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Job Adjustments - 12/01/2006

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  • Job Adjustments - 12/01/2006

    Job Adjustments - 12/01/2006



    Today's Topics will discuss the upcoming job adjustments planned for paladins, dark knights, blue mages, corsairs, and puppetmasters.

    Click here for details. (Taken from www.playonline.com)

    Paladin Adjustments

    With high defensive capabilities and enmity generation in mind, we will be adjusting the effect of the paladin job abilities Sentinel and Rampart.

    Sentinel
    The effect of Sentinel will be changed from an increase in defense to straight damage mitigation.
    Also, all actions taken while Sentinel is in effect will generate additional enmity, allowing the paladin to more easily gain and maintain an enemy's attention.

    Rampart
    In addition to the defense bonus granted to party members within the area of effect, Rampart will now also provide a "Magic Shield" that will absorb a certain amount of magic damage in the same manner as the spell "Stoneskin."

    Shield Mastery
    In addition to granting a TP bonus, the Shield Mastery job trait will also prevent interruption to spell casting when an enemy's attack is blocked with a shield.


    Dark Knight Adjustments


    The casting time for Absorb spells will be reduced from 4 seconds to 2 seconds to increase their utility in battle.


    Blue Mage Adjustments

    Changes will include more monsters available from which to learn blue magic, as well as additional spells, and adjustments to recast times.

    New Blue Magic
    In addition to spells attainable from the newly introduced soulflayers and the Poroggo, there will be new spells made available for mid-level players that have healing and dispelling effects.

    Existing Blue Magic
    The recast time for enfeebling blue magic spells such as "Chaotic Eye" and "Frightful Roar" will be reduced.


    Corsair Adjustments

    Corsair adjustments in the upcoming version update will mainly focus on the Quick Draw ability. Also, with the addition of the Rapid Shot job trait, ranged attacks will become a more viable combat tool for the Corsair.

    Quick Draw Accuracy
    A corsair's AGI will now affect the accuracy of Quick Draw. This will make it possible to improve the accuracy of Quick Draw by increasing the relevant attributes.

    Quick Draw Recast Time
    The recast time for Quick Draw will be reduced from 3 minutes to 1 minute.
    In accordance with this change, the Group 1 merit point ability Quick Draw Recast will now reduce recast time by 2 seconds instead of 6 seconds.

    Light Shot and Dark Shot
    Light Shot and Dark Shot will be changed to have the following enfeebling effects instead of inflicting damage:

    - Light Shot: Sleep
    - Dark Shot: Dispel

    *The Quick Draw additional effect of increasing the potency of enfeebling effects will remain unchanged.


    Puppetmaster Adjustments


    Several new automaton weapon skills will be introduced. High-level automatons will have new weapon skills available for use in various situations.

    - Melee Type
    Inflicts melee damage on a target and drains an amount of HP in proportion to the damage dealt.
    - Ranged Type
    Inflicts ranged damage on a target and occasionally has the additional effect of Stun.
    - Magic Type/Standard Type
    Inflicts melee damage on a target and occasionally has the additional effect of greatly reducing evasion for a brief period of time.

    * * *

    A new text command [/ignorepet] will also be introduced that will allow you to ignore the pets of others, including automatons, avatars, and charmed monsters.
    The text command can be used in the following way:

    /ignorepet: Displays current status when no subcommand is specified
    /ignorepet on: Ignore pet targets
    /ignorepet off: Allow pet targets

    *While using [/ignorepet on], you will be unable to target others' pets.
    *You will always be able to target monsters' pets, player character's pets in PvP, and Fellows regardless of the ignorepet command.

  • #2
    Re: Job Adjustments - 12/01/2006

    Oh god, Dynamis just got easier without targetting wyverns, carries, garuda or automatons....

    And I think I heard some paladins explode in pleasure...


    Originally posted by Aksannyi
    "As a RDM, it should irk you to the depths of your soul when a mob had the audacity to buff itself in front of you."

    Comment


    • #3
      Re: Job Adjustments - 12/01/2006

      This PLD has, it will help me alot and also may increase invites...

      Comment


      • #4
        Re: Job Adjustments - 12/01/2006

        Wow for corsairs too... Dispel and sleep willl surely help them fulfil a support role.
        Kylestie was defeated by Curiosity.

        Comment


        • #5
          Re: Job Adjustments - 12/01/2006

          Huge changes... just huge. Wow.

          - PLDs at end-game now cement their superiority over NIN in a number of battles (Wyrms)

          - DRKs can now use their Absorb spells without feeling like they're losing out (now if Square-Enix would just do something about their elemental magic...)

          - BLU looks like Square-Enix is unhappy with the currently unidimensional melee role players have forced upon it.

