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New 2 Hour AbilitiesFollow

#1 Jul 31 2012 at 12:01 PM Rating: Excellent
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SE has released some info on the 2 hour abilities on the JP forums.

Square Enix JP Forums

Google translate was used after each job ability and I gave my best guess based on it.

Warrior - Effect during the time, no attributes will usually attack, hit rate may rise significantly.
Sounds like your attacks will not have any attributes (slashing, blunt, etc)

Monk - Time in effect, counter to fire with a probability of 100% for a normal attack of the enemy. In addition, obtain a significant hostility.
100% counter and gain enmity

White Mage - Time in effect, prevent the abnormal state of the party members.
Clears all status effects?

Black mage - Effect during the time, significantly lower hostility by magic.
Lowered enmity for all magic?

Red Mage - Effect during the time, duration and increase the strengthening effect of magic.
Extend the duration and potency of magic (I'm guessing spells like Haste and Refresh)

Thief - All of the hostility of their own transfer to the PC in front of you during the time effect, with large damage.
100% Trick attack during full duration..all attacks will transfer enmity to the person in front. The part "With large damage" seems to indicate that you possibly gain the Trick Attack AGI bonus to your damage as well

Paladin - Effect during the time, significantly increased the activation rate shield, reflecting damage.
Increased shield block rate and auto reprisal during blocks? Unknown if the reflect amount is 100% or not (hopefully it is 100% and not some % based on skill/enhancing magic)

Dark Knight - Effect during the time, get the TP absorption effect in a normal attack.
Instead of HP drain with bloodweapon, it is TP drain instead

Beastmaster - Absorb the pet, to recover the abnormal state and HP Obtain the effect of re-raise further.
Spirit Surge for BST and obtain the effect of Reraise after absorbing pet

Bard - A single target magic defense, magic evasion, reduce significantly the status of the INT / MND.
Seems like it will lower the magic defense and evasion and lower INT and MND of a mob.

Ranger - Effect during the time, distance correction ranged attack becomes all the proper distance from any distance even. Will not consume more flechette.
All attacks will be at the sweet spot no matter what range you stand at and all attack will not consume any ammo

Samurai- Effect during the time, to avoid all the damage of special techniques of physical systems. In addition, the power of its own WS to rise each time to avoid a special technique.
This one is weird, SAM avoids all Physical based TP moves and upon avoiding a move, the next WS will have it's power raised.

Ninja - Activated during the time probability effects, parry may rise significantly. In addition, re-cast time is now half of ninjutsu, will not consume the catalyst.
Parry rate raised, ninjitsu recast cut in half, tools not consumed

Dragon knight - State abnormality HP / of wyvern is completely recovered, during the time effect, the ability of the wyvern is increased.
Benediction for Wyvern and possibly abilities (breaths) are increased?

Summoner - Effect during the time, re-use time of magic and summon fulfillment of the contract is zero.
Summoning and BP timers are set to 0

Blue Mage - Effect during the time, the magic blue of notorious knowledge that can be used multiple times.
Can use NM spells (Unbridled Learning) multiple times until the effect wears off

Corsair - Effect during the time, the effect of the Phantom Roll up to three can be obtained.
3 Rolls

Puppetmaster Automaton uses a special ability. Special ability to use different depending on the type of head. (For only the master and automaton) blessing of the Goddess: Head white magic against magic: Continuous head battle magic Eagle Eye: Head fire fight Invincible: Mighty Strike melee head head: general-purpose Magic Fountain Head: black magic war
Automaton frames will use 2 hours that correspond to their frame (Mighty Strikes, Benediction, Eagle Eye Shot, Invincible, Chainspell)

Dancer Fini is now up to move Sing, re-use of Flourish of all time will be reset. In addition, the effect of time, consumption of Fini move Sing is zero.
Finishing moves aren't consumed. Flourish recast is set to 0

Scholar PC to collect the specified hostility of all party members.
SCH ability for hate reset for all party members?

Edited, Jul 31st 2012 11:05am by ImmortalAlchemist

Fixed link

Edited, Jul 31st 2012 11:10am by ImmortalAlchemist

Edited, Jul 31st 2012 3:38pm by ImmortalAlchemist
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#2 Jul 31 2012 at 12:31 PM Rating: Good
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eh, blue, bst and brd looks pretty meh
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#3 Jul 31 2012 at 12:34 PM Rating: Decent
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Olorinus wrote:
eh, blue, bst and brd looks pretty meh


True, but, what could you actually give BRD? I mean honestly, it's pretty friggin' hard to top Soul Voice in terms of effectiveness.
#4 Jul 31 2012 at 12:50 PM Rating: Excellent
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Camate wrote:


Anyone down for some new 2-hour information on this fine Tuesday?

We introduced two of them during VanaFest, but we just got a hold of the full list!

