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Beat the Heat with the July Version Update! Follow

#1 Jun 20 2014 at 2:51 AM Rating: Good
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PlayOnline wrote:

Put your swimsuits on and get ready to take the plunge, for next version update is scheduled for early July!

Enjoy showering beasties with tender loving care and receiving rewards for your efforts, testing your might in high-tier mission battlefields featuring the return of the Shadow Lord and other well-known entities, and experiencing a bevy of additional content.

Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II; increased buffing capabilities for geomancers with Indi-haste and Geo-haste spells; and a plethora of new blue magic spells for you to learn and drown your foes with!

What's more, the synthesis UI is scheduled to be upgraded with a new feature that displays a list of previously undertaken syntheses, expanding your crafting horizons far across the open sea!

All this and more, floating down the river in just a few short weeks!

http://www.playonline.com/ff11us/index.shtml
#2 Jun 20 2014 at 3:22 AM Rating: Good
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Quote:
Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II;


Holy Ding-Dangs... Go Red Mage!!!
#3 Jun 20 2014 at 5:06 AM Rating: Excellent
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Almalieque wrote:
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Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II;


Holy Ding-Dangs... Go Red Mage!!!

Coming from the group that brought us Stymie, there will be a catch. There has to be. Smiley: oyvey
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#4 Jun 20 2014 at 7:12 AM Rating: Good
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Still no monstrosity stuff. That's a shame they killed off an event that a lot of potential.
#5 Jun 20 2014 at 11:04 AM Rating: Decent
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Littlechaos wrote:
Still no monstrosity stuff. That's a shame they killed off an event that a lot of potential.


What are you expecting them to do with Monstrosity that every time they touch it is them "still ignoring it/killing it off"? It's not going to replace the main game if that's what you're expecting,

Remember the June update not too long ago? Where they adjusted the sorting (was requested by players, by the way) and even fixed a few issues? They didn't kill the event off.

Quick Reference:

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The issue with Monstrosity wherein performing certain operations would allow players to equip instincts that were not intended to be equipped.

The issue with Monstrosity wherein players would occasionally be unable to change instincts properly.


^ Those were two pretty big issues. You know what they haven't touched in ages and did actually kill off? Pankraton, the idea of further expanding "Waking the Beast", Eco-Warrior and pretty much anything Conquest related including the outpost content most did for Mannequin parts.

That's what you call getting killed off :p
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#6 Jun 20 2014 at 12:35 PM Rating: Good
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I suggested that they allow us to turn max level pankraton monsters into a trust by stabling them with an NPC... it got ignored. Pankraton is fun but it would be a lot more fun if people actually played it.

And I second those saying they aren't ignoring/killing off monstrosity - they said they are working on large scale events for it. It will probably take awhile.

What they are ignoring is the pitiful state of pet jobs.

Edited, Jun 20th 2014 11:36am by Olorinus
#7 Jun 20 2014 at 2:30 PM Rating: Good
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PlayOnline wrote:
Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II

An ******** There's more?
#8 Jun 20 2014 at 3:17 PM Rating: Excellent
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Demoncard wrote:
PlayOnline wrote:
Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II

An ******** There's more?

Don't believe Ondorre's lies! Basch fon Rosenberg lives! ...er, wait, wrong game.

The debuffs excite me more than Haste II does, though.
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#9 Jun 20 2014 at 5:30 PM Rating: Good
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Littlechaos wrote:
Still no monstrosity stuff. That's a shame they killed off an event that a lot of potential.


In June's update, they added Undead and Arcana to the .dats, though I haven't seen any info yet if instincts and types of mobs were specified with it. Prolly expect one of them within the next two updates though.
#10 Jun 20 2014 at 6:16 PM Rating: Good
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Seriha wrote:
Coming from the group that brought us Stymie, there will be a catch. There has to be. Smiley: oyvey


inb4 it's like Temper. Self-cast only.

I mean, look at that picture. The RDM is casting it on themself.

Edited, Jun 20th 2014 8:17pm by Fynlar
#11 Jun 20 2014 at 6:20 PM Rating: Excellent
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Seriha wrote:
Almalieque wrote:
Quote:
Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II;


Holy Ding-Dangs... Go Red Mage!!!

