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[dev1135] New Special Job Abilities

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  • [dev1135] New Special Job Abilities

    [dev1135] New Special Job Abilities


    • New special job abilities will be introduced.
      *These special abilities will share the same recast time as previous ones.
      *Abilities for the following jobs will be reflected on test server once the August 3 update goes live:
      Warrior / Black Mage / Red Mage / Paladin / Dark Knight / Beastmaster / Ranger / Ninja / Dragoon / Summoner / Puppetmaster / Dancer

    Job Effect
    Warrior Auto-attacks will not be considered physical damage. Greatly increases accuracy.
    Monk Counters almost every enemy auto-attack and greatly increases enmity.
    White Mage Prevents party members from receiving status ailments.
    Black Mage Greatly lowers the amount of enmity accrued from spells.
    Red Mage Bolsters the effects of enhancing magic.
    Thief Deals severe damage and transfers your enmity to the party member in front of you.
    Paladin Greatly increases chance of blocking with shield and damages target.
    Dark Knight Auto-attacks absorb target's TP.
    Beastmaster Sacrifice your pet to recover HP and remove status ailments.
    Grants the effect of Reraise.
    Bard Greatly reduces target's magic defense, magic evasion, INT and MND.
    Ranger Allows you to deliver optimally accurate and powerful ranged attacks from any distance.
    Arrows are not expended during attacks.
    Samurai Evades all special attacks that deal physical damage.
    Enhances the potency of your next weapon skill every time you evade a special attack.
    Ninja Greatly increases the chance of parrying.
    Reduces ninjutsu casting times by half and eliminates the need for ninja tools.
    Dragoon Recovers wyvern's HP and removes status ailments. Enhances breath effects.
    Summoner Eliminates "Blood Pact" recast times.
    Blue Mage Allows unlimited casting of blue magic spells that use Unbridled Learning.
    Corsair Allows for up to three Phantom Rolls to be in effect simultaneously.
    Puppetmaster Allows automatons to use a special ability that varies by head.
    Harlequin Head: Mighty Strikes
    Valoredge Head: Invisible
    Sharpshot Head: Eagle Eye Shot
    Stormwaker Head: Chainspell
    Soulsoother Head: Benediction (will only affect the automaton and members of its master's party)
    Spiritreaver Head: Manafont
    Dancer Gives five finishing moves and resets flourish recast timers.
    Eliminates the cost of finishing moves.
    Scholar Transfers the whole party's enmity to a party member of your choice.
    *The names, help text, and effects that appear on the test server for these abilities are still under development and are subject to change.


    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Honestly, I'm not a fan of SAM or DRG here... but the rest are all pure gold. RNG could have used enmity reduction.
    sigpic


    "BLAH BLAH BLAH TIDAL WAVE!!!"

  • #2
    Re: [dev1135] New Special Job Abilities

    Originally posted by Malacite View Post
    Honestly, I'm not a fan of SAM or DRG here... but the rest are all pure gold.
    Server: Midgardsormr -> Quetzalcoatl -> Valefor
    Occupation: Reckless Red Mage
    Name: Drjones
    Blog: Mediocre Mage

    Comment


    • #3
      Re: [dev1135] New Special Job Abilities

      BRD, DRK, RNG, SMN and BLU got good ones. Everyone else got the shaft.


      Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
      99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
      99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

      Yyg's Blog: Tree of Awesome!

      Comment


      • #4
        Re: [dev1135] New Special Job Abilities

        Pretty sure BRD's isn't anything to write home about, and that's before you stop to consider the fact that they have Soul Voice.
        Server: Midgardsormr -> Quetzalcoatl -> Valefor
        Occupation: Reckless Red Mage
        Name: Drjones
        Blog: Mediocre Mage

        Comment


        • #5
          Re: [dev1135] New Special Job Abilities

          It might not compare to Soul Voice... but it's still better than what WAR or BST got.