Currently, we are making adjustments to the effects and running tests on all of these new abilities, and we are planning to implement them in the upcoming test server update. However, as the Development Team is still working on getting all the kinks out, some will not be available right away. They will be doing their best to get as many new 2-hour abilities onto the test server as possible in the next update.

*The name and help text messages for each ability will be tentative when implemented to the test server. Also the effects and their values may be adjusted.


Job        Effect

WAR - Regular attacks will become non-elemental and grants a drastic increase in accuracy.

MNK - Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.

WHM - Grants party members protection from status ailments.

BLM - Grants a drastic decrease in enmity generated by magic attacks.

RDM - Grants an increase to the effect of enhancing magic.

THF - Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front.

PLD - Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.

DRK - Steals an enemy's TP through regular attacks while the effect is active.

BST - Absorbs the pet and recovers both HP and status ailments. Also, the player will receive a Reraise effect.

BRD - Drastically reduces the magic defense, magic evasion, and INT/MND of the target.

RNG - The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.

SAM - While the ability is in effect, all damage caused by the physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.

NIN - Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.

DRG - Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.

SMN - The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.

BLU - While the ability is in effect, blue magic from Unbridled Learning can be used continuously.

COR - Grants the ability to use up to 3 Phantom Roll effects.

PUP - Automaton will use special abilities. Special ability usage will depend on the automaton head.
Harlequin Head: Mighty Strikes
Valoredge Head: Invincible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (Will apply to the party members and automaton itself)
Spiritreaver Head: Manafont

DNC - Grants maximum amount of Finishing Moves and the recast time of all Flourishes will be reset.
Additionally, while the ability is in effect, Finishing Move will not be consumed.

SCH - Will direct enmity of all party members to an indicated player.

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=345425#post345425

Edited, Aug 1st 2012 3:03pm by Szabo
#6 Jul 31 2012 at 1:02 PM Rating: Good
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WHM reads like it will grant immunity to enfeebling spells

PUP : Liking the Invincible and Benediction not sure how useful any of the others will be though we'll find a use. Convert somehow on RDM would be sweet XD


Edited, Jul 31st 2012 2:09pm by Dalans
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#7 Jul 31 2012 at 1:05 PM Rating: Good
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Chainspell for Summoners looks cool; NIN is...interesting...

I wonder how the new RDM 2hour + Haste + Regen will compare to TR + Embrava.
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#9 Jul 31 2012 at 1:09 PM Rating: Excellent
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Aliekber wrote:
Chainspell for Summoners looks cool; NIN is...interesting...

I wonder how the new RDM 2hour + Haste + Regen will compare to TR + Embrava.


Well, as I said on the RDM board when the rough translations started floating around, I'm hoping it's basically double duration/potency for all enhancing magic. Embrava will still be better for what it does, but the RDM should also get also get more mileage out of their own **** And if things carry over /SCH, who would complain about a possible +60/hit Enspellga?
#10 Jul 31 2012 at 1:10 PM Rating: Good
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Also hope these are on separate timers but likely not
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#11 Jul 31 2012 at 1:12 PM Rating: Excellent
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Fairly sure SE said in the past they'd share timers with the current 2 hours.
#12 Jul 31 2012 at 1:19 PM Rating: Good
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Aliekber wrote:
I wonder how the new RDM 2hour + Haste + Regen will compare to TR + Embrava.


I thought the same. If they play their cards right, RDM new 2H can be the new Embrava: Super haste, super regen, super stoneskin, super enspells... Well, maybe not the new embrava since probably the regen won't be as potent and there will not be regain, but capped haste, 1500 HP stoneskin, enspells of 100 damage, phalanx of 100+, etc could be very useful.

PUP one will be better than the current one almost always, but I'm specially curious about the chainspell on Stormwaker. Invincible could be nice on Valoredge if it lasted longer than the standard 30s, and Eagle Eye shot will probably be **** unless it's a very buffed version from RNG's.

SCH could have been useful... If enmity didn't cap so easily and Embrava didn't exist. If it isn't an instantaneous thing and it actually lasts for a while, could have some uses, but will probably be very specific.

SMN one looks super-awesome for SMN burns and SMN soloers.

THF, like SCH's, can be useful if it's for a duration and not instant.

DRG one will need to provide a very high increase of the wyvern stats to be useful, I think.

DRK one is potentially awesome: Slowing down, or even stopping the NM TP move spam, while spamming your own WS? Great.


COR one looks like the lamest thing ever, unless it lasts 10+ mins.
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#13 Jul 31 2012 at 1:20 PM Rating: Decent
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Quote:
BST - Pet will use special abilities. Special ability usage will depend on the pet's job.

Fixed that for you. Or this
Quote:
BST- Pet's HP is completely restored and all status ailments are cured. Additionally, the pet's stats will increase.