Coming from the group that brought us Stymie, there will be a catch. There has to be. Smiley: oyvey


It will cost twice as much as Haste, be only 50% better, and have half the duration as Haste.

*grabs a flame-retardant suit just in case this ends up being accurate...*

Edited, Jun 20th 2014 8:21pm by Lyrailis
#12 Jun 20 2014 at 7:27 PM Rating: Good
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My bad haha I didn't know those issues had existed, I know they were fixing something with instincts the last update but I was not aware of just how crippling it was. And I agree they do need to focus on beefing up per jobs and doing something for jug pets, as currently there's very little ever on stock and the prices are so steep it's not worth using them when they depop from zoning.
#13 Jun 20 2014 at 7:27 PM Rating: Good
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My bad haha I didn't know those issues had existed, I know they were fixing something with instincts the last update but I was not aware of just how crippling it was. And I agree they do need to focus on beefing up per jobs and doing something for jug pets, as currently there's very little ever on stock and the prices are so steep it's not worth using them when they depop from zoning.
#14 Jun 20 2014 at 8:19 PM Rating: Good
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Lyrailis wrote:
Seriha wrote:
Almalieque wrote:
Quote:
Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II;


Holy Ding-Dangs... Go Red Mage!!!

Coming from the group that brought us Stymie, there will be a catch. There has to be. Smiley: oyvey


It will cost twice as much as Haste, be only 50% better, and have half the duration as Haste.

*grabs a flame-retardant suit just in case this ends up being accurate...*

Edited, Jun 20th 2014 8:21pm by Lyrailis


If it's not an AoE (which it probably isn't because it doesn't end with "ra" or "aga"), I wouldn't mind it being self only. If the game were still at the peak with players, I would prefer it to be self only. However, since I barely see any shouts anymore, I wouldn't also mind being stuck as a haste-***** if it means actually doing something.
#15 Jun 23 2014 at 2:18 AM Rating: Good
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Gildrein wrote:

[dev1217] Job Adjustments

  • Red Mage
  • The following spells will be added.

  • Haste II (Lv. 96, Recast time: 20 sec.)
Increases target's attack speed.
  • Distract (Lv. 35, Recast time: 10 sec.)
Reduces target's physical evasion.
  • Distract II (Lv. 85, Recast time: 10 sec.)
Reduces target's physical evasion.
  • Frazzle (Lv. 42, Recast time: 10 sec.)
Reduces target's magic evasion.
  • Frazzle II (Lv.92, Recast time: 10 sec.)
Reduces target's magic evasion.
  • Flurry (Lv. 48, Recast time: 10 sec.)
Increases target's ranged attack speed.
  • Flurry II (Lv. 96, Recast time: 10 sec.)
Increases target's ranged attack speed.

  • Blue Mage
  • Blue mages will be capable of learning the following spells.

  • Erratic Flutter (Lv. 99, Recast time: 45 sec.)
Increases attack speed.
  • Thrashing Assault (Lv. 99, Recast time: 60 sec.)
Delivers a fourfold attack.
  • Subduction (Lv. 99, Recast time: 5 sec.)
Deals wind damage to enemies within range. Additional effect: Weight.

  • Corsair
  • The phantom roll "Corsair's Roll" will affect capacity point gains.


  • Puppetmaster
  • Automatons equipped with the stormwaker head will be able to use Haste II.


  • Geomancer
  • The following spells will be added.

  • Indi-Haste (Lv. 93, Recast time: 12 sec.)
Increases attack speed for party members within range.
  • Geo-haste (Lv. 97, Recast time: 12 sec.)
Increases attack speed for party members within area of effect.

http://forum.square-enix.com/ffxi/threads/42888

Edited, Jun 23rd 2014 4:23am by Szabo
#16 Jun 23 2014 at 5:45 AM Rating: Good
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Red mage getting the ability to buff rangers with more snapshot?

