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New Subjob BenefitsFollow

#1 Feb 28 2010 at 1:08 PM Rating: Excellent
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I have compiled a list of all the notable abilities acquired by each job between level 37 and 49, as that will be the new subjob cap at 99.

WAR
Lv.45 Aggressor
Lv.45 Fencer

MNK
Lv.41 Chi Blast
Lv.45 Counterstance
Lv.45 Subtle Blow III
Lv.46 Martial Arts IV

WHM
Lv.38 Teleport-Altep/Yhoat
Lv.39 Stona
Lv.40 Haste
Lv.40 Cura
Lv.41 Cure IV
Lv.42 Teleport-Vahzl
Lv.44 Regen II
Lv.45 Flash
Lv.47 Protect/ra III
Lv.48 Repose

BLM
Lv.40 Warp II
Lv.41 Sleep II
Lv.43 Poison II
Lv.45 Clear Mind III
Lv.45 Stun
Lv.45 Occult Acumen

THF
Lv.45 Hide
Lv.45 Treasure Hunter II

RDM
Lv.38 Raise
Lv.40 Convert
Lv.40 Magic Attack Bonus II
Lv.40 Magic Defense Bonus II
Lv.41 Refresh
Lv.46 Sleep II
Lv.48 Cure IV
Lv.48 Haste

PLD
Nothing noteworthy.

DRK:
Lv.39 Absorb-INT
Lv.40 Bio II
Lv.41 Absorb-DEX
Lv.43 Absorb-STR
Lv.45 Absorb-TP
Lv.45 Occult Acumen
Lv.46 Poison II

BST
Lv.40 Lizard Killer
Lv.40 Wide Scan III

BRD
Lv.45 Pianissimo

RNG
Lv.40 Shadowbind
Lv.40 Wide Scan IV
Lv.45 Velocity Shot


SAM
Lv.40 Demon Killer
Lv.40 Sekkanoki

NIN
Lv.45 Dual Wield III
Lv.45 Subtle Blow III

DRG
Lv.45 Conserve TP

SMN
Lv.38 Crimson Howl
Lv.43 Ecliptic Growl
Lv.44 Glittering Ruby
Lv.45 Clear Mind III
Lv.46 Earthen Ward
Lv.47 Spring Water
Lv.48 Hastega
Lv.49 Noctoshield

COR
Lv.40 Quick Draw
Lv.40 Evoker's Roll
Lv.43 Rogue's Roll
Lv.46 Warlock's Roll
Lv.49 Fighter's Roll

PUP
Lv.40 Evasion Bonus II

DNC
Lv.40 Reverse Flourish
Lv.40 Stutter Step
Lv.45 Evasion Bonus II
Lv.45 Subtle Blow II
Lv.45 Haste Samba
Lv.45 Violent Flourish
Lv.45 Skillchain Bonus

SCH
Lv.39 Erase
Lv.40 Accession
Lv.40 Manifestation
Lv.40 Shell II
Lv.41 Sandstorm
Lv.43 Rainstorm
Lv.45 Windstorm
Lv.46 Klimaform
Lv.46 Viruna
Lv.47 Firestorm
Lv.49 Hailstorm

BLU
From level 31-40 (62-80) Blue Magic Points 25; Max Spells 12
From level 41-49 (82-99) Blue Magic Points 30; Max Spells 14

Red items are currently equipable spells and traits.