Or literally, anything else.

Seriously, there is absolutely no time I would ever want to kill my pet to heal myself when the pet is always the tank. Especially not to get the same thing an elixir, a remedy, and a reraise scroll could give me. And especially not with a 5 minute recast on my pet. Even Spirit surge makes a DRG's jumps do better, stronger things, and gives them free TP, and they don't even use that.

Edited, Jul 31st 2012 3:24pm by louispv
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#15 Jul 31 2012 at 1:44 PM Rating: Decent
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WAR - Regular attacks will become non-elemental and grants a drastic increase in accuracy.[/i]
That's fairly useful, and is really handy for situations where mighty strikes is not useful at all. I approve

MNK - Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.
Sounds potentially hot, but I want to see it in action, first.

WHM - Grants party members protection from status ailments.
Sounds like party-wide Fealty, which is pretty sexy.

BLM - Grants a drastic decrease in enmity generated by magic attacks.

RDM - Grants an increase to the effect and effect duration of enhancing magic.
...Smiley: laugh

THF - Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front.
PermaTA... dunno, could be pretty intense for zergs.

PLD - Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.
So in other words, Palisade and Reprisal, stacked together on a 2 hour recast.

DRK - Steals an enemy's TP through regular attacks while the effect is active.
This will depend entirely on whether SE lets it be good, or makes it suck because BALANCE

BST - Absorbs the pet and recovers both HP and status ailments. Also, the player will receive a Reraise effect.
Ghetto Spirit Surge, sans the awesome (stat boosts, TP boost, etc)

BRD - Drastically reduces the magic defense, magic evasion, and INT/MND of the target.
Hmmmm, can't really say it's terrible til I see it in action, but given soul voice, it's hard to see anything else that would have worked anyway.

RNG - The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.
Sounds more useful than Eagle Eye Shot Smiley: laugh

SAM - While the ability is in effect, all damage caused by the physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.
Not really sure what to think about this one... It'll depend a lot on it's duration and what' you're fighting.

NIN - Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.
Sounds like Issekigan +1, and a lot more **** useful than pld's new one.

DRG - Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.
Smiley: lol

SMN - The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.
....that doesn't sound overpowered at all. About time for smn to get something like this, I guess.

BLU - While the ability is in effect, blue magic from Unbridled Learning can be used continuously.
...so they're giving smn and blu the same ability, basically? except that unbridled learning spells aren't... spectacular, are they?

COR - Grants the ability to use up to 3 Phantom Roll effects.
I don't know whether this is awesome or retarded Smiley: dubious

DNC - Grants maximum amount of Finishing Moves and the recast time of all Flourishes will be reset.
Additionally, while the ability is in effect, Finishing Move will not be consumed.
...so they're giving smn, blu, AND dnc the same 2hour (read: Tabula Rasa+Trance, so dnc gets another version of the same thing). However, this does seem fairly useful, even with a short duration, because you could very easily Reverse -> Reverse -> WS -> Reverse -> Reverse -> WS several times even in 15~30 seconds.

SCH - Will direct enmity of all party members to an indicated player.
....lawl.

And now for the best part.

PUP - Automaton will use special abilities. Special ability usage will depend on the automaton head.
Harlequin Head: Mighty Strikes
Valoredge Head: Invincible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (Will only apply to the master and automaton)
Spiritreaver Head: Manafont

I **** hate you, square enix.

Harlequin is utterly useless after level 10, and it's auto-designated WS is magical damage that can't crit anyway (and it didn't even get a new post 75 cap WS like valoredge and sharpshot), so giving IT mighty strikes is **** stupid. Even if you can give VE mighty strikes with Harle's head, mix-matching heads for anything but the mage pet is terribad, because it **** with skill levels, AI, WS availability, and attachment set ups. Valoredge is the only puppet that could make proper use of might strikes, because it's WS aren't all terrible. Harle's got 40 less delay, but hits for a lot less, too. Valoredge is the one puppet that DIDN'T NEED INVINCIBLE, since it's the only puppet that can actually take a **** hit, since it's built as sturdy as a pld, but with as much HP as a galka MNK (and is a **** WARRIOR frame, in spite of it's shield bash, or it would be able to heal itself with cures, instead of the same way a war can, cannibal blade (sanguine blade)). Eagle Eye Shot on Sharpshot is just as retarded as it is on rng, because I doubt it'll be stronger than Armor Shatterer. Chainspell is gonna be hit or miss, depending on whether it affects the universal recasts (ie: enhancing, elemental, enfeebling, and healing global recasts) or just casting time, the latter of which is what I'm expecting. Benediction that only applies to the master and the pet is not benediction, but it's the only one that'll get any real use. Manafont is absolutely pointless because of the global elemental recast and the fact that we have limitless MP.

