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Announcing the Next Version Update!Follow

#1 Feb 27 2015 at 2:35 AM Rating: Excellent
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PlayOnline wrote:

Fresh from the winter thaw flow the pristine waters of the next version update!

The March patch will see the addition of Vagary, all-new battle content that pits Vana'diel's heroes against the Xol Triumvirate. Also found amongst the uncovered treasures are reforged empyrean armor and the long anticipated final implementation of the /lockstyle command.

Also coming down the slopes are additional Unity Wanted battles, new spells and other job adjustments, adjustments to existing spells, and bucket loads of other additions and adjustments.

http://www.playonline.com/ff11us/index.shtml
#2 Feb 28 2015 at 12:34 PM Rating: Good
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And there it is folks, reforged empy gear!
#3 Feb 28 2015 at 1:12 PM Rating: Good
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Updated /lockstyle hmmm.

Either they're letting us change areas with /lockstyle intact or they're fixing it to where changing our weapon doesn't turn it off for the rest of our gear. Both would be nice.
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#4 Feb 28 2015 at 5:16 PM Rating: Excellent
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Reforged empy gear is almost tempting. Almost.
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#5 Mar 01 2015 at 5:13 PM Rating: Decent
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it'll be interesting to see what you will need for reforged Empy gear
#6 Mar 02 2015 at 1:23 PM Rating: Decent
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I hope that picture of NIN suggests that it will be getting updated.

It could also just be displaying a few jobs in empyrean armor.

Bleh.

If they make it so NIN can tank again I might come back.
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#7 Mar 03 2015 at 2:45 AM Rating: Excellent
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Gildrein wrote:

[dev1257] Empyrean Armor Reforging

  • Empyrean Armor Reforging
The March update will allow Empyrean Armor to be reforged to item level 109 and then further to item level 119.

Upgrading these items to item level 119 will require items only obtainable through new battle content added to the March version update.

As with artifact and relic equipment upgrades, the items needed to upgrade Empyrean Armor differ based on the armor's current item level.

  • New armor for geomancers and rune fencers
New Empyrean-equivalent armor for geomancers and rune fencers will be added.
Screenshot
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These new armor sets can be obtained through new quests for the applicable jobs.

As with empyrean armor, these new sets can be further enhanced with items earned through the new battle content.

http://forum.square-enix.com/ffxi/threads/46238

Edited, Mar 3rd 2015 3:46am by Szabo
#8 Mar 03 2015 at 3:19 AM Rating: Excellent
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I think I speak for everyone in saying the RUN armor is ugly. So ugly.
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#9 Mar 03 2015 at 6:22 AM Rating: Good
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At least it isn't pink right?
#10 Mar 03 2015 at 7:53 AM Rating: Decent
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Have they given a date for the update yet?
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#11 Mar 04 2015 at 3:07 AM Rating: Excellent
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Gildrein wrote:

[dev1258] Job Adjustments

  • The following jobs will undergo adjustments.


  • Red Mage
  • A new magic spell will be added.
Ardor (RDM Lv.64, affects a single ally)
Increases damage from the target's next skillchain based on the number of preceeding melee hits.

  • The following enfeebling spells will be adjusted.
  • The damage over time dealt by Poison and Poison II will be increased and spell duration tripled from thirty to ninety seconds.
  • The effects of Blind and Blind II will increase based on the difference between the caster and target's MND. Additionally, they will now have a fixed duration of 180 seconds rather than a variable duration.
  • Paralyze, Paralyze II, and Silence will now have a fixed duration of 180 seconds rather than a variable duration.


  • Dark Knight
  • The effects of the following dark magic spells will no longer have their effects decrease over time.
Absorb-STR / Absorb-DEX / Absorb-VIT / Absorb-AGI / Absorb-INT /
Absorb-MND / Absorb-CHR / Absorb-ACC

  • Bard
  • The following magic songs will no longer have their effects decrease over time.
Bewitching Etude / Logical Etude / Sage Etude / Swift Etude / Vital Etude /
Uncanny Etude / Herculean Etude

  • Ninja
The damage over time dealt by Dokumori: Ichi will be increased.

  • Summoner
  • New blood pacts will be added to the following avatars.


  • Diabolos
Blindside (SMN Lv.99, single target Blood Pact: Rage)
Deals physical damage.

