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Update - 2 New RollsFollow

#27 Jun 16 2010 at 3:21 PM Rating: Decent
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So.. possibilities that other people have proposed:

Offensive rolls
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Haste/Snapshot
Triple attack
Regain
Critical hit damage
Skill chain damage and accuracy
Magic Critical Rate
TP Bonus during WS

Defensive rolls
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Physical Damage taken
Magic Damage taken
Magic evasion
HP recovered while healing
Cure potency

Other rolls
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Fast Cast
Emnity up
Emnity down
Increases rate of emnity decrease
Killer effects
Movement speed
Gilfinder
Conserve TP
Lowers job timers (by a certain %)

My ideas that I came up just for fun with since I was bored:
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Chance to upgrade skillchain level (level 4 sc?)
Increases weapon-type bonus (slashing/piercing/blunt)
Augments cure spells (adds chance to remove status ailment with a cure spell)
Magic reflection
TP Drain (sounds more like a new dnc samba)
Increases non-weaponskill physical damage

JAs
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All-or-Nothing: Rolling a 17 doubles roll effect. 5 min timer.
Weighted dice: Increases chance of lucky number or 11. Reduces MP to 0. 3 min timer.

Edited, Jun 16th 2010 5:24pm by Dowu
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#28 Jun 17 2010 at 3:20 AM Rating: Good
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Bolter's Roll (COR Lv.76)
Increases movement speed for party members within area of effect.

Caster's Roll (COR Lv.79)
Enhances "Fast Cast" effect for party members within area of effect.

If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended by 10 minutes.

http://www.playonline.com/pcd/topics/ff11us/detail/5561/detail.html


Edited, Jun 17th 2010 5:21am by xxAnikalxx
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#29 Jun 17 2010 at 3:23 AM Rating: Good
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Taken from the official site:

Bolter's Roll(COR Lv.76)
Increases movement speed for party members within area of effect.

Caster's Roll (COR Lv.79)
Enhances "Fast Cast" effect for party members within area of effect.

also-

If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended by 10 minutes

Resist Amnesia Gives you a slight resistance against amnesia.
COR Lv.30

EDIT: Someone beat me to it

Edited, Jun 17th 2010 5:24am by Tyka
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#30 Jun 17 2010 at 6:09 AM Rating: Decent
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Quote:
Bolter's Roll(COR Lv.76)
Increases movement speed for party members within area of effect.


O_O
NM solo just got a ******** more accessable.
Time to sell my Hermes...

Quote:

If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended by 10 minutes

lol at Winning Streak merits now.
Fast Cast roll is interesting too but these two stood out the most.
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#31 Jun 17 2010 at 6:16 AM Rating: Decent
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Dont sell hermes yet. We dont the values of the movement speed or if it will wear once hit.
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#32 Jun 17 2010 at 7:28 AM Rating: Decent
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Tatham wrote:

Quote:

If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended by 10 minutes

lol at Winning Streak merits now.
Fast Cast roll is interesting too but these two stood out the most.




So 15 minute rolls on an 11??? "Extended by 10 minutes" Srsly??

Or did they just phrase this wrong and mean extend it to 10 minutes... looks like max fold and snake eye are the way to go...
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#33 Jun 17 2010 at 8:11 AM Rating: Decent
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Fast Cast Roll not so exciting but still solidifies our job as the best mage buffer in the game.

Movement speed roll is potentially exciting if it a) stacks with gear and b) doesn't wear on being hit.

Amnesia resistance is a welcome trait esp since I'm frequently COR/DNC.

And the Extended rolls on XI are pretty sweet whether its 10 min or 15 min that's a big boon. Wish it were 10 min on a lucky roll and 15 min on an XI. That would have been even better. But I guess we can't get everything.

Of course I don't see how we became better DD's with this update, but maybe that's coming or maybe the OAT gun was all they were going to give us.

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#34 Jun 17 2010 at 9:20 AM Rating: Decent
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FC roll excites me... Finally we will have a 2nd buff that will help tanking. FC in blm or sch parties might be **** cool as well. I wonder if it will break FC caps (are there any?).
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#35 Jun 17 2010 at 11:00 AM Rating: Decent
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Finally we will have a 2nd buff that will help tanking


what was our first buff that helped tanking? Evokers? Evasion Boost? Magic Defense Bonus? Attack Bonus? Certainly wasn't Gallants roll.
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#36 Jun 17 2010 at 11:56 AM Rating: Excellent
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Fast Cast roll just kicked Scholar's Roll to useless tier.

Sometimes you're actually doing a 4 roll cycle (non-Corsair's Roll) and you don't need Wizard's, Warlock's, or Healers on mages. In those cases before it was, eh... Scholar's at least does SOMETHING.

If your backline is focused on healing, Evoker's + Fast Cast is the easy choice. And remember too that WHMs have even less reason to ever rest now, with Evoker's + choice of Convert (and soon Refresh) or Sublimation from subjob.

Might not take over for Corsair's Roll in merit style parties. But not everything is merits. Non-exp events, parties where you might actually need 2 buffs to keep chains rolling, etc.

