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Job Adjustments and Additions Part I (03/26/2009) [WHM]
Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]
It is pretty exciting, hopefully the actual release of said new abilities won't diminish any of that.
Cura seemed a little lame though, but when I thought about it, maybe we'll be lucky and when they say party members, they mean the party of who ever you casted it on. Like an outside curaga which would be sweet for endgame and PLing, or maybe it will have some sort of campaign functionality similar to smn buffs. --All speculation, I know.
Like an outside curaga which would be sweet for endgame and PLing, or maybe it will have some sort of campaign functionality similar to smn buffs. --All speculation, I know.
Endgame and PLing in the same sentence.....Great! That means we'll have even more LVL75 Nubs.
{New Sig in the works}
----------------------- "There will come a day when the world will realize that Superman can no longer create miracles. If my name was Superman, that day would be today." 4/29/2009 - Me
Originally posted by Aksannyi
"Hello! 100+3 Leathercrafting, your materials, 5k! Mention code LTH74 for a special discount!" - they'd get blisted by everyone they sent that to.
Originally posted by Solymir
What do you have against Ants? Is iVirus some new Apple product?
Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]
Completely out there: SE is beefing up WHM's support capabilities to prepare and compensate for the future addition of Time Mage, and removal of Slow/Haste, and other spells which are traditionally time magic.
Also, Cura and Esuna piss me off. I LIKE how FFXI's spell naming is logical and easy to understand. <Spell> is the regular, <Spell>ga is the AoE, <spell>na removes the <spell> status, roman numerals indicate higher levels. This is getting dangerously close to the "Cure, Cura, Curaga, Curaja" bullshit that other FFs do that makes no goddamn sense and doesn't tell you shit about the spell until you use it.
Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]
Watch these new spells all be in some BCNM fights and cost about 500k each XD
Being serious now, Wow, Solstice looks awesome. And Holy may actually be worth the MP cost to cast now.
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.
Cura sounds pretty useful for front-line fighting and campaign in general. I'm hoping it has a fast recast and low MP cost considering it sounds like it's meant to be there to quickly heal the DDs and tank quickly while you bash away with your hammer.
I can see a very good use for this as a WHM/SCH, curing sleepga. You can leave off Stoneskin so you're taking damage from Sublimation and you will be woken automatically and you will have a potent AoE Cure spell to wake the melees up with and you will probably draw some hate to take a bit of damage so your next Cura spell is more potent.
- 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.
Auspice looks awesome and it would probably make Imp parties go much more smoothly, Imp gets less TP so Amnesia isn't spammed and the party gets enlight
- 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.
- 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.
I can see this being useful to pulling Amnesia off the frontlines as well as doing stuff like pulling stuff like Attack and Accuracy Down effects off them. If I'm main healing having an attack+Acc down on me isn't really doing to effect me much while the DDs will probably love to see this spell spammed as much as haste.
LOL WHM got En-light.../comfort us rdms.
To be fair it makes more sense in the in-game lore that WHM and/or PLD should get en-light while BLMs and/or DRKs should get en-Dark
Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]
My wife (a 75WHM) was floored as much by the adjustments to the casting times/costs at the bottom as by the additional spells and abilities. It will be very interesting to see how these actually play out. At the very least it offers the job a different playstyle and some more unique abilities.
As for other adjustments: JUBAKU FREAKING NI PLEASE D:
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Mains: 75 RNG/MNK/BLM/BLU/NIN/SAM/BRD
Proud Sackholder: Celestial Guardians, Legacy of Old
Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]
Originally posted by Karinya
- 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.
I don't see Sublimation being a good way to get the bonus effects from Afflatus Misery because of the bolded section above. Most recent damage and non-accumulative and overwriting. Meaning that to get the biggest bonuses from Afflatus Misery, you'll want to use your spells which are affected by it after a devastating AoE, monster crit, etc.
Originally posted by Karinya
- 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.
So, does this mean that the additional light damage only procs on the first attack after having Auspice cast, or only on the first attack where double attack JA/weapons come into play. By the wording, I assume this is a one time effect on the next attack (similar to Boost), thus RDMs and enspellga SCHs have nothing to fear.
Last edited by Truece; 03-26-2009, 08:47 AM.
Reason: clarity
Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]
I missed the part about non-accumulating. Still if Cura is faster then Curaga I can see it as being useful for getting rid of Sleepga quickly without using Celerity.
I'm more interested in the Subtle Blow and +Acc effects from Auspice then the enlight effect. A short Enlightga effect just seems like the icing on the cake.
Then again the small stoneskin effect added to cure sounds awesome. Who needs Refresh when you are saving MP by reducing the damage your Tank is taking? If Solstace stacks with Light Arts (I see no reason why it shouldn't) then it's just going to be plain incredible. It also would allow any SCHs in the party to use their strats on something else which is an added plus.
If Solstace stacks with Light Arts (I see no reason why it shouldn't) then it's just going to be plain incredible.
See also: Refresh and Sublimation
I really hope that these new JAs stack with the arts from /SCH. I don't see any reason for them not to stack, either, but the precedent exists.
Edit: What do you think the chances are of capping the Solace 'buffer', then using DS + Sacrifice to remove a ton of effects from all PT members in range? I doubt we'll be able to do this (since Sacrifice isn't a -na spell) but once again: speculation is fun ^^
Re: Job Adjustments and Additions Part I (03/26/2009) [WHM]
Still they do only have a 1 minute recast timer so having to switch between Light Arts, Dark Arts, Solstice and Misery wouldn't be that much of a blow. It would also make their use much more tactical and interesting IMO. Do you activate Light Arts to lower the cost of your Cure V or do you activate Solctice to give you tank a minor stoneskin effect which might save you from having to cast another Cure spell.
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