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Job Adjustments! (8/19/2011)

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  • Job Adjustments! (8/19/2011)

    [dev1024] Job Adjustments


    The forthcoming version update will feature the following job-related adjustments and refinements:

    New Job Abilities
    • White Mage
      • Sacrosanctity (Lv. 95)
        Enhances magic defense for party members within area of effect.

    • Black Mage
      • Manawell (Lv. 95)
        Eliminates the cost of the next magic spell the target casts.

    • Red Mage
      • Spontaneity (Lv. 95)
        Reduces casting time for the next magic spell the target casts.

    • Thief
      • Bully (Lv. 93)
        Intimidates target.

    • Paladin
      • Palisade (Lv. 95)
        Increases chance of blocking with shield, and eliminates enmity loss.

    • Dark Knight
      • Scarlet Delirium (Lv. 95)
        Channels damage taken into enhanced attack and magic attack.

    • Beastmaster
      • Run Wild (Lv. 93)
        Your familiar will gain heightened powers, but will disappear when the effect expires.

    • Bard
      • Marcato (Lv. 93)
        Enhances the effect of your next song.

    • Ranger
      • Decoy Shot (Lv. 95)
        Diverts enmity when launching a ranged attack from behind a party member.

    • Samurai
      • Hagakure (Lv. 95)
        Grants "Save TP" effect and a TP bonus to your next weapon skill.

    • Ninja
      • Issekigan (Lv. 95)
        Increases chance of parrying, and gives an enmity bonus upon a successful parry attempt.

    • Dragoon
      • Steady Wing (Lv. 95)
        Creates a barrier that temporarily absorbs a certain amount of damage dealt to your wyvern.

    • Summoner
      • Carbuncle: Soothing Ruby (Lv. 94)
        Removes multiple status ailments from party members within area of effect.

      • Ramuh: Shock Squall (Lv. 92)
        Temporarily prevents all enemies within area of effect from acting.

    • Blue Mage
      • Unbridled Knowledge (Lv. 95)
        Allows access to additional blue magic spells.

    • Corsair
      • Miser's Roll (Lv. 92)
        Grants "Conserve TP" effect to party members within area of effect. Lucky Number: 5. Unlucky Number: 7.

      • Companion's Roll (Lv. 95)
        Grants "Regain" and "Regen" effects to pets of party members within area of effect. Lucky Number: 2. Unlucky Number: 10.

    • Puppetmaster
      • Cooldown (Lv. 95)
        Reduces the strain on your automaton.

    • Dancer
      • Ternary Flourish (Lv. 93)
        Allows you to deliver a threefold attack. Requires at least three finishing moves.



    Job Ability and Job Trait Refinements
    • Blue Mage
      • Five additional blue magic points will be granted upon reaching Lv. 91.

    • Scholar
      • The effect duration of Tabula Rasa will be increased from 30 to 90 seconds.



    Pet-related Additions and Adjustments
    • Beastmaster
      • New familiars will be introduced.

    • Dragoon
      • The amount of damage wyverns take will be reduced.

    • Puppetmaster
      • Automatons will gain the job trait Subtle Blow.



    Additional Spells
    • White Magic
      • Holy II (WHM Lv. 95)
        Deals light elemental damage to an enemy. Afflatus Solace: Increases spell potency based on the amount of HP you restore.

      • Curaga V (WHM Lv. 95)
        Restores HP of all party members within area of effect.

      • Boost-STR (WHM Lv. 93)
        Enhances Strength for party members within area of effect.

      • Gain-STR (RDM Lv. 93)
        Enhances Strength.

      • Temper (RDM Lv. 95)
        Grants the ability to occasionally attack twice.

      • Embrava (SCH Lv. 5: Tabula Rasa must be in effect)
        Consumes 30% of your maximum MP. Gradually restores target party member's HP and TP and increases attack speed.
    • Black Magic
      • Thunder V (BLM Lv. 92)
        Deals lightning damage to an enemy.

      • Blizzaja (BLM Lv. 93)
        Deals ice damage to enemies within area of effect. Successive use enhances spell potency.