          - Corsairs are now nearly equivalent to Bards in many respects. Their primary difference for XP parties was the lack of Sleep and Dispel to control enemies, and this problem has mostly gone away (though a 1 minute recast on Dispel is ick, it's certainly better than nothing).

          - Finally some changes to Puppetmaster that set it apart from the crowd. Hopefully Square-Enix doesn't flub this change and gives the Automatons some teeth.


          Icemage

          Comment


          • #6
            Re: Job Adjustments - 12/01/2006

            The changes to Paladin are almost enough to make me want to return. Simply awesome.

            Comment


            • #7
              Re: Job Adjustments - 12/01/2006

              Originally posted by Icemage View Post
              - BLU looks like Square-Enix is unhappy with the currently unidimensional melee role players have forced upon it.
              Not that I actually partied with a lot of people playing the new jobs, but I never saw anyone playing BLU who wanted to be anything other then a WAR with magic or a DRK with a sword. In short, I never got the feeling that being another DD was forced on too many players, and never saw much to make me feel that it could be good in any other roll, except maybe tanking at lower levels.

              Originally posted by Icemage View Post
              - Corsairs are now nearly equivalent to Bards in many respects. Their primary difference for XP parties was the lack of Sleep and Dispel to control enemies, and this problem has mostly gone away (though a 1 minute recast on Dispel is ick, it's certainly better than nothing).
              Bastards keep trying to take my job.

              Originally posted by Icemage View Post
              - Finally some changes to Puppetmaster that set it apart from the crowd. Hopefully Square-Enix doesn't flub this change and gives the Automatons some teeth.
              Again, I don't know much of anything about the new jobs, but these changes did look interesting.

              When I saw this thread I was really going to be pissed if it included changes to RDM just a month after I have to take an extended break.
              I use a Mac because I'm just better than you are.

              HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

              loose

              Comment


              • #8
                Re: Job Adjustments - 12/01/2006

                The changes to Paladin are absolutly amazing. I think SE has really outdone themselves on this one. I really can't wait for the update now.
                You kill one man, your a murderer
                Kill many and your a conquerer
                Kill them all... your a God.

                Comment


                • #9
                  Re: Job Adjustments - 12/01/2006

                  Originally posted by Kirsteena View Post
                  And I think I heard some paladins explode in pleasure...
                  Yeah that was me, sorry about that. I thought I was going to spontaneously combust with happiness there for a second

                  Holy crap that stuff looks good for paladin. Capped Sentinel + Capped Gaurdian looks really hawt right now. I had planned on doing this anyways, but it just got bumped up on my "things to merit" list.

                  I can't wait to see how good Rampart works against magic damage.

                  I can't wait for this update.

                  Comment


                  • #10
                    Re: Job Adjustments - 12/01/2006

                    The addition of BLU sounds good. I always want to play BLU as a frontline debuffer, instead of DD with that uses a lot of MP. Hopefully the new mid-level spells are can be accessd without CoP.

                    Major YAY! for COR and PUP :D
                    Server: Quetzalcoatl
                    Race: Hume Rank 7
                    75 PLD, 75 SAM, 75 WAR, 75 NIN, 75 MNK, 65 BLU

                    Comment


                    • #11
                      Re: Job Adjustments - 12/01/2006

                      Finally! Another job that can sleep skellies! And I love /ignorepet. I will be using it all the time, as I never give a crap about targeting others pets.

                      EDIT: Well, maybe not all the time.
                      Haggai

                      i Am ThE bLaCk MaGe.
                      I cAsTs ThE sPeLlS tHaT mAkEs ThE pEoPlEs FaLl DoWn.

                      Comment


                      • #12
                        Re: Job Adjustments - 12/01/2006

                        I'm surprised there was anything else added for DRK. DRK's gotten a lot of love this year. Some decent Category 2 Merit Options, Absorb-TP, viable SAM subjob, and the "Absorb-TP update" in the last job adjustments round. But having the casting time for Absorb spells cut in half is nice. Helps us get the spells of easier, prevent some interrupts, and not worrying about the fact that we're not swinging a weapon for those 4 seconds. Nothing like a resist or low return on Absorb-TP mid fight when you're trying to build TP. As it is, I was doing Absorb-AGI on the pull so I didn't get behind on TP build, and Absorb-TP ~usually~ drains enough TP that it's worth the 4 seconds. This I'm excited to test out.

                        Originally posted by Mhurron
                        When I saw this thread I was really going to be pissed if it included changes to RDM just a month after I have to take an extended break.
                        I'm worried about this too. I'm so worried that once we get to the RDM adjustments, we'll get a step back. We're pretty powerful as it is, and a number of people have said we're too powerful. I'm dreadding those updates.

