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  1. #1

    new job abilities/traits/spells, and adjustments to old ones thread! 9/8/10

    Since there's no thread on this it seems at the time of my posting, I think we should have one! Here's what we've found so far:

    Warrior:

    Spoiler: show
    Adjustments:

    Fell Cleave:

    Appears to have gained a significant boost in power, roughly 40-80% on too weak mobs?


    White Mage:

    Spoiler: show
    New Spells:

    Cura II:
    -Level 83 White Mage
    -MP Cost: 45
    -Casting Time: ??
    -Recast Time: ??
    -Vendor Location/Cost: Brave Ox, Rabao (F-7) for ~88,389 gil; or quested in Abyssea - Attohwa from the quest, "Something in the Air". Link to quest here: http://wiki.ffxiclopedia.org/wiki/Something_in_the_Air .
    -"Restores HP for party members within area of effect."

    Roughly equivalent to Curaga II without Afflatus: Misery. Goes up to at least 281 HP cured.

    Boost-VIT:
    -Level 81 White Mage
    -MP Cost: 36
    -Casting Time: 8 seconds
    -Recast Time: 0:08
    -Spell Duration: 5:00
    -Vendor Location/Cost: Sold in the Goblin Shop in Lower Jeuno for ~73,740 gil.
    -"Enhances vitality for party members within area of effect."

    Grants 5 VIT to party members within range. Unknown range. Does not stack with Boost-MND. Wears off upon zoning.

    Boost-MND:
    Level 84 White Mage
    Vendor Location/Cost: Sold in the Goblin Shop in Lower Jeuno.

    New Job Abilities:

    Divine Caress:

    Doesn't wear off when you cast Erase or Esuna, so probably does not work with these two spells. Works with all other status cure spells though.

    Black Mage:

    Spoiler: show
    New Spells:

    Break:
    Level 85 Black Mage
    Vendor Location/Cost: sold in Windurst Waters [S] (south) in the magic shop.

    Petrifies mob. Fairly low recast, fast cast time.

    Waterja:
    Vendor Location/Cost: sold in Windurst Waters [S] (south) in the magic shop.

    Stoneja:
    Vendor Location/Cost: sold in Windurst Waters [S] (south) in the magic shop.

    Red Mage:

    Spoiler: show
    New Job Abilities:

    Saboteur:

    Doubles the duration and potency of next enfeeble, if applicable. Currently broken with gravity, causing the monster to run at normal movement speed. Does not work with elemental debuffs, or stun. Untested: bind, silence, gravity (when it unbreaks), blind, addle. If a spell doesn't not work with Addle, the effect of Addle does not wear off. Note: Slow has a hard cap of 100%, so Saboteur + Slow II (78%) + Carnage elegy (50%), only results in 100% slow, not 138%.

    New Spells:

    Gain-VIT:
    Level 81 Red Mage
    Vendor Location/Cost: Sold in the Goblin Shop in Lower Jeuno.

    Refresh II:
    Level 82 Red mage
    MP Cost: 60
    Vendor Location/Cost: sold by Macchi Gazlitah at Ru'Lude Gardens (H-9) for 150k.

    Gives 6 MP a tic refresh, lasts same duration as normal refresh. Cannot be accessioned.

    Addle:
    Level 83 Red Mage
    "Decreases an enemy's magic accuracy and increases its spellcasting time."
    Vendor Location/Cost: Sold in the Goblin Shop in Lower Jeuno.

    Gain-MND:
    Level 84 Red Mage
    Vendor Location/Cost: Sold in the Goblin Shop in Lower Jeuno.

    Thief:
    Spoiler: show

    Despoil: Accuracy has been greatly increased, and a message stating what the monster has been inflicted with will now appear in the log. A somewhat badly worded message, but at least it tells you what is inflicted.

    Paladin:
    Spoiler: show
    New Spells:

    Enlight:
    Vendor Location/Cost: Mamaroon, Nashmau at (H-7) - 2nd Floor.

    Dark Knight:
    Spoiler: show

    New Spells:

    Endark:
    Level 85 Dark Knight
    MP Cost: 24
    Casting Time: 3 seconds
    Recast Time: 0:30
    Duration: 3:00
    Vendor Location/Cost: Mamaroon, Nashmau at (H-7) - 2nd Floor.
    "Adds dark damage to your attacks."

    Initial enspell damage starts at 50, falling by 1 damage for every successful hit, and wearing off once it hits 1 damage (or 3 minutes pass), for a maximum total of 1275 damage. If endark is cast again before it wears off, the damage is reset back to 50. Works with multi-hit weapons as well.

    New Job Abilities:

    Occult Acumen: Gives TP roughly equivalent to 10% of the MP cost of the spell. 98 MP Water III gave 9 TP.

    Bard:
    Spoiler: show

    New Spells:

    Foe Lullaby II:
    Vendor Location/Cost: Toji Mumosulah Kazham (I-8) Standard Merchant.