SE, you finally had a chance to give us a real 2hour, as opposed to underwhelm (overdrive), and you give us this **** What the ****
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Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#16 Jul 31 2012 at 1:45 PM Rating: Good
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TaimMeich wrote:
Aliekber wrote:
I wonder how the new RDM 2hour + Haste + Regen will compare to TR + Embrava.


I thought the same. If they play their cards right, RDM new 2H can be the new Embrava: Super haste, super regen, super stoneskin, super enspells... Well, maybe not the new embrava since probably the regen won't be as potent and there will not be regain, but capped haste, 1500 HP stoneskin, enspells of 100 damage, phalanx of 100+, etc could be very useful.

PUP one will be better than the current one almost always, but I'm specially curious about the chainspell on Stormwaker. Invincible could be nice on Valoredge if it lasted longer than the standard 30s, and Eagle Eye shot will probably be sh*t unless it's a very buffed version from RNG's.

It won't. The only way the new one beats Overdrive is the ghetto benediction that isn't even really benediction. The fact that the new one is really WORSE than Overdrive is **** depressing.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#17 Jul 31 2012 at 1:49 PM Rating: Decent
WHm got exactly what I was hoping it would get. Pup... Well I guess that convert attachment and that MP for dark maneuvers will finally get used. Theoretically it might help our zerg situation. We got invincible but its one trick pony so..It won't be enough to change things in voidwatch.

All and all it kind of feels like a cop out for pup but whatever. Sch... feels underwhelming against embrava. But it could be useful for a time. But in a long fight it doesn't seem like it would do much.
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#18 Jul 31 2012 at 1:49 PM Rating: Default
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BST - Pet will use special abilities. Special ability usage will depend on the pet's job.

Fixed that for you.


Don't we have this already in the form of Ready? You'd rather have a 1-off, probably useless 'special attack'? I can see uses for the new 2hr depending on how the absorb works. You don't have enough information to judge this yet, so why bother?

Quote:
BST- Pet's HP is completely restored and all status ailments are cured.


Reward/Mulsum. Boom.

Quote:
Additionally, the pet's stats will increase.


Um, why? Last time I checked BST pets tore it up very well already. They don't need any more buffs.
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#19 Jul 31 2012 at 1:56 PM Rating: Decent
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DNC would be nice if that's how it worked, but I bet it's more like the way Spirit Surge resets Jump recast timers (and thus is only good for one more WS).
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#20 Jul 31 2012 at 2:10 PM Rating: Excellent
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Aliekber wrote:
Chainspell for Summoners looks cool; NIN is...interesting...

I wonder how the new RDM 2hour + Haste + Regen will compare to TR + Embrava.

I doubt the regen will be as good. However add phalanx, gain spells, and maybe even en spells it might become a new fad.
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#21 Jul 31 2012 at 2:10 PM Rating: Good
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Lady Jinte wrote:
It won't. The only way the new one beats Overdrive is the ghetto benediction that isn't even really benediction. The fact that the new one is really WORSE than Overdrive is @#%^ing depressing.


My secret hope is that, although the names will be the same, damage for Sharpshot's EES will be calculated differently. It probably won't, and/or it will do underwhelming damage anyway, but could be nice. Chainspell is potentially good if you plan beforehand: it could spam all the buffs on you and then nuke away while maintaining the master healed. This is assuming that ALL timers are 0, global and individual spell cast/recast. Manafot is, of course absolutely worthless, Benediction is underwhelming given its master-pet only nature, and Mighty Strikes... Yeah, good trolling SE.
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#22 Jul 31 2012 at 2:11 PM Rating: Default
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Laxedrane the Irrelevant wrote:
WHm got exactly what I was hoping it would get. Pup... Well I guess that convert attachment and that MP for dark maneuvers will finally get used. Theoretically it might help our zerg situation. We got invincible but its one trick pony so..It won't be enough to change things in voidwatch.

All and all it kind of feels like a cop out for pup but whatever. Sch... feels underwhelming against embrava. But it could be useful for a time. But in a long fight it doesn't seem like it would do much.

In zergs, it does nothing except keeping our puppet alive or giving it an extra ws. It doesn't change the fact that maneuvers are required for the puppet to be good, and using maneuvers costs us ~1 WS/minute near/at the haste cap. All this does is give the lolpups who used to be the "full AF + **** evasion gear at 75 who leveled entirely with campaign" idiots who want pup to be a unique snowflake. God, this has me so **** pissed, and has completely ruined my day, and today was a **** wonderful day that I've been waiting for my entire **** life.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#23 Jul 31 2012 at 2:16 PM Rating: Good
Lady Jinte wrote:
Laxedrane the Irrelevant wrote:
WHm got exactly what I was hoping it would get. Pup... Well I guess that convert attachment and that MP for dark maneuvers will finally get used. Theoretically it might help our zerg situation. We got invincible but its one trick pony so..It won't be enough to change things in voidwatch.