  • Fenrir
Impact (SMN Lv.99, single target Blood Pact: Rage)
Deals dark damage that lowers an enemy's Strength, Dexterity, Vitality, Agility, Intelligence, Mind, and Charisma.

  • Cait Sith
Regal Gash (SMN Lv.99, single target Blood Pact: Rage)
Delivers a threefold attack.

  • The areas of effect of the following blood pacts will be increased.
Shining Ruby / Glittering Ruby / Healing Ruby II / Soothing Ruby /
Ecliptic Growl / Ecliptic Howl / Heavenward Howl / Crimson Howl /
Inferno Howl / Earthen Ward / Earthen Armor / Spring Water /
Soothing Current / Whispering Wind / Hastega / Aerial Armor / Fleet Wind /
Hastega II / Frost Armor / Crystal Blessing / Rolling Thunder /
Lightning Armor / Noctoshield / Dream Shroud

  • The duration of blood pacts whose effect durations are extended by the player's summoning magic skill will be increased.
  • The activation time of all blood pacts will be reduced.
  • The effects of Glittering Ruby will no longer decrease over time.


  • Puppetmaster
  • The following adjustments will be made to spells cast by automatons equipped with soothsayer heads.
  • The casting time for Protectra and Shellra will be reduced.
* This change will also apply to Protectra and Shellra spells cast by players.
  • The area of effect of Protectra and Shellra will be increased.
* This change will not apply to Protectra and Shellra cast by players.
  • The effect duration of maneuvers will increase based on the amount of time elapsed since using Deploy.
* This effect is removed whenever the automaton is knocked out or deactivated.
* This effect is maintained even if combat ends, whether by vanquishing monsters, retrieving the automaton, or other such means.

http://forum.square-enix.com/ffxi/threads/46253

Edited, Mar 4th 2015 4:28am by Szabo

Edited, Mar 4th 2015 4:35am by Szabo
#12 Mar 04 2015 at 3:33 AM Rating: Decent
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The damage over time dealt by Dokumori: Ichi will be increased.


This is the best thing to ever happen to Ninja!

/sigh
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#13 Mar 04 2015 at 4:00 AM Rating: Good
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Shut down everything. SE is actually buffing RDM.
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#14 Mar 04 2015 at 5:34 AM Rating: Decent
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Quote:
The area of effect of Protectra and Shellra will be increased.

* This change will not apply to Protectra and Shellra cast by players.


for puppets = okay
for players = NOPE, OP AS F*CK

Smiley: oyvey
#15 Mar 04 2015 at 7:23 AM Rating: Good
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Fenrir gets Impact! That's actually pretty cool!
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#16 Mar 04 2015 at 9:58 AM Rating: Good
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The SMN changes look very nice
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#17 Mar 04 2015 at 5:03 PM Rating: Good
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I can see some interesting implications of Ardor mixed with Rudras Storm. Ardor buffs the SC damage based on number of hits, so the THF or DNC merrily swings 50-60 times or whatever to get 3000 TP (probably maxing out the Ardor bonus) and dumps a 100k Darkness on some poor critter.
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#18 Mar 04 2015 at 8:37 PM Rating: Default
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Go RDM!!
#19 Mar 05 2015 at 2:13 AM Rating: Excellent
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Gildrein wrote:

[dev1259] Vagary: All-new Battle Content

  • What is Vagary?
Vagary is all-new content that pits Vana’diel’s bravest adventurers against the Xol Triumvirate, with victors receiving hitherto unforeseen spoils and rewards.
Winding passage found in the depths of Outer Ra'Kaznar lead adventurers to confrontations with all three members of the triumvirate: Balamor the Deathborne, Dhokmak the Brash, and Ashrakk the Duskbrood.
Screenshot
Screenshot


  • Joining the Fray
  • Players must meet the following requirements in order to participate.
  • Have the FINAL FANTASY XI: Seekers of Adoulin expansion installed.
  • Have registered the Seekers of Adoulin expansion content.
  • Have reached level 95 or higher.
  • Be a member of a party or alliance of between three and eighteen members.
  • The party leader must have reached a certain point in the Seekers of Adoulin missions and be in possession of a certain key item.*
* There is no requirement for the other members of the party but the encounters in Vagary may spoil parts of the story that unfolds in the Seekers of Adoulin missions.

