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Job Adjustments and Additions Part I (03/26/2009) [WHM]

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  • Job Adjustments and Additions Part I (03/26/2009) [WHM]

    More update previews from the official site:



    The upcoming April version update will boast a wealth of adjustments and additions to a selection of jobs. Today, it is our pleasure to outline the benefits that this will bestow upon white mages—the altruists of Vana'diel.

    Job Abilities

    Two complementary new job abilities are scheduled to be added, with ability delay set low for both so that white mages can optimize their usage for the ever-changing tactical needs of the battlefield.

    - Afflatus Solace
    (Lv40 Ability Delay: 1 min. Duration: 2 hrs.)
    Inspires you to draw strength from the healing spells you cast.



    - Afflatus Misery
    (Lv40 Ability Delay: 1 min. Duration: 2 hrs.)
    Inspires you to draw strength from the damage you take.



    - Afflatus Solace
    While Afflatus Solace is activated, the amount of HP you restore via Cure spells and the job abilities Benediction and Martyr will be recorded up to a limit determined by your character's level.
    This accumulated amount will determine the bonus value granted to specific spells.

    - Afflatus Misery
    While Afflatus Misery is activated, the most recent damage you sustain will be recorded up to a limit determined by your character's level. This damage amount will determine the bonus value granted to specific spells. Unlike Afflatus Solace, it is non-accumulative and overwriting.

    *Notes
    The effects of both Afflatus Solace and Afflatus Misery are mutually exclusive. Activating one while the other is in effect will result in the nullification of the one originally in effect.
    Using either Afflatus Solace or Afflatus Misery when the same ability is already activated will reset all recorded values up to that point.

    Magic

    The introduction of the above job abilities will see a number of changes made to existing spells, with new spells set to make an appearance in Vana'diel for the first time.

    - Sacrifice (Lv65)
    Transfers one enfeebling effect from target to yourself.
    Casting Sacrifice while Afflatus Solace is activated grants a bonus to the number and variety of enfeebling effects transferred.



    - Cure / Cure II / Cure III / Cure IV / Cure V
    Casting the above Cure spells while Afflatus Solace is activated grants the target the effect of Stoneskin for a short duration.
    The Stoneskin effect attained via this method is not stackable with and will not overwrite the white magic spell "Stoneskin" or Blood Pact: Ward ability "Earthen Ward."

    - Elemental Resistance Spells
    Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.

    - Holy
    Casting Holy while Afflatus Solace is activated grants a potency bonus to the spell based on the amount of HP you restore. The record of accumulated HP is reset upon use.

    - Cura (Lv40)
    Restores HP for party members within area of effect.
    Casting Cura while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain.
    The record of damage taken is reset upon use.



    - Esuna (Lv61)
    Removes one enfeebling effect from yourself and party members within area of effect.
    Casting Esuna while Afflatus Misery is activated grants a bonus to the number and variety of enfeebling effects removed.



    - Auspice (Lv55)
    Reduces TP dealt when striking an enemy for party members within area of effect.
    When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.



    - Banish / Banish II / Banish III / Banishga / Banishga II
    Casting the above Banish spells while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain.
    The record of damage taken is reset upon use.

    Other Changes

    In addition to the abovementioned adjustments and additions, the following changes will also take place:

    - White magic "Banish II": Slight increase to magic accuracy. Casting time shortened from 3.75 to 2.5 seconds.
    - White magic "Banish III": Slight increase to magic accuracy. Casting time shortened from 5.5 to 3 seconds.
    - White magic "Banishga II": Slight increase to magic accuracy.
    - White magic "Raise II": MP consumption reduced from 200 to 150. Casting time shortened from 20 to 14 seconds.
    - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds.
    - White magic "Reraise": Learning requirement reduced from Lv33 to Lv25 for WHM, and Lv40 to Lv35 for SCH.
    - White magic "Reraise II": Learning requirement reduced from Lv60 to Lv56 for WHM, and Lv75 to Lv70 for SCH. MP consumption reduced from 175 to 150. Casting time shortened from 8 to 7.5 seconds.
    - White magic "Reraise III": Learning requirement reduced from Lv75 to Lv70 for WHM. MP consumption reduced from 200 to 150. Casting time shortened from 8 to 7 seconds.
    - Job ability "Martyr": Ability range increased to be equivalent to Cure spells.

