This is the one that sounded Alexander-ish* Blood Pact: Rage “Holy Mist” (SMN Lv.76)
Deals light elemental damage to an enemy.
New shinies for Fenrir one assumes…* Blood Pact: Rage “Lunar Bay” (SMN Lv.78)
Deals darkness damage to an enemy.
Thinking about this - probably more likely Diabolos* Blood Pact: Rage “Night Terror” (SMN Lv.80)
Deals darkness damage to an enemy.
Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.
Shark Bite just became dnc's new best JA, 2 hits = maximum bonus from saber dances DA and the crit bonus from this, combined with buildingb flourish's crit bonus... /fapfapfapfap
and and and and
- Dancers will be able to perform the ability "Cure Waltz" on non-party members.
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages the
Looks like I don't need to ungimp my nin sub after all, *girly squeal*
Finally, Im getting conserve tp, parry tp bonus, and skillchain bonus...
I don't even know what to say...
Very solid plate here of abilities across the board. My jobs are excited
Especially SMN!
I've used THF/DNC in events for TH4 whoring for a long time now, playing with less focus on Dmg and more on enfeebling/support/enmity control and now it will be even that much more effective, also THANK GOD i can equip another dagger in addition to gimp-0 Thief Knife and still keep the utility of /DNC.
Mana Wall can be useful with a 5s duration for things with known huge damage at specific time. Example: Citadel Buster
Question being, even though MP is taking the damage, do you still loose the enmity from said damage; and what if you take more damage then you have mp.
While this is a possibility one would have to wonder about how feasible it is to have a value higher than 6 do anything on a movement speed roll if said roll is used anywhere near a combat situation. It just seems horribly stupid to implement it in such a manner. Stupid doesn't stop SE though. Those 2 rolls just seem like they're making cor more versatile in endgame fights by now giving it rolls suitable for the tank pt(when you act stupid and dont use a dd/nin as a tank)
Now all they need to do is either lift restrictions on combats merits or allow for more than 2 weapons (just add 40 more points so we can cap 7 weapons and have 4 left over like now SE) and I'm going to be a happy camper this update.
Lot's of exciting stuff, and this is only 75 > 80. I wonder what's around the corner!
Saber Dance
200 TP + 5 FM
Sekkanoki
Climatic Flourish <- Next Atk Crit 100%
Shark Bite <- Crit Atk. Bonus
Meditate
Step
Pyrric Kleos <- Distortion + SC Damage Bonus
Reverse Flourish
Evisceration <- Darkness + SC Damage Bonus + Crit Atk. Bonus
andRestraint (WAR Lv.77 Ability Delay: 10 min. Effect Duration: 5 min.)
Enhances your weapon skill power with each normal attack you land, but prevents you from dealing critical hits.
Confuse me.Crit. Atk. Bonus WAR Lv.78 Improves power of critical hits.
Is restraint talking about crit att on WS only? If that's the case this could really power up the new WS's if they're actually elemental and make them actually pretty damn good.
Some interesting updates, shame that BRD doesn't really get anything. Next level of Requiem might mean something if most ToAU mobs werent immune to Requiem. >.> Oh well, maybe next update Bard will get some new songs that are actually interesting.
Ok some observations.
First of all, SE screwed Blu. At Vanafest they announced they wanted to add dual wield as a natural job trait (which means that its not dependent on a combo of spells being set). Thus, they give this to Dnc. Blu doesn't get any new job abilities or anything, just new spells. Pretty weak SE
Also, I wonder if SE will screw up and have the new +movement speed Cor roll not removed upon taking hits (ala Brd before the Mazurka nerf).
Finally, I am suprised no one mentioned this. Blm is now completely overpowered for 1 min. Think of this:
Blm has full MP
1. Blm uses Mana Wall
2. Blm uses Manafont
3. ???
4. Major Major profit
I can't wait to see what an alliance of blms can do (or soloing ODS every 2 hours much easier then it can be done now).
Epic update is seriously epic. Couple of things I'd like to nitpick though
- Why does DNC get the SC bonus before DNC wtf? SAM is all about WS & SC... about fucking time though.
- WTF @ SCH getting Tier V nukes, that's gay. They'll probably get Cure VI too...
- LOL Pro/Shell V, guess they need to change WHM's category 2's now?
- Fencer looks cool, but why doesn't NIN get some kind of passive crit trait?
- No conserve TP for SAM, the job who spams WS?(not that SAM needs it...)
- Why are so many people assuming BLM & SCH get TP from nukes? The way I'm reading it it sounds like bonus damage being done, kinda like the merit BPs.
- What the FUCK @ Futae being only 1 spell. Good job SE, had you let that last for every spell for the duration NIN nuking could have become respectable.
- Wtf do they mean by suppressing enmity? The DRG earns less hate over time after using that ability, or even the entire PT? (Likely just the DRG though but it sounds like a penance-ish ability)
- Climactic Flourish = crits? So, does that mean your next WS can crit or just a temporary spike to crit rate?
Finally WTF @ native Phalanx on PLD.... just what the fuck SE > _ > (I would have preferred 3 minute Sentinel but oh well this is still pretty broken)
Guess we'll have to wait until September for Treasure Hunter III and Refresh II![]()
Well looks like BRD will for sure be the last thing I will lvl to 80, unless SE gives us Vuvuzelas that Stun or Confuse the monster.
WAR and PLD will rock!
If they scale movement speed the same way the do Cor roll, you're looking at 10 -24%, so it's not super buffed. Considering SE's recent anti-kite countermeasures (the entire VNM series having draw in/movement speed/resist grav), it's highly unlikely they would make a movement roll that isn't subject to the same drawbacks as mazurka/jig.
Semi off topic, I'm sorely tempted to level Rng just to play around with heavy shell Quick Draw. Not an ideal sub job for Ranger by a stretch, but you'd get a free 400+ dmg per minute using just staff, earrings and obi.