 
SPELL                     STATS                POINTS REQUIRED 
Lv.01 Sandspin            [VIT+1]              2 
Lv.01 Pollen              [CHR+1 HP+5]         1 
Lv.01 Foot Kick           [AGI+1]              2 
Lv.04 Power Attack        [MND+1]              1 
Lv.04 Sprout Smack        [MND+1]              2 
Lv.04 Wild Oats           [CHR+1 HP+10]        3 
Lv.08 Metallic Body       [no bonus]           1 
Lv.08 Cocoon              [VIT+3]              1 
Lv.08 Queasyshroom        [HP-5 MP+5]          2 
Lv.12 Battle Dance        [DEX+2]              3 
Lv.12 Head Butt           [DEX+2]              3 
Lv.12 Feather Storm       [CHR+2 HP+5]         3 
Lv.16 Helldive            [CHR+1 HP+5]         2 
Lv.16 Healing Breeze      [CHR+2 HP+10]        4 
Lv.16 Sheep Song          [CHR+1 HP+5]         2 
Lv.18 Bludgeon            [STR+1]              2 
Lv.18 Cursed Sphere       [MND+1]              2 
Lv.18 Blastbomb           [STR+1]              2 
Lv.20 Blood Drain         [HP-5 MP+5]          2 
Lv.20 Claw Cyclone        [VIT+1]              2 
Lv.22 Poison Breath       [MND+1]              1 
Lv.24 Soporific           [HP-5 MP+5]          4 
Lv.26 Screwdriver         [VIT+1 CHR+1 HP+10]  3 
Lv.28 Bomb Toss           [STR+2]              3 
Lv.30 Grand Slam          [INT+1]              2 
Lv.30 Wild Carrot         [HP+5]               3 
Lv.32 Sound Blast         [no bonus]           1 
Lv.34 Chaotic Eye         [AGI+1]              2 
Lv.34 Death Ray           [HP-5 MP+5]          2 
Lv.36 Smite of Rage       [AGI+3]              3 
Lv.36 Digest              [HP-5 MP+5]          2 
Lv.38 Blank Gaze          [no bonus]           2 
Lv.38 Jet Stream          [DEX+2]              4 
Lv.38 Uppercut            [STR+2 DEX+1]        3 
Lv.40 Mysterious Light    [AGI+3]              4 
Lv.40 Terror Touch        [HP-5 MP+10]         3 
Lv.42 Venom Shell         [MND+2]              3 
Lv.42 MP Drainkiss        [MP+5]               4 
Lv.44 Blitzstrahl         [DEX+3]              4 
Lv.44 Stinking Gas        [AGI+1]              2 
Lv.44 Mandibular Bite     [INT+1]              2 
Lv.46 Magnetite Cloud     [VIT+2]              3 
Lv.46 Geist Wall          [HP-5 MP+10]         3 
Lv.46 Awful Eye           [MND+1]              2 
Lv.48 Refueling           [AGI+2]              4 
Lv.48 Blood Saber         [HP-5 MP+5]          2 
Lv.48 Sickle Slash        [HP-5 MP+15]         4 
Lv.48 Jettatura           [MP+15]              4


BLU Job Traits
Lv.16 Auto-Regen (Sheep Song, Healing Breeze)
Lv.24 Clear Mind (Poison Breath, Soporific)
Lv.32 Magic Attack Bonus (Cursed Sphere, Sound Blast)

Lv.38 Attack Bonus (Battle Dance and Uppercut)
Lv.38 Rapid Shot (Feather Storm, Jet Stream)
Lv.40 Max MP Boost (Metallic Body, Mysterious Light)
Lv.40 Defense Bonus (Grand Slam, Terror Touch)
Lv.46 Clear Mind II (Poison Breath, Soporific, Venom Shell, Awful Eye)

Edited, Jun 19th 2010 6:37pm by Seitekifu
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#2 Feb 28 2010 at 1:14 PM Rating: Good
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Well IMO feels like more jobs will get excluded from things now.
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#3 Feb 28 2010 at 1:14 PM Rating: Decent
Thanks for laying it out like that. SCH, WHM, and RDM seem to be the clear winners here in terms of amount of abilities/traits aquired.
#4shadowymithra, Posted: Feb 28 2010 at 1:15 PM, Rating: Sub-Default, (Expand Post) Personally, I predict that
#5 Feb 28 2010 at 1:16 PM Rating: Excellent
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SCH and RDM lose like everything interesting to them while WHM desperately holds on to Cure V as its last real unique spell. Though this is excluding what they'd add over 75, which is probably major boring stuff for WHM, so who knows how that will end up.
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#6 Feb 28 2010 at 1:19 PM Rating: Excellent
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shadowymithra wrote:
Personally, I predict that

