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  1. #1

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    Information on New and Existing Jobs

    Hi :elmer:

    Im back reporting from Japan, the land of sushi, ramen and keyboard with no apostrophes. I picked up a few magazines to check out new information. For now, I have to connect at a net cafe, so sorry, but no pictures. Also, everyone who reads this owes me 550 yen. How you get it to me is up to you. I prefer PayPal.

    Online D, an offshoot of Dengeki dedicated to Online games had a huge guide for Wings of the Goddess. Theres a lot of stuff that we have all figured out by now, and you can find detailed in the WotG subforum. It is just organized nicely with charts and pictures and stuff.

    Dancer

    Evasion Bonus
    I @ 15
    II @ 45
    III @ 75

    Accuracy Bonus
    I???30
    II @ 60

    Subtle Blow
    I @ 25
    II @ 45
    III @ 65

    Scholar

    Resist Silence
    I @ 10
    II @ 40
    III @ 70

    Clear Mind
    I @ 20
    II @ 35
    III @ 50
    IV @ 65



    Then theres a big interview with the developers about WotG so far. How the Mission and Quests flow together (Storyline, Nation Quests, Storyline) and stuff about Campaign and the new mobs we have seen so far.

    Then theres a section for the Jobs

    • The new jobs were designed to be strong support jobs. Before, everyone would be subbing Ninja or White mage, and this was meant to change all that.[/*:m:3mgzvw3w]
    • Dancer was made to be a front line healer. It excels on Tough and Very Tough mobs where it can quickly gain TP and do good damage. It may suffer on IT mobs and up due to low accuracy, so that:s where WHM and RDM can still shine.[/*:m:3mgzvw3w]
    • A. Flourish is weaker than Provoke, but consume 2 Finishing Moves boosts its effect closer to a Provoke.[/*:m:3mgzvw3w]
    • B. Flourish boosts only your own Weapon Skill. It can consume up to 3FM. Using 1 boosts Accuracy, 2 boosts Accuracy and Attack Power, and 3 boosts Acc Attk and Crit Hit rate. Because Evisceration is the only WS with Crit Hit chances, uses 3FM isn:t that useful until high levels.[/*:m:3mgzvw3w]
    • W. Flourish it like activating the properties of all level 1 skillchains at once. Level 3 chains cannot be made from it, nor can Distortion or Gravitation.[/*:m:3mgzvw3w]
    • Scholar plays like a BLM or RDM early on until it gets more of its unique abilities. We have heard complaints that it is hard to sub BLM because of the lack of Blink and Stoneskin. Also, choosing SCH as a support to BLM poses the same issue. We are considering added abilities to make the choice more enticing.[/*:m:3mgzvw3w]
    • Scholar is meant to do direct damage like a BLM, but spread out over time. To help the party understand a Scholar:s contribution better, the initial damage is shown, and that?same amount of damage is then inflicted as the incriments of the DoT damage. (I:m too full and sleepy to word that better)[/*:m:3mgzvw3w]
    • Only one Helix can be active, so Scholars cannot all stack different ones on a single enemy.[/*:m:3mgzvw3w]
    • Artifact Armor is coming soon[/*:m:3mgzvw3w]





    Dengeki magazine also had some WotG junk, a look at the Mercenary Camp BCNM, and another interview about Job Adjustments. Here is what we can expect:

    Warrior
    An ability that gives some special effect for causing the enemy to target you. You take damage, but get to counter attack and gain TP. They are looking to improve Warrior as a tank, and are thinking along the lines of a special stance they can use. (sounds like Hasso/Seigan talk)

    Monk
    An ability that reduces the amount of attacks and improves kicks. Hand-to-hand attacks decrease, and the strength of each kick is boosted. They worried over how exactly to implement this... weaken punches? Increase punch delay? They also want to add another ability to precent the enemy from gaining TP.

    White Mage
    Plan to add more Teleport spells.
    We are planning to add Teleport spells for areas in the past.

    Black?Mage
    They wish to add methods to reduce the resist rate of Skillchains as well as provide more oppurtunities for their usage. Also looking to add a number of new spells, including a Warp2 kind of spell that will send people to towns of the past. It won:t send you to a homepoint, but rather to your affiliated nation. It will be unable to be used with a BLM sub.

    Red Mage
    Magic that will provide Red Mages more chances to fight with their sword. It won:t have Red Mages constantly on the front lines of battle, but since we bothered to give them such prowess with the sword, we would like to see them used more as magical swordsmen.