      • Absorb-Attri (DRK Lv. 91)
        Steals an enemy's beneficial status effects.

      • Breakga (BLM Lv. 95)
        Petrifies enemies within area of effect, preventing them from acting.

      • Comet (BLM Lv. 94)
        Deals dark damage to an enemy. Successive use enhances spell potency.

      • Kaustra (SCH Lv. 5: Tabula Rasa must be in effect)
        Consumes 30% of your maximum MP. Deals dark damage to an enemy.
    • Songs
      • Horde Lullaby II (BRD Lv. 95)
        Puts enemies within area of effect to sleep.

      • Pining Nocturne (BRD Lv. 92)
        Decreases an enemy's magic accuracy and increases its spellcasting time.

      • Ice Carol II (BRD Lv. 93)
        Increases resistance against ice and sometimes nullifies ice damage for party members within area of effect.
    • Ninjutsu
      • Kakka: Ichi (NIN Lv. 93)
        Uses the ninja tool, "ryuno." Increases your TP gain.



    Existing Spells Made Available to New Jobs
    • White Magic
      • Raise II (RDM Lv. 95)
      • Raise III (SCH Lv. 92)
      • Reraise III (SCH +v. 92)
      • Addle (WHM Lv. 93)
    • Black Magic
      • Blizzard III (DRK Lv. 92)
      • Thunder IV (RDM Lv. 92)
      • Fire V (SCH Lv. 91)
      • Blizzard V (SCH Lv. 95)
      • Break (DRK Lv. 95)


    Additional learnable blue magic spells will be added.
    *The above content is still under development is subject to change before the official release.
    0

    ---------- Post added at 09:30 AM ---------- Previous post was at 09:29 AM ----------

    In before RDM complaints.

  • #2
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Murphie View Post
    In before RDM complaints.
    Server: Midgardsormr -> Quetzalcoatl -> Valefor
    Occupation: Reckless Red Mage
    Name: Drjones
    Blog: Mediocre Mage

    Comment


    • #3
      Re: Job Adjustments! (8/19/2011)

      Sorry. I just know it's coming. :p

      The changes to BLU look interesting, and woo to a NIN spell that increases TP gain. No MNK or WAR mentioned, but do they really need a boost? I submit that they do not.

      Comment


      • #4
        Re: Job Adjustments! (8/19/2011)

        I know it is not how it is pronounced, but man the potty jokes that can be made with the NIN spell...

        Also, carby's new BP, if it can take off what Levi's can't, me likely. And poor Ramuh...no love for the old man.

        Gonna have to go spam Brother's now with friends so I can get Raise III (oh or Kirin). Not shelling out 1 mil for it, even if 1 mil doesn't really take that long to make anymore.
        sigpic
        Y'okay!

        PSN: goboaj (be my friend damnit)

        Comment


        • #5
          Re: Job Adjustments! (8/19/2011)

          Yeah, the Ninjitsu spell names are a bit...off. Ramuh's ability sounds like stunga, which...yay? I don't play SMN, so I dunno.

          Comment


          • #6
            Re: Job Adjustments! (8/19/2011)

            Yurin and Kakka, huh? I guess those were abilities in Okami ...

            Gain-STR and a double attack buff. wtf is rdm supposed to melee or not etc etc.

            Is the blue mage in the Unbridled Knowledge screenshot using Fulmination? I think I just yurined my pants a little. Don't recognize the spell at the bottom.
            lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

            Comment


            • #7
              Re: Job Adjustments! (8/19/2011)

              Originally posted by Taskmage View Post
              Gain-STR and a double attack buff. wtf is rdm supposed to melee or not etc etc.
              Refresh/Haste/Temper cycles, GO!
              Server: Midgardsormr -> Quetzalcoatl -> Valefor
              Occupation: Reckless Red Mage
              Name: Drjones
              Blog: Mediocre Mage

              Comment


              • #8
                Re: Job Adjustments! (8/19/2011)

                Yeah, the Unbridled Knowledge JA will let BLU use HNM WS as spells for the duration (1 spell? dunno) of the JA. Still have to learn them though lol.