1. The subjob cap will stay at 37. Maybe go up to 40, but probably stay at 37. It would break too many things otherwise.


They have already shown a WHM using Convert (40) and a PUP using Chi Blast (41).
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#7 Feb 28 2010 at 1:20 PM Rating: Good
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Well RDM's the new mage subjob I guess . . . I really don't see anything edging SAM out as 2h DD sub and nin as 1h sub. If the lower Sekkanoki /drool . . .

I want to know what crazy new abilities will come 75-99 to keep the jobs unique . . .
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#8 Feb 28 2010 at 1:22 PM Rating: Decent
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Nice list, thanks for that! Alot of really interesting stuff there... I wonder how many of those, If any, SE will not allow on subjobs.
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#9 Feb 28 2010 at 1:22 PM Rating: Decent
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Been leveling RDM as my next 75 job...lol 99 job ... My drk at 1 and figured would be next job id have to level to sj 37 for stun.... /blm ftw now.

Edited, Feb 28th 2010 2:23pm by NYOCHURT
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#10 Feb 28 2010 at 1:23 PM Rating: Good
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I think with the recent potency boost to Garuda's Hastega, /SMN will be an interesting subjob in merit situations (assuming merit parties retain their current format past 75. Also assuming WHM and RDM don't get Hastega).
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#11 Feb 28 2010 at 1:24 PM Rating: Excellent
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SCH is the biggest winner by far with Refreshga, Hastega, Convert, the only things they were even missing. They become the ultimate RDM basically, with their support side dramatically increasing again, with their nuking side not increasing much at all.

WHM can Hastega and save them a little bit of tedious repetition, at the cost of a strategem (which they don't get any more of), that's about it.

BLM gets a pretty big boost, with Convert and Refresh.

Edited, Feb 28th 2010 1:26pm by JingWoo
#12 Feb 28 2010 at 1:25 PM Rating: Excellent
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SCH/WHM, WHM/SCH, RDM/SCH, SCH/RDM, Haste + Accession = Hastega.
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#13 Feb 28 2010 at 1:27 PM Rating: Excellent
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I look at it this way; they're added 24 levels, there's no way they're not going to add a buffet of new Job Traits, Job Abilities, Spells, and other goodies, especially since they already said they planned to. They also said those abilities would be more focused on Endgame benefit than partying, so that should be interesting.

Just looking at some of the spells in the .dats is pretty interesting, as an idea of what they can add already...
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#14 Feb 28 2010 at 1:29 PM Rating: Decent
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shadowymithra wrote:
Personally, I predict that

1. The subjob cap will stay at 37. Maybe go up to 40, but probably stay at 37. It would break too many things otherwise.

2. The levels above 75 only are available in the new expansion areas, and in certain instanced situations in the existing areas. Most existing areas will be level 75 capped.



Edited, Feb 28th 2010 2:16pm by shadowymithra


They broke a lot already by going to 99, why not increase subs too...
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#15 Feb 28 2010 at 1:34 PM Rating: Excellent
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http://www.playonline.com/ff11us/event/vanafes2010/
Event Report -> Level Cap Increase

Specifically:

Playonline Event Report - Level Cap Increase wrote:
Level Cap Considerations
We are aware that players will inevitably feel concern over how in-game elements such as support jobs, experience camps, and merit points will be affected by this change. We would like to take a moment to explain the measures that are in the pipes to preserve game balance.

Support job abilities that are not expected to steal the limelight from main jobs as a result of the level cap increase will be allowed to come into play. Furthermore, there are plans to tweak certain job abilities, job traits, and magic spells on an ongoing basis in order to further accentuate the uniqueness of each job when used in a main role, as well as its versatility when playing a supporting role.