All and all it kind of feels like a cop out for pup but whatever. Sch... feels underwhelming against embrava. But it could be useful for a time. But in a long fight it doesn't seem like it would do much.

In zergs, it does nothing except keeping our puppet alive or giving it an extra ws. It doesn't change the fact that maneuvers are required for the puppet to be good, and using maneuvers costs us ~1 WS/minute near/at the haste cap. All this does is give the lolpups who used to be the "full AF + sh*tty evasion gear at 75 who leveled entirely with campaign" idiots who want pup to be a unique snowflake. God, this has me so @#%^ing **** and has completely ruined my day, and today was a @#%^ing wonderful day that I've been waiting for my entire @#%^ing life.



Let's go to new hope and party!
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#24 Jul 31 2012 at 2:39 PM Rating: Excellent
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Aliekber wrote:
I wonder how the new RDM 2hour + Haste + Regen will compare to TR + Embrava.

I don't think players will accept it as an Embrava replacement as long as RDM is missing Regain to use during it.
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#25 Jul 31 2012 at 2:40 PM Rating: Good
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RDM - Grants an increase to the effect and effect duration of enhancing magic.
I momentarily ran cold with fear of increased potencies and a return to Haste and Refresh cycles, but then I remembered that it's still only a two hour, and while the spells' duration might be increased, the JA itself will last maybe a minute at most.
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#26 Jul 31 2012 at 2:46 PM Rating: Excellent
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SCH's new 2 hour sounds like the best way ever to kill an AFK leecher.
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Zelduh wrote:
Oh, and BRD's 2-hour is useful for a BRD in a mage party. Yes, sometimes BRDs are in mage parties to ballad them or whatever. That 2-hour sounds more useful than simply soul-voicing ballads or INT songs if they're with a bunch of BLMs

But is it more useful than rotating the BRD into a melee party to fire off Soul Voiced melee buffs, and then putting the BRD back into the mage party?
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#29 Jul 31 2012 at 3:17 PM Rating: Excellent
Warrior - In certain situations where the mob has a certain damage resistance but you wouldn't want to swap to a different weapon, this has potential. However, at least right now, those kinds of mobs that are resistant to slashing damage (which is what we're most proficient at) aren't common, so Mighty Strikes is still better for the most part.

Monk - Has its uses in situations where the Monk is tanking, especially on mobs with high attack speed or have nasty additional effects to their normal melee swings.

White Mage - Depending on its potency (which I imagine would be high), this could be far more useful most of the time than Benediction.

Black Mage - Iffy on this. It'd be useful in situations where you use it at the start of the fight so you can deal a decent chunk of damage without generating that much hate, but if you popped Manafont and did the same amount of nuke damage, then used Douse, the result would be the same and you'd still have a large MP pool to work with after.

Red Mage - All depends on their potency. If the potency of the spells are drastic, this could be the new Embrava.

Thief - Better in a party situation than Perfect Dodge, but I think it's going to be a one-shot deal like Eagle Eye Shot rather than like a permanent Trick Attack for a certain period of time.

Paladin - Given the wording, I'm wondering if it reflects the damage that the shield blocked. Like in the matter of a Spike Flail, if the normal attack would have done 1000 damage if it hadn't been blocked, the damage that will be reflected back at the mob will be that 1000 minus however much damage the Paladin actually took.

Dark Knight - I could see this being far more useful than Blood Weapon in most situations.

Beastmaster - I don't think this will really have any use. Familiar's boost to your pet is going to do far more for you than this will, unless it acts like Spirit Surge and super buffs your Beastmaster with effects based on the pet absorbed.

Bard - Situational at best. If the Bard is in a mage burn situation or in a mage party, it'd be useful, but if it's in the melee party it'd probably do them far better to give the melee Soul Voiced songs instead.

Ranger - Far more useful than Eagle Eye Shot. Given how Eagle Eye Shot is, while accurate, little more than a very watered down free Weaponskill nowadays, this is a much better alternative.

Samurai - So basically a Perfect Dodge sort of ability with a Restraint-like effect, except based on special attacks evaded rather than damage dealt. This could have potential, but it'd be more in a situation of if the Samurai was the one holding hate at the time. If someone else is holding hate, Meikyo Shisui would be better.

Ninja - Better in most situations than Mijin Gakure, since it doesn't incapacitate the Ninja till he can raise up. Mijin would still have uses where the Ninja might be able to take out the mob with the damage, or needs to recover from weakness quickly, but in other situations, this might be the better option.

Dragoon - Unless the stat increase to the wyvern is huge, I don't see this being useful over Spirit Surge.