                And the Stunga BP is useless. Even if you are perpetuating Ramuh, it takes 3 seconds for the Blood pact to go off. If you aren't well...even more lol. If it has a lower cost like Ifrits Enfire or a long duration, then it might at least fall into the catagory of okay.
                sigpic
                Y'okay!

                PSN: goboaj (be my friend damnit)

                Comment


                • #9
                  Re: Job Adjustments! (8/19/2011)

                  As mentioned, carby’s BP will be useful if it’s above Levi’s…but then again Levi’s also curagas…so iunno.
                  Ramuh getting stunga seems cool but I don’t see many uses for it…cept maybe dynamis with multiple JA mobs or maybe BCNMs.

                  o Run Wild (Lv. 93)
                  Your familiar will gain heightened powers, but will disappear when the effect expires.
                  This could be interesting. Pet version of Warcry maybe? Get a couple Bsts together and pet zerg ^^.
                  Also, yaaaay to new jugs. too bad mobs don’t wear armor…I’d love to use the slug and remove their equipment.
                  (And on a personal note…can they stop using Hume Bsts in pictures, we all know Taru’s make the coolest looking Bsts).


                  Not super excited about pup. I don’t have too much of a problem with Puppet overloading. Only times I have problems is when I need a 2nd emergency cure.
                  99 BST, PUP, WAR, MNK, THF, WHM, BLM, SMN, RNG, BLU, RUN, PLD

                  -Ukon (85) 27/75 claws
                  -Farsha (90) Completed!!
                  -Verth (90) Completed!!
                  -Guttler (95) Completed!
                  -Gandiva (80) 24/50 wings
                  -Ochain 27/50, 50/75, 8/75
                  -Aegis just started

                  ***Thank you xxFunWithJugsxx for all the help/support***

                  Comment


                  • #10
                    Re: Job Adjustments! (8/19/2011)

                    96-99 is going to be insane for all those Ni spells they've been holding back on... right?!

                    Comment


                    • #11
                      Re: Job Adjustments! (8/19/2011)

                      Originally posted by Murphie View Post
                      Corsair
                      • Miser's Roll (Lv. 92)
                        Grants "Conserve TP" effect to party members within area of effect. Lucky Number: 5. Unlucky Number: 7.
                      • Companion's Roll (Lv. 95)
                        Grants "Regain" and "Regen" effects to pets of party members within area of effect. Lucky Number: 2. Unlucky Number: 10.
                      Hmm... Well... I'm not happy nor sad for Miser's Roll, considering I spam Tactician's Roll.
                      However, Companion's Roll will definitely be a BUST (no pun intended). I mean, other than being in a party full of PUPs, SMNs, BSTs, and/or DRGs, I don't see myself using this roll at all.

                      Probably would have been nice to get a Roll that has an AoE Erase effect. Lucky Number could occasionally allow removed enfeeble on you/party to have a chance of not gaining that enfeeble again, while Lucky will ALWAYS prevent you/party from getting that enfeeble back. And even an XI Roll would remove ALL (if you have multiple enfeebles on you) enfeebles/status ailments on you/party.

                      Or hell, I'll even accept a Job Ability that allows three rolls, or a Job Ability that guarantee that "Triple Shot" WILL shoot ALL three bullets and ALL land crit hits.

                      But that's just me. I ask for too much of COR lol...

                      ---------- Post added at 10:56 AM ---------- Previous post was at 10:52 AM ----------

                      Originally posted by Grizzlebeard View Post
                      96-99 is going to be insane for all those Ni spells they've been holding back on... right?!
                      Just give me Jubaku: Ni, and I'll be happy. Hell, the Yagudo can use it, why not me?

                      Comment


                      • #12
                        Re: Job Adjustments! (8/19/2011)

                        Originally posted by Murphie View Post
                        Thief
                        Bully (Lv. 93)
                        Intimidates target.
                        Interesting. I'd rather have another enmity steal or SA/TA-like ability but I'll find uses for this none the less. Wonder what the timer will be. Interesting that now THF can basically steal a turn from a mob. Not that they can use it, mind you... just take it away.