New camping grounds are scheduled to be added to cater to the anticipated rise in demand for experience parties. Furthermore, the redistribution of monsters in existing areas is also under consideration.

An increase in maximum upgrades is being considered for existing merit point skills and attributes. Preparations are also under way for the introduction of a new type of merit point for players who have reached the new level 99 summit.


Whats probably going to end up happening is the abilities will not be full effect when subbed similarly to Sneak Attack and Trick Attack when subbing Thief.

On the other hand

I for one welcome our new Converting and Refreshing White Mage rulers.

Edited, Feb 28th 2010 2:45pm by Levish
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#16 Feb 28 2010 at 1:45 PM Rating: Good
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Queen SillyXSara wrote:
Well RDM's the new mage subjob I guess . . .


But RDM is also the ginger kid at 99 - SCH/RDM and WHM/RDM offer so much more than RDM main.

In fact I can see RDM being so unwanted at later levels that they sit around for ages with their flags up.
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#17 Feb 28 2010 at 1:50 PM Rating: Excellent
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I don't see any WHMs trading their SCH sub for RDM unless it is specifically for a short sprint of an event, like a BCNM or something. In xp parties, just being able to haste everyone at once then take a knee will be superior to Convert, not counting everything else from /SCH.

I guess they'll have two situational ones to choose from now, kind of like how /SMN and /BLM were.

Edited, Feb 28th 2010 1:52pm by JingWoo
#18 Feb 28 2010 at 1:53 PM Rating: Good
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Levish wrote:
I for one welcome our new Converting and Refreshing White Mage rulers.
Oh f*ck no I didn't level WHM to go back to a refresh cycle. I'll take Hastega and be on my way.
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#19 Feb 28 2010 at 2:32 PM Rating: Good
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jtftaru wrote:
Queen SillyXSara wrote:
Well RDM's the new mage subjob I guess . . .


But RDM is also the ginger kid at 99 - SCH/RDM and WHM/RDM offer so much more than RDM main.

In fact I can see RDM being so unwanted at later levels that they sit around for ages with their flags up.
...because SE won't add new things to the jobs at all.

Edited, Feb 28th 2010 2:33pm by xypin
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#20 Feb 28 2010 at 2:44 PM Rating: Default
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They said that future updates will focus on endgame, not xp parties.
#21 Feb 28 2010 at 2:45 PM Rating: Excellent
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#22 Feb 28 2010 at 2:48 PM Rating: Decent
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#23 Feb 28 2010 at 3:27 PM Rating: Good
PUP sub gets Daze and Cannibal Blade now. With Cannibal Blade you'd have a trusty half level pet that can heal itself.

EDIT: But only at level 98+...

Edited, Feb 28th 2010 2:29pm by LadyOfHolyDarkness
#24 Feb 28 2010 at 4:04 PM Rating: Good
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jtftaru wrote:
Queen SillyXSara wrote:
Well RDM's the new mage subjob I guess . . .


But RDM is also the ginger kid at 99 - SCH/RDM and WHM/RDM offer so much more than RDM main.

In fact I can see RDM being so unwanted at later levels that they sit around for ages with their flags up.


Maybe I can come to events on another ****ing job finally, then.

owait I have SCH/RDM...
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#25 Feb 28 2010 at 4:07 PM Rating: Excellent
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jtftaru wrote:
In fact I can see RDM being so unwanted at later levels that they sit around for ages with their flags up.


I asked a career RDM in my ls about that...he replied: Refresh II
#26 Feb 28 2010 at 4:09 PM Rating: Good
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People really need to pay attention to the "Support job abilities that are not expected to steal the limelight from main jobs" part.

Sure we'll be seeing /rdm giving convert, but I seriously wouldn't hold my breath over seeing a subbed refresh.
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