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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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Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#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?
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#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.
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#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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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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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 ******* ******* 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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