Summoner - In situations where you wouldn't need Perfect Defense, this is huge. Sure you'll still have to worry about MP and the delay between triggering the Bloodpact and the actual BP going off will slow you down some, this will still be a big boost to Smn's damage output.

Blue Mage - It has its uses. Find yourself near death but unable to get a Plenilune off? Just start spamming Bloodrake to take out the mob and heal yourself at the same time. I don't know about this one. I'd probably still use Azure Lore most of the time.

Corsair - Has its uses in situations where you won't need two-hours reset. Other than that, I think Wild Card would still be better.

Puppetmaster - Very situational uses. In most cases though Overdrive is going to do you far more just so you don't have to worry about overloads.

Dancer - This seems like a really nice, offensive two-hour, where Trance is better for those defensive situations. Depending on the situation, I think this would have more uses for Dancer than Trance would.

Scholar - Unless Red Mage's new two-hour makes it the new Embrava, I think Tabula Rasa + Embrava will still be the better option. It's hard to top the Haste, Regain, and Regen that a high-skill Scholar could give with Embrava, and given that instances of needing designated tanks are somewhat rare nowadays, this new one probably won't have many uses.

Edited, Jul 31st 2012 5:53pm by Vlorsutes
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#30 Jul 31 2012 at 3:21 PM Rating: Good
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DRG - Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase

Yaaaaaaaay DRG get's a second, slightly stronger Spirit Link. Only instead of a 00:01:30 recast timer, it'll be 02:00:00. You know, for BALANCE!
#32 Jul 31 2012 at 3:22 PM Rating: Excellent
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Lady Jinte wrote:
Laxedrane the Irrelevant wrote:
WHm got exactly what I was hoping it would get. Pup... Well I guess that convert attachment and that MP for dark maneuvers will finally get used. Theoretically it might help our zerg situation. We got invincible but its one trick pony so..It won't be enough to change things in voidwatch.

All and all it kind of feels like a cop out for pup but whatever. Sch... feels underwhelming against embrava. But it could be useful for a time. But in a long fight it doesn't seem like it would do much.

In zergs, it does nothing except keeping our puppet alive or giving it an extra ws. It doesn't change the fact that maneuvers are required for the puppet to be good, and using maneuvers costs us ~1 WS/minute near/at the haste cap. All this does is give the lolpups who used to be the "full AF + sh*tty evasion gear at 75 who leveled entirely with campaign" idiots who want pup to be a unique snowflake. God, this has me so @#%^ing **** and has completely ruined my day, and today was a @#%^ing wonderful day that I've been waiting for my entire @#%^ing life.


This is the Secret to PUP Zerg Sucks Still Smiley: disappointed

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#34 Jul 31 2012 at 3:41 PM Rating: Excellent
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The problem with Unbridledchainspell is that without azure lore, chain affinity or efflux, none of the spells are that spectacular. Bloodrake is awesome for a quick heal and decent damage, but it's not very good unstacked. The magical spells all take a long time to cast, and you wouldn't even get many off. Bulwark or harden shell would be just silly.

Absolute terror lock, maybe? I don't even know what the recast is on that spell, since it's five minutes, for all intents and purposes. Azure lore is actually pretty rad now, so this isn't particularly impressive.
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#35 Jul 31 2012 at 4:30 PM Rating: Good
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Zelduh wrote:
Some NMs get drastically reduced universal recast times while Manafont is in effect, maybe it'll do that to Spiritreaver head's manafont too? Like... it'll cast Thunder V, then cast Blizzard V immediately, then Thunder V or whatever (or maybe it'll just spam the best damage/unresisted spell without an individual recast too?) not in regards to casting time (that would be chainspell obviously), but with no limit on the universal recast timer

It would still suck, just not as much. If this were the case, it basically gives us a quasi-useless 2 hour for our mage pets, the same way overdrive is our quasi-useless 2hour for melee pets.

Also, just fyi, anyone who tries to defend the pup 2hour or calls it "good" will get jinteslapped.
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Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#36 Jul 31 2012 at 5:07 PM Rating: Good
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Oh come on now, I know you're secretly excited about having chainspell and the resulting: dia, silence, shell, dia, poison, silence, addle, dia, phalanx, poison, stoneskin, protect, dia.
#37 Jul 31 2012 at 5:19 PM Rating: Good
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SunriderRagnarok wrote:
Quote:
RDM - Grants an increase to the effect and effect duration of enhancing magic.
I momentarily ran cold with fear of increased potencies and a return to Haste and Refresh cycles, but then I remembered that it's still only a two hour, and while the spells' duration might be increased, the JA itself will last maybe a minute at most.