/shocked

(those red mage spells are all actually pretty damn nifty)
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#17 Jun 23 2014 at 8:03 AM Rating: Decent
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Finally gave Geomancers haste, good job adjustments so far.
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#18 Jun 23 2014 at 9:19 AM Rating: Good
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Those actually some very nice buffs for RDM.
#19 Jun 23 2014 at 11:55 AM Rating: Good
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Gee, I better get my rdm in better shape, those look like nice buffs. I hope the spells don't cost a small fortune.
#20 Jun 24 2014 at 4:25 AM Rating: Decent
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Certainly hope Indi/Geo haste is the same haste as double marches at least. I would hate to have to use ecliptic attrition/Blaze of Glory just to get what BRD already gets for free. Might as well not add the spell then, since you can't keep those up full time, and you'd still take a BRD over a GEO any day of the week.
#21 Jun 24 2014 at 12:54 PM Rating: Decent
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Olorinus the Ludicrous wrote:
Gee, I better get my rdm in better shape, those look like nice buffs. I hope the spells don't cost a small fortune.

You had better get REDy.
#22 Jun 24 2014 at 1:13 PM Rating: Decent
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The PUN-ishment, it is harsh.
#23 Jun 24 2014 at 4:07 PM Rating: Good
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Demoncard wrote:
Olorinus the Ludicrous wrote:
Gee, I better get my rdm in better shape, those look like nice buffs. I hope the spells don't cost a small fortune.

You had better get REDy.

u r not e
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#24 Jun 24 2014 at 9:30 PM Rating: Default
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Melphina wrote:
Red mage getting the ability to buff rangers with more snapshot?

/shocked

(those red mage spells are all actually pretty damn nifty)


Note: Flurry-Self cast only....Smiley: lol

#25 Jun 25 2014 at 2:19 AM Rating: Good
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Gildrein wrote:

[dev1218] New High-Tier Mission Battlefields Will Be Added

  • New High-Tier Mission Battlefields
  • ★The Shadow Lord Battle

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Show the angst-ridden Shadow Lord that white is the new black once more!

  • ★Head Wind

Screenshot

Teach Shikaree X, Y, and Z that there's more than one way to skin a cat!

  • Joining the Fray
The key items required to participate in these battlefields can be acquired from the following NPCs in exchange for merit points.
  • Trisvain in Northern San d’Oria (J-7)
  • Raving Opossum in Port Bastok (J-11)
  • Mimble-Pimble in Port Windurst (L-5)


  • Required key items

 
Key Item	Number of Merit Points Required 
Shadow Lord phantom gem	20 
Head Wind phantom gem	20

* Players must be level 95 or greater and have cleared the original missions in order to receive these items.

  • Regarding Difficulty Levels
Each mission battlefield is divided into five levels of difficulty. Boss strength, number and drop rate of spoils, and content level increase in line with difficulty.
 
Difficulty	Content Level 
Very Easy	113 
Easy	        116 
Normal	        119 
Difficult       Greater than 119 
Very Difficult	Greater than 119

* Any player may select a difficulty level, but the battlefield's level will be determined by the first person to enter.
* Players must have cleared the battlefield on normal to select either difficult or very difficult.
* All party members must be in possession of the required key item to enter.


  • Mission battlefield, boss, and entry restrictions

 
Mission Name	Required Key Item	Point of Entry	Boss	Entry Restrictions 
★The Shadow Lord Battle	  
             Shadow Lord phantom gem	Throne Room	Shadow Lord	All Levels 
                                                                        Thirty Minutes 
                                                                       Six-Person Party 
★Head Wind	Head Wind phantom gem Boneyard Gully	Shikaree X 
                                                        Shikaree Y  
                                                        Shikaree Z	All Levels 
                                                                        30 Minutes 
                                                                        Six-Person Party


  • Spoils
Spoils are rewarded both for vanquishing the boss and clearing the battlefield, and include items needed for reforging artifact and relic armor in addition to equipment unique to each battlefield.

http://forum.square-enix.com/ffxi/threads/42945

Edited, Jun 25th 2014 4:49am by Szabo
#26 Jun 25 2014 at 6:21 AM Rating: Excellent
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Oh awesome!!! I want an iLvl X's Knife!
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