    Paladin
    Magic that will reflect back damage that is reduced by a shield. We:re planning to add a spell like Dread Spikes for PLD only, that will shoot back damage at the enemy that was blocked by a shield.

    Dark Knight
    Since they are attackers enhanced with magical ability, we want to add more unique spells for them to use.

    Beastmaster
    Pet food that cures status ailments. Right now, you can only cure these by using Reward with certain AF equipment on. Also, we are looking to shorten the recast timer.

    Bard
    An ability where you can focus songs on to a single target.

    Samurai
    An ability that allows you to perform a WS using just 100 TP. A Samurai can then solo WS and still be sure to have TP to do Skillchains when another party member is ready.

    Ninja
    Ninjutsu that provides a Sneak Effect. Also, an ability that lowers enmity for a short period of time, and then shoots it back up to its original level.

    Dragoon
    We want to increase the variety of actions and attack patterns a wyvern can employ.

    Summoner
    An ability lets you recover MP from a summoned elemental. Weather and Day will have an effect. "As for new Avatars, I:m sorry but I cannot say anything as of yet."

    Blue Mage
    New spells will be added in the next Version Update. They will include abilities from monsters in the past.

    Corsair
    New rolls for the new jobs are planned. Quick Draw charges will be able to be stored up just like a Scholar:s abilities.

    Puppetmaster
    New attachments will be added, and existing attachements will receive adjustments. High level Automatons will get new Weapon Skills. They are looking at more ways to improve the Automaton itself. Possibilities include a new frame.




    all right, that:s all for now. Sorry if it:s kind of messy and stuff.

  2. #2
    ٩๏̯͡๏)۶

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    Re: Information on New and Existing Jobs

    I'm happy they understand that scholars are too fragile to go /blm. Or for blm to go /sch.

  3. #3
    The God Damn Kuno
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    Re: Information on New and Existing Jobs

    Very nice but this made me rofl

    Quote Originally Posted by Elmer the Pointy
    It won:t have Red Mages constantly on the front lines of battle, but since we bothered to give them such prowess with the sword, we would like to see them used more as magical swordsmen.

  4. #4
    Bagel
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    Re: Information on New and Existing Jobs

    Samurai
    An ability that allows you to perform a WS using just 100 TP. A Samurai can then solo WS and still be sure to have TP to do Skillchains when another party member is ready.
    - In accordance with these changes, adjustments have been made to the following weapons:

    * Soboro Sukehiro

  5. #5
    BRP
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    Re: Information on New and Existing Jobs

    A lot of the job adjustments in the latter part of the translation has been said before, but the first portion is completely fresh. Thanks elmer.

  6. #6
    Ashira
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    Re: Information on New and Existing Jobs

    These really stood out to me:

    Quote Originally Posted by Elmer the Pointy
    Samurai
    An ability that allows you to perform a WS using just 100 TP. A Samurai can then solo WS and still be sure to have TP to do Skillchains when another party member is ready.
    And Hagun prices skyrocket.. again! But... still... decent.

    Summoner
    An ability lets you recover MP from a summoned elemental. Weather and Day will have an effect. "As for new Avatars, I:m sorry but I cannot say anything as of yet."
    Well, that makes sense, considering spirits take up the most freakin' MP.. But still... with fast summon times... this could prove extremely useful if it's enough of a return, even in soloing. Pet dies, summon a spirit, use ability to get MP, run off, spirit dies to mob, summon pet. Now, hopefully the MP return is something that won't be cancelled out by the 12MP or so a tick for 10 seconds. Of course, if this ability kills the summoned spirit, then it's more of a long term fight ability, and also would fix the possibility of the MP being wasted just by having the spirit out.



    all right, that:s all for now. Sorry if it:s kind of messy and stuff.
    We will never forgive you, Elmer.

  7. #7
    Ridill
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    Re: Information on New and Existing Jobs

    I skimmed through, then I suddenly saw a use for M. Abj Legs, and all at once my world just fell apart.

    Looks like they're bringing back the PLD/WAR for lower end stuff (kings, maybe not nid, and depending on the effect, definitely all of sea)

  8. #8
    Relic Shield
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    Re: Information on New and Existing Jobs

    Can I get SCH to 37 in 1 weekend? >_>

  9. #9
    Old Merits
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    Re: Information on New and Existing Jobs

    Hurray new DRK spells!

    Maybe DRK only nukes that don't suck. Maybe.

  10. #10
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by SathFenrir
    I skimmed through, then I suddenly saw a use for M. Abj Legs, and all at once my world just fell apart.