I think this is what everyone's forgetting. SCH can aoe their embrava onto all three parties, that is what makes their 2HR so powerful. RDM on the other hand would have to single cast every single Haste. Now depending on duration you could get a few ppl or maybe a party or two at most. Most of RDM's buffs are self-target only and the better ones not aoe able, thus you couldn't super buff Temper / Gain-STR onto your party. If it's strong enough then you could toss out a powerful enspell / phalanx to your party, that would be about it though.

Then again, if it's potency on ALL buffs, it could turn the RDM themselves into monsters. At 3x potency imagine +75 STR +60 DA +90 Enspell +45% Haste (capping magic haste) -90+ damage reduction and so forth.

Edited, Jul 31st 2012 11:21pm by saevellakshmi
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#38 Jul 31 2012 at 5:25 PM Rating: Good
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saevellakshmi wrote:
SunriderRagnarok wrote:
Quote:
RDM - Grants an increase to the effect and effect duration of enhancing magic.
I momentarily ran cold with fear of increased potencies and a return to Haste and Refresh cycles, but then I remembered that it's still only a two hour, and while the spells' duration might be increased, the JA itself will last maybe a minute at most.


I think this is what everyone's forgetting. SCH can aoe their embrava onto all three parties, that is what makes their 2HR so powerful. RDM on the other hand would have to single cast every single Haste. Now depending on duration you could get a few ppl or maybe a party or two at most. Most of RDM's buffs are self-target only and the better ones not aoe able, thus you couldn't super buff Temper / Gain-STR onto your party. If it's strong enough then you could toss out a powerful enspell / phalanx to your party, that would be about it though.

Then again, if it's potency on ALL buffs, it could turn the RDM themselves into monsters. At 3x potency imagine +75 STR +60 DA +90 Enspell +45% Haste (capping magic haste) -90+ damage reduction and so forth.

Edited, Jul 31st 2012 11:21pm by saevellakshmi

And even then, because of their weapon and gear choice, they'd pretty much be on par with what a dnc or a pup can do in a zerg situation.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#39 Jul 31 2012 at 10:41 PM Rating: Decent
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TaimMeich wrote:
Manafot is, of course absolutely worthless


How is it worthless? The AI always begins to spam spells whenever Manafont gets used. I can't imagine a puppet chain-casting tier 5s to be a bad thing.

Edited, Aug 1st 2012 12:42am by Zafire
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#40 Jul 31 2012 at 11:39 PM Rating: Excellent
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Zafire wrote:
TaimMeich wrote:
Manafot is, of course absolutely worthless


How is it worthless? The AI always begins to spam spells whenever Manafont gets used. I can't imagine a puppet chain-casting tier 5s to be a bad thing.

Edited, Aug 1st 2012 12:42am by Zafire


I'd chalk it up to the persistence of ADD as basically infinite MP for the puppet instigating that thought.
#41 Jul 31 2012 at 11:42 PM Rating: Good
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Reiterpallasch wrote:
Oh come on now, I know you're secretly excited about having chainspell and the resulting: dia, silence, shell, dia, poison, silence, addle, dia, phalanx, poison, stoneskin, protect, dia.


The RDM head casts tier IV nukes as well, actually. While each nuke won't be able to have the benefit of Icemaker, if you load up with both Loudspeakers, you could have +45 MAB just from those (+55 just by having the Mana Channeler equipped as well and no water maneuvers active) it still looks like it could be a decent source of damage. And you'll have just enough room to include a Power Cooler, which will cut mp cost by 50% so it can keep pumping out spells a bit longer. This may actually end up being a super-useful 2-Hour with the Stormwaker head.

Only if it actually negates the universal and spell category timers in addition to casting time, that is . . .
#42 Aug 01 2012 at 2:36 AM Rating: Decent
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who ever said overdrive (pup old 2hours) is good or can be useful in some ways is doing it wrong.lol;;. the new 2 hour is what we should of had in the first place. way better then overdrive><
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#43 Aug 01 2012 at 4:33 AM Rating: Good
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Lady Jinte wrote:
saevellakshmi wrote:
SunriderRagnarok wrote:
Quote:
RDM - Grants an increase to the effect and effect duration of enhancing magic.
I momentarily ran cold with fear of increased potencies and a return to Haste and Refresh cycles, but then I remembered that it's still only a two hour, and while the spells' duration might be increased, the JA itself will last maybe a minute at most.


I think this is what everyone's forgetting. SCH can aoe their embrava onto all three parties, that is what makes their 2HR so powerful. RDM on the other hand would have to single cast every single Haste. Now depending on duration you could get a few ppl or maybe a party or two at most. Most of RDM's buffs are self-target only and the better ones not aoe able, thus you couldn't super buff Temper / Gain-STR onto your party. If it's strong enough then you could toss out a powerful enspell / phalanx to your party, that would be about it though.