    Mage's Ballad III:
    Vendor Location/Cost: Sold by the travelling circus, in the first place nation.

    Earth Carol II:
    Vendor Location/Cost: Sold by the travelling circus, in the first place nation.

    Sentinel's Scherzo:
    Vendor Location/Cost: Sold in the 'Merry Minstrel' in Lower Jeuno.

    Water Carol II:
    Vendor Location/Cost: Sold by the travelling circus, in the first place nation.

    Samurai:
    Spoiler: show

    Adjustments:

    Hasso: Gives +12 STR at level 84.

    Ninja:
    Spoiler: show

    New Ninjutsu:

    Myoshu: Ichi
    Vendor Location/Cost: Bought from Solby-Maholby, Norg H-9.

    Yurin: Ichi:
    Vendor Location/Cost: Bought from Solby-Maholby, Norg H-9.

    Dragoon:
    Spoiler: show

    Spirit Jump: Now gives a lot more TP than before (with wyvern out). Reported to give double your normal TP gain, being a two hit jump. Double attack appears to proc off of these hits, allowing you to get even higher TP returns than normal. Jump merits now affect spirit jump. Damage appears notably higher, possibly VIT being taken into account now?

    Soul Jump: Appears to be a 3 hit jump, giving triple TP return. Can Double attack as well, one dragoon got 92 TP from a good soul jump. Does not appear to generate enmity. Does not, however, shed enmity like high jump. Recast is affected by high jump merits.

    Summoner:
    Spoiler: show

    Perpetuation cost has been reduced somewhat, being 2 less than normal. (Note: SMN did not report what level they were, just that it was 2 less for garuda)

    Corsair:
    Spoiler: show

    Quick Draw changes:

    Quick draw will now give the user TP equal to a ranged attack. This TP return is affected by store TP gear, like normal hits. It will also give chance of markmanship skillups, and still does not give any TP to the monster it is used on. Pure win! (Do light and dark shot give you TP, even though they do no damage?)

    Blitz Roll:

    Appears to be delay reduction, not haste. 10 hits with joyeuse by a naked cor. without roll, he gained 60 TP, and with an 11 roll, gained 54 TP. 11%~12% delay reduction?

    Puppetmaster:
    Spoiler: show

    Deus Ex Automata (AKA PURE WIN)

    Level 5 PUP
    Job Ability
    Recast 1:00

    "Calls Forth your automaton in an unsound state."

    Using Deus Ex Automata (Henceforth refered to as DEA, for short) will call out your automaton, with 25% of its HP and MP remaining. Note this is not "weakened" status, more like if it had just recovered from weakness. There appear to be no other penalties, as maneuvers don't seem to overload any more than normal, it acts like it normally does with low hp/mp, and spell timers don't seem any longer. It really is just a low hp/mp automaton.

    The best part of this ability however, is that not only is DEA separate from activate (using DEA will call out automaton, and not affect activate timer at all), if you heal your automaton to full hp with a simple role-reversal or repair, then deactivate, ACTIVATE WILL BE RESET TO 0. This means pup is no longer bound or has to worry about nasty 19 minute activate timers. EVER.

    Repair changes:

    So far, testing has only been done on automaton oil +2. at level 80, it will restore 33.3% of the automaton's max HP instantly, along with the existing regen effect. Others seem to be getting various results... it is possible the amount restored % wise varies with the user's level. But then again, that was from alla, so I'll take that with a grain of salt till more testing is done.

    New Spells!:

    level 81: Water V with 5/5 magic merits for spiritreaver
    Cure VI with 5/5 magic merits for soulsoother
    Aero V at 335 skill (possibly slightly earlier), which is I think 85 with max merits? New magic skill cap is 341 at 85 with max magic merits now.

    No other spells confirmed, but needs checking, on all casting frames!

    Scholar:
    Spoiler: show

    New Spells:

    Animus Augeo:
    Level 85 Scholar
    MP Cost: 21 MP
    Duration: 3:00
    Vendor Location/Cost: Liske in Bastok Markets [S], L-10 (by the music shop).

    Short recast, roughly 8-9 seconds with arts up. Can be used with Accession. Party member target only, cannot be cast on alliance. Grants Enmity boost to target/s.

    Animus Minuo:
    Level 85 Scholar
    MP Cost: 21 MP
    Duration: 3:00
    Vendor Location/Cost: Liske in Bastok Markets [S], L-10 (by the music shop).

    Short recast, roughly 8-9 seconds with arts up. Can be used with Accession. Party member target only, cannot be cast on alliance. Grants Pax effect to target/s.

  2. #2
    Bring on the Revolution
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    what does the new Ninjitsu do?

  3. #3
    New Odin
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    Reduces TP gain of mobs and you, iirc.

  4. #4
    Fishing Guru
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    Anyone tested if QD also gives tp to the mobs?

