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  • JUmp moves

    Are the jump moves(jump, high jump, and super jump) moves that as soon as you activate them they are used or do you have to wait til your next swing til they are used? And since im on the topic does super jump do any dmg or does it just erase hate from you?

    Which FF Character Are You?

  • #2
    Re: JUmp moves

    They work immediately. As for Super Jump, I believe it only removes hate. I haven't gotten Dragoon high enough to answer definitively, but I'm pretty sure that's the case.

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    • #3
      Re: JUmp moves

      Super jump drops all hate to just enough for mob to stay claimed and attack you. Your wyv is given slightly more hate then you.

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      • #4
        Re: JUmp moves

        Is it also true that if a person is casting a spell if i use a jump ability will in interrupt it?

        Which FF Character Are You?

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        • #5
          Re: JUmp moves

          well like any kind of hit, it has a chance of doing so, but not 100% but since jump can be used at will you can time it right to try and stop a spell being casted.
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          • #6
            Re: JUmp moves

            If you are solo and use super jump then your wyvern will get hate next. If you are in a party and use super jump the person next in line with hate will then get it.
            Thanks Kazuki.
            Dragoon Equipment

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            • #7
              Re: JUmp moves

              Originally posted by sp4rk
              Is it also true that if a person is casting a spell if i use a jump ability will in interrupt it?
              I know the caster's spell will be interuppted if a drg uses Super Jump, I dont think Jump or High Jump interfears

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              • #8
                Re: JUmp moves

                Jump-> Damage and tp move
                High Jump-> Removes some hate i think they said around half (not sure on %) and some damage
                Super Jump-> Erases your hate ur wyvern does still keep some unoticable unless soloing, allows u to take 0 damage from aoes, also will stop enemy casting if they are targeting you.

                As from stopping Super will and in ballista jump and high jump can stop but that depends on who you are figthing and what gear. I cant recall my jumps stopping casting it may have but i havent seen it as of late.

                also 2hr gives moded effects
                Jump-> tagert def down(about 50%)
                High Jump-> Tp down(about 50%)
                Super Jump-> hate down(about 50%) the person directly behind you "sata postions)
                [FFXI Journal][Pld][War][Nin][Drg][Rng][Brd]



                http://i287.photobucket.com/albums/ll154/xsev/orly.jpg

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                • #9
                  Re: JUmp moves

                  Here's my experience with the jumps.

                  Jump and High jump do damage. High jump also sheds some hate. Super jump sheds hate from you. If you can time Super jump right, you can miss the AOE's as mentioned (bomb's in Ifrits Cauldron anyone? lol).

                  In my experience parties, we always had a THF or /THF. I was trick buddy. THF does SATA on me and I either High jump or Super jump (whichever one is ready) and hate goes right back to the tank.

                  In duo parties or while solo, I'll use my jumps for damage, and also use both regular Jump and High jump to interrupt the mobs spells. A few times while soloing, Super jump has given Ember hate long enough for me to get to safety. Love my wyvern!!

                  I have never in my 75 levels of DRG had my jump interrupt a party members spell casting.

                  Hope my experience helps answer your question.
                  DRG 75 / SMN 75

                  Cooking: 93.7

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                  • #10
                    Re: JUmp moves

                    super will stop a cure cast other than that it cant interupt an ally
                    [FFXI Journal][Pld][War][Nin][Drg][Rng][Brd]



                    http://i287.photobucket.com/albums/ll154/xsev/orly.jpg

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                    • #11
                      Re: JUmp moves

                      Originally posted by Mesha

                      I have never in my 75 levels of DRG had my jump interrupt a party members spell casting.
                      Super Jump will interfear with cures, and other buffs that would be cast on you. You are not only out of range for the monster, but your party as well.
                      Last edited by Brayden; 05-19-2006, 02:05 PM.

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                      • #12
                        Re: JUmp moves

                        I've been lucky then.. I can't remember a time I missed a buff or a cure. I didn't say it never happens, I should have said that I can't remember my jumps interrupting a party members casting.
                        DRG 75 / SMN 75

                        Cooking: 93.7

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                        • #13
                          Re: JUmp moves

                          To add to interruption rates. In Ballista, Jump/HighJ definitely have a change to interrupt a targets casting. I use this tactic multiple times on 1v1 fights for magic casters; and Super Jump is just putting you at the bottom of the monsters Hate List. You still have aggro from him, but youll be last.

                          | Relic 5/5 Complete | Attestation: X |
                          | Hecatomb Harness: O | Austeres: O | Elemental Staves: O |
                          | Celestial Avatars:O | Fenrir: O | Diabolos: O |

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                          • #14
                            Re: JUmp moves

                            In ballista when would be a good time to use super jump?

                            Which FF Character Are You?

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                            • #15
                              Re: JUmp moves

                              when you have like 3 people attacking you, or when you see a bad spell being casted on you. After you SJ either kill the person you were attacking or kill the caster or run from the 3 people. 3 vs 1 will kill you fast.

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