    That concludes the list of changes scheduled for the white mage job in the upcoming version update. Other jobs set to receive fine-tuning will be introduced in the very near future, so keep watching this space!
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  • #2
    Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

    Um...wow? That's a lot of stuff...for a healer. Most looks more like support stuff, Stoneskin type spells, etc. and lower the spell lvl for RR and all is just WIN!

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    • #3
      Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

      In before, HOLY SHIT!



      Holy Shit!

      So, hmmm, This is pretty epic. I wonder what the other jobs have instore.
      Last edited by ShepardG; 03-26-2009, 04:42 AM. Reason: Whm/nin meripo's

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      • #4
        Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

        LOL WHM got En-light.../comfort us rdms.

        - Auspice (Lv55)
        Reduces TP dealt when striking an enemy for party members within area of effect.
        When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.

        Comment


        • #5
          Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

          This seems pretty convoluted. Other than the straightforward stuff like barspell potency increasing and Divine Veil being less needed after 61, I'm not sure what to make of it. Sacrifice? What's the point of moving a debuff when you can remove it where it is? Auspice "bestows an accuracy bonus when target is missed?" Eh?

          I do like the interaction with Afflatus Solace and Holy, and I've always thought that spell should be better but do white mages really want, need or care about being able to nuke?

          Also, am I the only person having a hard time not reading these abilities as Flatulence Solace and Flatulence Misery?
          lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

          Comment


          • #6
            Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

            Originally posted by Taskmage View Post
            Sacrifice? What's the point of moving a debuff when you can remove it where it is?
            I thought of that too, my best guess is something like bad breath? Tank has everything wrong with him and whm can't remove it all. So whm takes as much as they can to help Tank out quicker..? /confused too.

            Also the Misery ability seems to help out mostly when the WHM is in Combat themselves, and are receiving more damage than usuale. Half of the goodies won't apply well unless the WHM has recieved some or alot of damage. So it looks like WHM got two "arts" one for main Healing, and one for DDing. THat's what i get from the "extra Effects" they give to spells.
            Last edited by Phanex; 03-26-2009, 04:52 AM.

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            • #7
              Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

              Also means you can potentially cast rr as whm sub at 50 rather than 66 like before. Gonna take some Mp boosting items tho, think i 75 i still cant cast rr on myself on a melee job with no natural mp, need to use my astral and mana ring to get high enough.

              ---------- Post added at 12:05 PM ---------- Previous post was at 11:54 AM ----------

              Originally posted by Taskmage View Post
              Also, am I the only person having a hard time not reading these abilities as Flatulence Solace and Flatulence Misery?
              I'm only a whm 38 an only use it to sub to my 75s so i can teleport around but the changes are good. esuna under the effect of Afflatus Misery is erasega which only SCH could do previously that erases more than one status effect.which alone makes it worth it. Fighting the Flesh mobs in caedeva mire for eg cast multiple AoE debuffs right after each other. Mite make me think about taking up whm just cause it mite be more interesting with the changes.
              Barsha: Sam 85 Blm 85 Blu 85 Drg 75 Rdm 78 Whm 49 Thf 49 War 49 Dnc 42 Nin 49 Drk 33
              Alchemy 23 Cooking 23
              Bastok 6-1 COP complete AU complete ZM complete WotG Wings Of Glory

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              • #8
                Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                This seems pretty convoluted. Other than the straightforward stuff like barspell potency increasing and Divine Veil being less needed after 61, I'm not sure what to make of it. Sacrifice? What's the point of moving a debuff when you can remove it where it is? Auspice "bestows an accuracy bonus when target is missed?" Eh?
                Seems like Solace will be the default while Misery will be more geared towards melee WHMs or situations where taking AoE damage is unavoidable (I wouldn't know which ones those are...)