    Looks like they're bringing back the PLD/WAR for lower end stuff (kings, maybe not nid, and depending on the effect, definitely all of sea)
    Just because it might be more useful to block with a shield doesn't mean it has to be /war. Sorry I just really dislike /war lol

    16 jobs got mentioned there, and OMG NOTHING FOR THIEF. Yeah oh well. Good to see some of this stuff, can't wait to see the pld change implemented at least.

  11. #11
    New Spam Forum
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Jkun
    Hurray new DRK spells!

    Maybe DRK only nukes that don't suck. Maybe.
    Personally was hoping for something along the lines of abs-effect that works like aura steal but meh

  12. #12
    CoP Dynamis
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    Re: Information on New and Existing Jobs

    The new jobs were designed to be strong support jobs. Before, everyone would be subbing Ninja or White mage, and this was meant to change all that.
    Just about every dancer ends up subbing ninja, and most scholars I see sub white mage. <_< Never see /DNC outside of solo though, and /SCH? Never seen at all.

  13. #13
    Puppetmaster
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Elmer the Pointy
    Ninja
    Also, an ability that lowers enmity for a short period of time, and then shoots it back up to its original level.
    Two uses I see for this are:

    -Use to get the mob to turn to allow THF or /THF to SATA on you then get all hate back plus a bunch extra.

    -Allow for a breather to get shadows back up and let timers cool a bit.

  14. #14
    Ridill
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Eaglestrike
    Quote Originally Posted by SathFenrir
    I skimmed through, then I suddenly saw a use for M. Abj Legs, and all at once my world just fell apart.

    Looks like they're bringing back the PLD/WAR for lower end stuff (kings, maybe not nid, and depending on the effect, definitely all of sea)
    Just because it might be more useful to block with a shield doesn't mean it has to be /war. Sorry I just really dislike /war lol

    16 jobs got mentioned there, and OMG NOTHING FOR THIEF. Yeah oh well. Good to see some of this stuff, can't wait to see the pld change implemented at least.
    I'm not a fan of /WAR because it requires me to wear stupid shit like K. Schaller, K. Cuirass, Gallant Feet, and actually be seen like that, not just blink into when terror'd.

    But hell, can't say it wouldn't be fun to just mindlessly bloodtank some stuff again, never gets old. (recently watched LS new to aery bloodtank faf with 5 pld/nin's, none of whom could cast ni, made me nostalgic for the days of /war)

  15. #15
    Sea Torques
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    Re: Information on New and Existing Jobs

    wouldn't be broken to let /SCH have 2 charges either

  16. #16
    Relic Horn
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Rena
    The new jobs were designed to be strong support jobs. Before, everyone would be subbing Ninja or White mage, and this was meant to change all that.
    Just about every dancer ends up subbing ninja, and most scholars I see sub white mage. <_< Never see /DNC outside of solo though, and /SCH? Never seen at all.
    Any WHM who doesn't sub SCH (in most cases/events where they are being White Magey) is just plain retarded, I think. Forgiveness is to be given to those without SCH @ 37, of course, but if you have it as an option, it far surpasses /SMN or /BLM.

    Quote Originally Posted by deivi
    wouldn't be broken to let /SCH have 2 charges either
    Except that the charge thing is supposed to be unique to Scholar, and that's how they've kept it.

  17. #17
    Bagel
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Lordwafik
    I'm happy they understand that scholars are too fragile to go /blm. Or for blm to go /sch.
    Same here! :D

  18. #18
    DEUS VULT
    FITE ME

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    Re: Information on New and Existing Jobs

    This reeks of deliciousness.. very excited for the new WAR ability. I'd pretty much resigned myself to the realization that they really can't tweak WAR without making it retarded, but I think something that will let me bonertimetank could be very fun.

    The 100-tp mini Make Yo' Sushi sounds awesome.

    And PLD Dread Spikes! Zom!

  19. #19
    F5 Like A Boss.
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    Re: Information on New and Existing Jobs

    Oh wow. SAM ability is hot. I'm kinda surprised with the WAR enhancement though... I had a feeling SAM was going to be the new tank. :O

    Not too happy about that RDM update... It's gonna give some of those dumbass melee RDMs an "excuse" to melee.

  20. #20
    Bagel
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    Re: Information on New and Existing Jobs

    Really wish they'd go ahead and reveal the new wyvern stuff. Hopefully it's roxor since they're not actually adding anything to drg, like a second attack bonus trait.

    Rdm/pld, don't care. Blm thing seems nice.

    Sam thing sounds unnecessary, unless it ends up being on a 20 minute timer or something. If a sam can't solo sc as is then they shouldn't be allowed to.

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