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Job Adjustments! (8/19/2011)

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

    Originally posted by Yellow Mage View Post
    What's there to complain about? Spontaneity got the awesome-looking animation. We're getting Raise II and Gain-STR. My only concern is actually about Temper: it looks awesome on paper, but if it ends up just being another thing to cycle, I'mma rageguy.jpg.

    If there's one thing to pay attention to this update, though, it's DRK. Inb4 Torcleaver bandwagon?
    I think it'll take more than that to make DRK relevant, but who knows?

    Leave a comment:


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

    Originally posted by Taskmage View Post
    This just sunk in on me. So much and win.
    I agree... but I completely expected this given the pattern.

    Anything less

    Leave a comment:


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

    Originally posted by Murphie View Post
    Blue Mage

    Five additional blue magic points will be granted upon reaching Lv. 91.
    This just sunk in on me. So much and win.

    Leave a comment:


  • Yellow Mage
    replied
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Murphie View Post
    In before RDM complaints.
    What's there to complain about? Spontaneity got the awesome-looking animation. We're getting Raise II and Gain-STR. My only concern is actually about Temper: it looks awesome on paper, but if it ends up just being another thing to cycle, I'mma rageguy.jpg.

    If there's one thing to pay attention to this update, though, it's DRK. Inb4 Torcleaver bandwagon?

    Leave a comment:


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

    I actually have to agree squiggs. But I was hoping pld got a defense boost but didn't look like it.

    Leave a comment:


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

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

    If it gets to the point that I have to use this. I probably won't have the MP left, better off to just Bene.

    Leave a comment:


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

    Originally posted by Neverslip View Post
    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.
    Not a problem in abyssea, at least. If whisker wasn't already so darn effective, cleaving with fulmination would be fun. Blue mage is already great, so I approve of more toys whether they're high utility or not. I am hoping for a decent potency Magma Hoplon, though ..
    Originally posted by Squiggs View Post
    I had to go look up what Addle was. Is it as useful as it sounds?
    It's not that useful. Mostly it makes death and -ga IVs easier to stun if the mob has fast cast.

    Leave a comment:


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

    Originally posted by Malacite View Post
    THF gets hosed yet again > _ >
    Yeah... basically agreed.

    Leave a comment:


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

    Originally posted by Squiggs View Post
    I had to go look up what Addle was. Is it as useful as it sounds?
    I haven't seen any hard info on its magic accuracy down effect, but the increase on casting time is pretty noticeable. I figure if nothing else it extends the window for the Black Mages to stun big spells or for tanks to get shadows back up in time to block the incoming nuke.

    It's not fantastic, but it's better than just sitting there lamenting the fact that the mob is immune to silence.

    Leave a comment:


  • Malacite
    replied
    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.

    Leave a comment:


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

    addle look like amnesia

    Leave a comment:


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

    I had to go look up what Addle was. Is it as useful as it sounds?

    Leave a comment:


  • Neverslip
    replied
    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.

    Leave a comment:


  • jimberry1
    replied
    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?

    Leave a comment:


  • Grizzlebeard
    replied
    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?!

    Leave a comment:

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