  5. #5
    Absolute Messenger of Promathia
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    Quote Originally Posted by cdgreg View Post
    Anyone tested if QD also gives tp to the mobs?
    Saw tests, Don't recall where, Saying TP from quick Draw is about the same as a Ranged attack and is effected by Store TP, and grants 0TP to the Mob.

  6. #6

    Some pups reporting repair restores more HP to valoredge, so it might be % based. When used on blm bot it restored 269 hp out of 898, which comes out to roughly 33.4% HP restored. It might be auto oils +2 restore 1/3 of the auto's max HP if that's the case.

    ::edit:: yep, Jinte on alla mentioned oil +2 restoring 582 HP to VE with both auto repair kits equipped, at level 80. 1941 HP/582 = 33.3% again. So it looks like it really does restore 1/3 of the auto's max HP instantly, followed by its normal regen.

  7. #7
    Hydra
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    - Addle: RDM Lv.83
    - Refresh II: RDM Lv.82
    - Gain-VIT: RDM Lv.81
    - Gain-MND: RDM Lv.84
    - Boost-VIT: WHM Lv.81
    - Boost-MND: WHM Lv.84
    - Animus Augeo: SCH Lv.85
    - Animus Minuo: SCH Lv.85
    - Break: BLM Lv.85

    addle is either lower magic attack or amnesia?
    how much mp/tic is refresh 2
    gain vit/mind seem pretty useless

    animus augeo/minuo?

    and how is break going to work?

    edit: not useless, but I can see SE making these two buffs suck

  8. #8

    Gain VIT will be pretty useless. You're underestimating MND if you don't think a MND boost will be useful for RDM. Next couple updates should have Gain/Boost STR/DEX/INT too.

    Adding useful information: Some guy on Alla reports that PUP gets Cure VI/Water V at 81.

  9. #9

    Wouldn't gain VIT help WHM's with cure V (VI?) since it does have a VIT mod with MND?

  10. #10
    Melee Summoner
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    Quote Originally Posted by cdgreg View Post
    Anyone tested if QD also gives tp to the mobs?
    doesn't. fired 2 shots with a drk and they absorb tp for 0

  11. #11
    Ridill
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    occult acumen being reported to give 10% of a spell's cost as tp. 98mp water 3 > 9 tp etc

  12. #12
    Smells like Onions
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    Spirit Jump now gives 30tp

  13. #13
    Fake Numbers
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    Quote Originally Posted by Shadowhusky View Post
    Wouldn't gain VIT help WHM's with cure V (VI?) since it does have a VIT mod with MND?
    depends if one type of this effect can be in effect then gain mnd would be better if its multiple then yeah

    all cures have a vit mod although mnd is a stronger factor

    gain mind coming from a rdm, is there anything we can't cap potency easily with our gear? Guess I'm expecting some highly resistant nms in the future since most of the abbysea ones dont have any real resistance to debuffs. Not saying gain mind is useless it just feels with the added accuracy from the levels that there's no challenge to it anymore but then again I dont do every nm/hnm on the block so...

  14. #14
    An exploitable mess of a card game
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    Quote Originally Posted by Rengar View Post
    Spirit Jump now gives 30tp
    It doubles your TP gain.

  15. #15
    A. Body
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    depends if one type of this effect can be in effect then gain mnd would be better if its multiple then yeah
    Seems likely, since the icon is a VIT icon...but the effect is +5 (or starts there) - +8 at 332 Enhancing.

  16. #16
    Old Merits
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    I posted this elsewhere, but the new Despoil:

    http://img827.imageshack.us/img827/7...rtalkombat.png

  17. #17
    An exploitable mess of a card game
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    I would like to Amend the earlier comment and suggest that Spirit Jump forces a DA proc.

    Edit: "Tested" this while farming for chrests. I missed one of the hits from Spirit Jump and it only gave me TP for one hit and the DMG was noticeably less.

  18. #18
    Hydra
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    Quote Originally Posted by Shadida View Post
    I posted this elsewhere, but the new Despoil:

    http://img827.imageshack.us/img827/7...rtalkombat.png
    "The Gore Demon are afflicted with Defense Down." Wat

  19. #19
    First invited, last in the zone.
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    Quote Originally Posted by Yugl View Post
    I would like to Amend the earlier comment and suggest that Spirit Jump forces a DA proc.

    Edit: "Tested" this while farming for chrests. I missed one of the hits from Spirit Jump and it only gave me TP for one hit and the DMG was noticeably less.
    You can still DA on top of Spirit Jump though

    I got a 44 TP return spirit jump /WHM ( went from 22->66 TP, which accounting for rounding, is ~3x my normal TP return.)

    So it seems to be a 2 hit "WS" rather than a double attack per se.


    Soul Jump works the same way, according to an 85 DRG I asked.

  20. #20
    Puppetmaster
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    So, spirit jump, soul jump, and meditate might allow DRG to self-skillchain fairly easily now, or no? I'm not too familiar with the class.

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