanfest have all the tier 3's at lvl 60? so shouldnt they be able to get tier 4?

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