                        I was also worried about COR when I first heard about them. RDMs have been spoiled that our only party competition has been BRD, and we have an advantage over them from Lv.41 to Lv.55. I was really unhappy when I saw that Evoker's Roll was before Refresh, but I don't so much see any competition between the three now. Most parties I've been in that has a COR, had a BRD or RDM in it as well. Now I enjoy having them in the party.
                        Odude
                        PS2 Beta tester - Cactaur - Rank 4
                        RDM32 - BLM17 - DRK11 - RNG11 - BRD9 - BST7 - WAR6 - MNK4

                        Lakshmi: Windurst Rank 10 - Zilart, CoP, ToAU COMPLETE - WotG
                        SAM90 - DRK90 - MNK90 - WAR90 - RNG90 - BST90 - RDM83 - NIN50 - THF46 - DRG42 - BLM40 - PUP23 - WHM20 - PLD13 - BRD13 - BLU10 - SCH10 - DNC7 - COR5 - SMN1

                        Comment


                        • #13
                          Re: Job Adjustments - 12/01/2006

                          Sweet! I get Dispel & Sleep!!! And I thought Cor was awsome already.

                          Comment


                          • #14
                            Re: Job Adjustments - 12/01/2006

                            Wow. My gf just had a joygasm as I let her know about the changes coming to PLD...

                            Comment


                            • #15
                              Re: Job Adjustments - 12/01/2006

                              Originally posted by Icemage View Post
                              Huge changes... just huge. Wow.
                              - PLDs at end-game now cement their superiority over NIN in a number of battles (Wyrms)
                              The added hate on Sentinel will make it nice for fights with a hate reset, like ZM8. I wonder if the "straight damage mitigation" will be physical only or include magic damage...

                              Actually, I think the Shield Mastery change may be the biggest, because it's on all the time. That was the one drawback to the overhaul to the shield system (was it last year?), that you could be interrupted while blocking; now you can't and still get a lot more blocks. Sweet.
                              - DRKs can now use their Absorb spells without feeling like they're losing out (now if Square-Enix would just do something about their elemental magic...)
                              Could they say it any louder: "DRK's not just about hitting things, you morons!"

                              There's actually a lot of gear DRK can swap in to nuke if they want to (full list snipped for length), although some of it is very hard to get, and some is a waste to give to a DRK that isn't also a high level BLM or *maybe* RDM... but how many DRK do you know that are even bothering to swap in the easy to get pieces like torque, moldavite and MC bracelets?

                              DRK is not intended to nuke as well as BLM or RDM, but when I leveled it (with precapped skill) I found MBing very worthwhile on exp mobs. HNM, no, but did you really expect to?
                              - BLU looks like Square-Enix is unhappy with the currently unidimensional melee role players have forced upon it.
                              Only the players who *want* to play it that way. It's a very versatile job, but people who want to play it as a DD will play it as a DD even if it is also a good tank and healer. WAR is still as good a tank as ever but you wouldn't know it from looking at the one-dimensional Rampage monkeys we have now.

                              I do want to see what they're adding, though. My BLU is on hiatus at 37 but I did find it a fun job and with even more spell selection, I might go back to it. As usual, the problem is not finding a job I like but narrowing it down to a halfway reasonable number... is it insane to want to have four main jobs?
                              - Corsairs are now nearly equivalent to Bards in many respects. Their primary difference for XP parties was the lack of Sleep and Dispel to control enemies, and this problem has mostly gone away (though a 1 minute recast on Dispel is ick, it's certainly better than nothing).
                              On monsters where you would prefer a RDM to BRD because you need lots of dispel (crawlers come to mind), you'll prefer a RDM to COR for the same reason, and a 1 minute recast sleep isn't going to let COR pull off the kind of crazy pulling stunts merit BRDs do (no casting time is nice, though, and a lot fewer monsters resist light sleeps than dark ones). But for most parties on most mobs, this is a very useful addition IMO.
                              - Finally some changes to Puppetmaster that set it apart from the crowd. Hopefully Square-Enix doesn't flub this change and gives the Automatons some teeth.
                              Icemage
                              I don't know what to say about PUP (it's also the only job that I still have at level 1). I'm not sure that making all attachments level 1 was a good idea; it makes every attachment difficult to design and balance because it has to be useful but not TOO useful from 1-75.

                              On top of that, people feel like they have to get millions in attachments (which can't be removed and sold back if you decide to drop PUP the way regular gear can) to even start, and the updates adding more and more attachments only make this worse. Is this a fallacy like people thinking they need Fenrir and Diabolos to start SMN (when in fact Fenrir's not that great until the 30s at least and Diabolos doesn't get good until AF levels)? Any PUPs want to comment on the viability of trying PUP out to 30 or 40 with only cheap attachments, so you can decide if you want to be serious about the job before putting in the big money?
                              Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                              RDM90, PLD90, DRG90, COR90, SCH90, BLU54
                              All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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