Then again, if it's potency on ALL buffs, it could turn the RDM themselves into monsters. At 3x potency imagine +75 STR +60 DA +90 Enspell +45% Haste (capping magic haste) -90+ damage reduction and so forth.

Edited, Jul 31st 2012 11:21pm by saevellakshmi

And even then, because of their weapon and gear choice, they'd pretty much be on par with what a dnc or a pup can do in a zerg situation.


Yes. Though I can see it being useful in a low man "mega boss battle" situation. Something like a mission boss / BC type fight where your not going in with Rag DRK's with double BRD + COR + Embrava buffs. Really depends on the duration and enhancement of the buffs. If it's 3x duration 3x potency, then combined with RDM's duration bonus already we're looking at a 17.5 min super haste (or any 3min buff). Still knowing SE, it'll be a 60s duration 1.5x bonus 1.5x duration and not work with Haste.
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#44 Aug 01 2012 at 6:47 AM Rating: Good
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Zelduh wrote:
DRG's should make your wyvern absorb you and you turn into a wyrm (gain costume effect) for the duration


Taru DRGs should be able to climb onto the back of their wyvern and ride anywhere.

*Edit*

And they should also be able to engage sky dragons in combat when their wyvern's elemental breath attacks are high enough.

I would like this 2 hour.
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#45 Aug 01 2012 at 7:40 AM Rating: Decent
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So are these are additional two hours, augments to the current two hours, or replacements?
#46 Aug 01 2012 at 7:42 AM Rating: Decent
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Quote:
So are these are additional two hours, augments to the current two hours, or replacements?


Additional. People would raise high holy **** if they were replacements
#47 Aug 01 2012 at 8:00 AM Rating: Decent
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Fynlar wrote:
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So are these are additional two hours, augments to the current two hours, or replacements?


Additional. People would raise high holy **** if they were replacements


Then get over it after a week as usual. Also, none of these are that great and the fact they'll no doubt share timers..eh.

Quote:

SAM - While the ability is in effect, all damage caused by the physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.


Of course SAM gets this ability and not someone like...any other Melee.
#48 Aug 01 2012 at 9:32 AM Rating: Excellent
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I've always thought that 2 hours were well... far too underwhelming to deserve a 2 hour cooldown.
for a game with timers as short as 10 secs to 1 minute (obviously longer for some other abilities) 2 hours is so long that you get (or I do) into the mindset that these abilities should be used for absolute **** hitting fan situations to turn the situation around. But if your in that much of a crapper your either A. solo and thus no one really cares or B. party and if your party / alliance is wiping you putting on your "2 hour" ability isn't going to change the game very often, your gonna be dead, your just prolonging it for 30 seconds for some jobs.
There's the 0.001% chance it does change something but seriously? 2 hours is just too long in my opinion and the change in 2 hours should have been a shorter recast timer.

But that's never gonna happen.
#49 Aug 01 2012 at 9:55 AM Rating: Excellent
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They dropped all the silly 15min+ recasts when 1/5 on merit abilities to 5min, don't see why 2-hours couldn't be dropped to one hour, making them a 'Daily' thing.
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#50 Aug 01 2012 at 10:19 AM Rating: Excellent
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Yeah, I've never been a fan of the obsessively long timers, either. 1 hour wouldn't kill the game. I'd even say 30m would be okay, but eh... always Abyssea if you wanna live that dream or better.
#51 Aug 01 2012 at 10:20 AM Rating: Good
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Hmm... I'm actually disappointed by some of the new 2hrs. Hear me out here.

White Mage
This one sounds awesome, until you realise its sharing the same recast timer as Benediction which not only REMOVES all major status ailments but also fully restores the entire party's HP. I'm just not sure where I'd find a use for it where Benediction isn't the more obvious and more beneficial choice, especially since I'd be left without my trademark superheal if things go badly south. There's also no information on duration, and you can bet your bottom dollar it won't be that long for a skill like that. Its usefulness hinges on how long the effect lasts, so I might change my tune when they're made available.

Black Mage
Um... Enmity Douse. Need I really say more? We have the means to completely erase our enmity (or at least reduce it to negligible levels) making this 2hr pretty useless compared to Manafont. You're still limited by recast timers and MP costs, even if enmity issues aren't a concern and there aren't many reasons why a BLM would be chain nuking in the first place.

Scholar
We have Embrava. Our 2hr is currently one of the strongest in the game, and I doubt many would give up unlimited strategems and unique spells for a one-shot enmity redirect. Honestly, this sounds like a skill that should've been given to Thief, though I actually rather like the one they got instead :)

I'll play with them on the test server so I can get a good feel for how well they work (or not) when they're available. so I'm reserving my judgement a little. That said, considering these skills are effectively 'competing' with our existing skills by being on the same recast, they need to at least match them for usefulness before I'll even give them a second glance.
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