  • Obtaining the Key Item
Obtain an item dropped by a certain monster and trade it with the Odyssean Passage in Leafallia to obtain the requisite key item.

  • The Gates to Vagary
There are three entrances to Vagary found in Outer Ra'Kaznar, each leading to different battles and monsters, and housing a particular member of the Xol Triumvirate.
* The key item required for entry is the same for each of the entrances.

  • Probing the Depths
Vagary has a time limit of forty-five minutes. Powerful rewards await those who survive the fight into the chambers' inner recesses and defeat the representative of the Xol Triumvirate.

  • Vagary Rewards
The final bosses will drop materials crucial for synergizing item level 119 and Superior 2 equipment, as well as items necessary for reforging Empyrean Armor to item level 119.

http://forum.square-enix.com/ffxi/threads/46267

Edited, Mar 5th 2015 3:14am by Szabo
#20 Mar 05 2015 at 7:20 AM Rating: Excellent
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Fynlar wrote:
Quote:
The area of effect of Protectra and Shellra will be increased.

* This change will not apply to Protectra and Shellra cast by players.


for puppets = okay
for players = NOPE, OP AS F*CK

Smiley: oyvey

Have you ever tried to get an automaton to stand exactly where you want it to be? If we ever got BST's Stay we'd be in heaven.

That's why they're increasing the range.
#21 Mar 05 2015 at 9:58 AM Rating: Default
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Have you ever tried to get an automaton to stand exactly where you want it to be? If we ever got BST's Stay we'd be in heaven.

That's why they're increasing the range.


I'm not saying that that wasn't a problem. I'm saying it's kind of dumb to explicitly make two separate versions of Protectra just because they apparently think us getting some increased range on our spell would apparently be too broken (hint: it wouldn't be)

It just seems like a really [EYY-nul] thing to do (especially in this late day and age of the game), kind of like that infamous emergency maintenance they did years back because DNC sambas were affecting pets all of a sudden, and they apologized for our "inconvenience" like they'd just committed the equivalent of murdering our firstborns.

Edited, Mar 5th 2015 11:02am by Fynlar
#22 Mar 05 2015 at 2:55 PM Rating: Good
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Annnd there's our confirmation of Superior 2 gear.
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#23 Mar 06 2015 at 6:06 AM Rating: Decent
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Fynlar wrote:
[quote]I'm not saying that that wasn't a problem. I'm saying it's kind of dumb to explicitly make two separate versions of Protectra just because they apparently think us getting some increased range on our spell would apparently be too broken (hint: it wouldn't be)

How exactly is it a "separate version"? They only changed one thing, the area of effect, which means that it will reach people who are farther away when it is cast. This is specifically because you can't just drop your automaton in the perfect place to be in exactly the middle of the group, nor can you even control when it casts the spell, which adds another dimension of uncertainty to the spell.

A "real" WHM can stand in exactly the right place and pop the spell off right away, staying in the same place to cast both. The automaton won't cast until you've first targeted it on an enemy, and then it will cast whatever spell it dámn well feels like, move around whenever the héll it wants to, and will get around to casting protectra/shellra when it's good and ready.

Seriously, quit whining about stuff being done to PUP until you've actually played it.

EDIT: Oh yeah, and that real WHM can also say "hey I'm casting protectra/shellra, STAND STILL FOR A MOMENT", while the automaton waits until the most inconvenient moment to surprise your party.

Edited, Mar 6th 2015 7:18am by Elwynbelwyn
#24 Mar 06 2015 at 6:53 AM Rating: Decent
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How exactly is it a "separate version"? They only changed one thing, the area of effect,


You just answered your own question. Don't see why you felt the need to write a novel.
#25 Mar 06 2015 at 1:47 PM Rating: Good
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Kuwoobie wrote:
Updated /lockstyle hmmm.

Either they're letting us change areas with /lockstyle intact or they're fixing it to where changing our weapon doesn't turn it off for the rest of our gear. Both would be nice.


both are a MUST imo ... , lockstyle is pretty useless and ancient without both. :)


hope empy gear upgrades are realistic.....errrr we shall see I suppose
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#26 Mar 06 2015 at 1:51 PM Rating: Good
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ah vagary with the good old 3 member min -.- so much for the upgrades /sigh, se will never learn till the game totally dies.



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