          It stands to reason that BRD's new 2-hour hinges on how SE defines "Greatly"


          Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
          99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
          99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

          Yyg's Blog: Tree of Awesome!

          Comment


          • #6
            Re: [dev1135] New Special Job Abilities

            Originally posted by Yygdrasil View Post
            It might not compare to Soul Voice... but it's still better than what WAR or BST got.

            It stands to reason that BRD's new 2-hour hinges on how SE defines "Greatly"
            I don't think it hinges on that even. I'm having trouble coming up with a scenario in which lowering INT/MND/MDB/M.Eva to the absolute floor would somehow be more beneficial than Soul Voice. At best it might find use vs some physical immunity mob that required Black Mages to nuke it down, but that's a pretty damn specific situation and one I wouldn't really expect to encounter.
            Server: Midgardsormr -> Quetzalcoatl -> Valefor
            Occupation: Reckless Red Mage
            Name: Drjones
            Blog: Mediocre Mage

            Comment


            • #7
              Re: [dev1135] New Special Job Abilities

              How are BLM and SCH not good, exactly?

              SCH is downright fucking OP.
              sigpic


              "BLAH BLAH BLAH TIDAL WAVE!!!"

              Comment


              • #8
                Re: [dev1135] New Special Job Abilities

                Do you have any understanding of FFXI's enmity system whatsoever?
                Server: Midgardsormr -> Quetzalcoatl -> Valefor
                Occupation: Reckless Red Mage
                Name: Drjones
                Blog: Mediocre Mage

                Comment


                • #9
                  Re: [dev1135] New Special Job Abilities

                  Originally posted by cidbahamut View Post
                  Do you have any understanding of FFXI's enmity system whatsoever?
                  It's still great though. Depending on how it is set up though, could be a bit odd....

                  If you get a group of monsters, would it transfer all of the enmity of the monsters to the single player, or just one of the monsters to a single player?

                  Comment


                  • #10
                    Re: [dev1135] New Special Job Abilities

                    Originally posted by Takelli View Post
                    It's still great though.
                    No it really isn't.
                    Server: Midgardsormr -> Quetzalcoatl -> Valefor
                    Occupation: Reckless Red Mage
                    Name: Drjones
                    Blog: Mediocre Mage

                    Comment


                    • #11
                      Re: [dev1135] New Special Job Abilities

                      It really isn't.


                      Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
                      99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
                      99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

                      Yyg's Blog: Tree of Awesome!

                      Comment


                      • #12
                        Re: [dev1135] New Special Job Abilities

                        If you get a group of monsters, would it transfer all of the enmity of the monsters to the single player, or just one of the monsters to a single player?
                        Each monster keeps its own hate list. The enmity one monster has towards the party has nothing to do with the enmity another monster has towards the party. Also, if no one has taken any action against the mobs, there is literally no hate list yet.

                        Only real use I could see for BRD's new ability, ironically, is nerfing the mob's spells and magical AoEs, not making it more susceptible to enfeebles. Even that's pretty unlikely unless it drops their MND and INT to 1 though.

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                        • #13
                          Re: [dev1135] New Special Job Abilities

                          Can anyone confirm if WHM's gives flat out immunity? Because it it does then it would be really nice. If not then it would be pretty useless unless Divine Caress got hit with a massive nerf bat.

                          Mal and Takeli do know that there is an Enmity cap right?
                          Rahal Gerrant - Balmung - 188 DRK
                          Reiko Takahashi
                          - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
                          Haters Gonna Hate



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                          • #14
                            Re: [dev1135] New Special Job Abilities

                            I'm pretty much out of the loop but maybe the point isn't so much to crank up the tank's hate as much as it is to wipe everyone else's. If both the tank and someone else hit the hate cap, hate's going to pingpong back and forth based on who did something last.

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                            • #15
                              Re: [dev1135] New Special Job Abilities

                              Trouble is if you're running with a co-tank they're going to be back to square one.
                              lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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