                Also, maybe the bonus to the Solace counter from using Sacrifice is quite hefty. Otherwise, maybe Sacrifice + Solace moves effects that Erase/Esuna can't deal with. Perhaps even Amnesia?

                All in all the changes seem pretty solid.

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                • #9
                  Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                  The changes clearly represent an improvement and that's a good thing, but idk, I'm not exactly wowed by them. They seem kindof oblique to the problems people perceive in the whm job. Are people going to look at these tweaky increases and new abilities and say, "ahh, good. whm is all better now"? /shrug
                  lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                  • #10
                    Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                    Originally posted by Taskmage View Post
                    Perhaps even Amnesia?
                    amnesia is so annoying for melee, often ended up sittin on 300 tp cause the imps spam that. SE wouldnt be that nice. please let it be true
                    Barsha: Sam 85 Blm 85 Blu 85 Drg 75 Rdm 78 Whm 49 Thf 49 War 49 Dnc 42 Nin 49 Drk 33
                    Alchemy 23 Cooking 23
                    Bastok 6-1 COP complete AU complete ZM complete WotG Wings Of Glory

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                    • #11
                      Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                      Regardless of whether or not the playerbase decides that WHM is ok now, the class is definitely getting some much needed tweaking. I'm leveling WHM as much as possible before the update comes out, this stuff looks awesome.
                      sigpic

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                      • #12
                        Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                        Some of this looks really nice, finally got Esuna and and Cura /shocked! But then, some looks kinda useless and I wonder how much people would use them..



                        Comment


                        • #13
                          Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                          The changes clearly represent an improvement and that's a good thing, but idk, I'm not exactly wowed by them. They seem kindof oblique to the problems people perceive in the whm job. Are people going to look at these tweaky increases and new abilities and say, "ahh, good. whm is all better now"? /shrug
                          I don't get it. Does WHM need to get its own Refresh or something? WHM is getting AoE Erase and with Afflatus Solace, a temporary Stoneskin effect on single-target Cures, much earlier than SCH can do AoE Stoneskin and Phalanx. WHM Barspells are even stronger now as well, and hopefully Auspice will reduce TP given by a substantial amount (I'm hoping for 20%) - and since it's AoE and'll affect all DDs, it won't be a joke like Subtle Blow, or a waste of a buff slot like COR's roll (MNK's, was it?) They're all rather beneficial changes even if you don't use Afflatus Misery (I'm not holding my breath on the light damage and acc bonus on Auspice - but if it's any good, then it's also an answer to SCH's AoE enspells.) I'm not entirely sold on the potency bonuses for nukes but they might be worth something as well.

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                          • #14
                            Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                            WOW! That's alot of upgrades there SE. I think there is a mage somewhere eating his hat (J/K). Hopefully the new spells will be NPC'd, especially Ensuna because if its a drop then it'll be sold for alot on the AH.
                            {New Sig in the works}
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                            • #15
                              Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]

                              Originally posted by Taskmage View Post
                              This seems pretty convoluted. Other than the straightforward stuff like barspell potency increasing and Divine Veil being less needed after 61, I'm not sure what to make of it. Sacrifice? What's the point of moving a debuff when you can remove it where it is? Auspice "bestows an accuracy bonus when target is missed?" Eh?
                              Some debuffs can't be removed, but they can probably be exchanged. Also, it might be an easy, safer way to make use of Misery based buffs. If your tank gets DoT'd, you suck the DoT off of them, and let it's damage boost up your own spells and abilities.

                              There's also the chance that things like Sublimation, Martyr and Devotion can act as "damage dealt" as well come to think of it.
                              "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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