                        Originally posted by Murphie View Post
                        Samurai
                        Hagakure (Lv. 95)
                        Grants "Save TP" effect and a TP bonus to your next weapon skill.
                        Neat. Hopefully it will stack with other TP bonuses since I have a ToM Hagun2.0. Wonder how large of a bonus it will be. Again ... I also wonder what the timer will be. I really hope SAM gets a multi-hit, STR-based, crit-hit WS sometime in the future. One can only hope though.

                        Originally posted by Murphie View Post
                        Blue Mage
                        Unbridled Knowledge (Lv. 95)
                        Allows access to additional blue magic spells.
                        Originally posted by Gobo View Post
                        Yeah, the Unbridled Knowledge JA will let BLU use HNM WS as spells for the duration (1 spell? dunno) of the JA. Still have to learn them though lol.
                        So... hmmm... again... timers. If this is the only way to cast HNM spells, then I'm not as excited for them as I was originally especially if the timer is gonna be something stupid. Gonna be difficult enough to get those spells... then being limited in both mana and timers to cast them? Okay. Well, we'll see when we see, I guess.

                        Originally posted by Murphie View Post
                        Dancer
                        Ternary Flourish (Lv. 93)
                        Allows you to deliver a threefold attack. Requires at least three finishing moves.
                        They really are pushing the DD portion of DNC pretty hardcore these last few updates. I'm cool with this. Just another step (macro line) before I WS. Helps hold hate I guess. I kinda wish they'd raise the amount of finishing moves from 5-7. As far as I can tell, SE did the math well so that we would need to choose between Wild Flourish and Building Flourish to use with Ternary Flourish.

                        ... Guess I'll be testing:

                        Ternary + Wild Flourish Vs Ternary + Building Flourish Vs Striking Flourish + Building Flourish + Wild Flourish

                        ~ Accumulate finishing moves (5)
                        ~ Climactic Flourish -5 (0)
                        ~ No Foot Rise +5 (5)
                        ~ Building Flourish -3 (2)
                        ~ Box Step +2 (4)
                        ~ Ternary Flourish -3 (1) - no possibility of Wild Flourish which costs 2
                        ~ Weapon Skill

                        ~ Vs ~

                        ~ Accumulate finishing moves (5)
                        ~ Climactic Flourish -5 (0)
                        ~ No Foot Rise +5 (5)
                        ~ Building Flourish -3 (2)
                        ~ Box Step +2 (4)
                        ~ Striking Flourish -2 (2)
                        ~ Wild Flourish -2 (0)
                        ~ Weapon Skill

                        Unless I'm missing something these are both viable possibilities for a uber DNC WS. A bit awkward lining everything up right but looks correct to me. I'm w/o coffee so I might have missing something.

                        I'd really like something that decreases JA timers though. Specifically because of the Waltz timers. Most DNC I know don't even use the larger Waltzes cuz the timers are just too long.

                        Anyway... looks {fun} ... now, back to work for me.
                        FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
                        FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

                        Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
                        aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

                        Comment


                        • #13
                          Re: Job Adjustments! (8/19/2011)

                          I had to go look up what Addle was. Is it as useful as it sounds?
                          99 DNC
                          99 WHM
                          99 WAR
                          * 99 THF
                          99 BLM * 99 RDM *
                          99 PUP

                          TWASHTAR

                          Comment


                          • #14
                            Re: Job Adjustments! (8/19/2011)

                            addle look like amnesia

                            Comment


                            • #15
                              Re: Job Adjustments! (8/19/2011)

                              THF gets hosed yet again > _ >



                              Awesome stuff though overall. I hope Nocturne stacks with Addle (like Slow + Elegy). A couple of the JA's were a little meh, like PLD's - between Ochain's already psychotic block rate & Reprisal, was it really necessary? DRK's is neat, except for the fact that you typically don't want to be getting hit in the first place...


                              The new magic is pure win though omg. FINALLY a direct-damage darkness spell for BLM. Now we can effectively nuke light-elemental mobs like Alexander. I'm a tad disappointed with SMN though. Looks like the new avatars will be 99, along with the next set of damage BPs for the Celestials.
                              sigpic


                              "BLAH BLAH BLAH TIDAL WAVE!!!"

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