Edited, Jun 17th 2010 1:58pm by Anza
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#37 Jun 17 2010 at 1:15 PM Rating: Good
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Now that /dnc is going to give DW, is it ideal to DW mercurial kris and Joyeuse in situations where /dnc is welcomed? :o
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#38 Jun 17 2010 at 4:29 PM Rating: Decent
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Dartagnann wrote:
Quote:
Finally we will have a 2nd buff that will help tanking


what was our first buff that helped tanking? Evokers? Evasion Boost? Magic Defense Bonus? Attack Bonus? Certainly wasn't Gallants roll.


This can be extremely helpful on certain mob (esp w/ blue in the party).
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#39 Jun 17 2010 at 6:05 PM Rating: Decent
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Jevilwolf wrote:
Now that /dnc is going to give DW, is it ideal to DW mercurial kris and Joyeuse in situations where /dnc is welcomed? :o

Yes. /NIN is virtually obsoleted for COR (not that it was extremely useful anyway).

Edited, Jun 17th 2010 5:06pm by redvenomweb
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#40 Jun 17 2010 at 6:44 PM Rating: Decent
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Spikido wrote:
looks like max fold and snake eye are the way to go...


Thankfully, I already did this^ Hitting XI all fight long is pretty fun.
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#41 Jun 17 2010 at 7:25 PM Rating: Good
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Fast cast roll can't take the place of the big 3 mage rolls in a mage-centric party. At least we finally have a decent addition to a 4 roll rotation for melee pt's w/ a healer (sch roll being near useless). Could make the job a more desirable addition to a tank pt during events as well. Looking forward to the movement speed roll too.
#42 Jun 17 2010 at 7:31 PM Rating: Decent
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I suppose a 15 minute phantom roll might count as SE's "enhance our DD ability." Then again, what if you get the XI on an evoker's roll? (since phantom roll takes off the lowest duration, you'd lose the other rolls again and again instead.) Even less time with Corsair's roll on us, now it seems.
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#43 Jun 17 2010 at 8:55 PM Rating: Decent
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Pr takes off the least recently used, not lowest duration roll.
Their icon positions will still show the order they will overwrite.
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#44 Jun 17 2010 at 9:04 PM Rating: Decent
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Quote:
Quote:
Now that /dnc is going to give DW, is it ideal to DW mercurial kris and Joyeuse in situations where /dnc is welcomed? :o
Yes. /NIN is virtually obsoleted for COR (not that it was extremely useful anyway).


Can we please not bring this up again?
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#45 Jun 18 2010 at 7:47 AM Rating: Good
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Yes. /NIN is virtually obsoleted for COR (not that it was extremely useful anyway).


Don't think I ever used /NIN for DW. It was always about shadows. So /NIN hasn't changed it's role for me. A pulling sub where I'm wielding a light staff.
But the DW on /DNC is intriguing. Might have to invest in an M kris. We'll see.
Wonder if the addition of sekkanoki to meditate has anyone thinking SAM sub has some advantages now. That's a lot of TP building abilities for a heavily WS based job like COR.


Edited, Jun 18th 2010 6:47am by Dartagnann
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#46 Jun 18 2010 at 8:41 AM Rating: Decent
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Dartagnann wrote:
Quote:
Yes. /NIN is virtually obsoleted for COR (not that it was extremely useful anyway).


Don't think I ever used /NIN for DW. It was always about shadows. So /NIN hasn't changed it's role for me. A pulling sub where I'm wielding a light staff.
But the DW on /DNC is intriguing. Might have to invest in an M kris. We'll see.
Wonder if the addition of sekkanoki to meditate has anyone thinking SAM sub has some advantages now. That's a lot of TP building abilities for a heavily WS based job like COR.


Edited, Jun 18th 2010 6:47am by Dartagnann


Meditate is still 5 min recast is it not? You dont gain any of the benefits unless your useing a fire staff from seigan. So its still to me at least a ballista sub.

/rng can grant the same thing with added accuracy and more damage. Instead of gather 100tp > meditate > swing some more (only 50 tp from med i cant remember) > sekka > WS, you can just get 100tp > Sharpshot > WS > Barrage > Melee > WS.
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#47 Jun 18 2010 at 9:27 AM Rating: Good
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Not to nitpick, but...

Meditate is 3 minute recast, Subbed it generates 60tp.
#48 Jun 18 2010 at 9:41 AM Rating: Decent
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pinchzorz wrote:
Not to nitpick, but...

Meditate is 3 minute recast, Subbed it generates 60tp.


Yeah thats why I said is it not? I dont have SAM leveled.
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#49 Jun 18 2010 at 10:09 AM Rating: Decent
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Quote:
Meditate is still 5 min recast is it not? You dont gain any of the benefits unless your useing a fire staff from seigan. So its still to me at least a ballista sub.

/rng can grant the same thing with added accuracy and more damage. Instead of gather 100tp > meditate > swing some more (only 50 tp from med i cant remember) > sekka > WS, you can just get 100tp > Sharpshot > WS > Barrage > Melee > WS.


So over 15 min you get 3 barrages which may generate on average ~80 TP (240 total) vs 5 meditates that grant you 300 TP, plus all the store TP bonuses that give you more TP plus Sekkanoki that could allow you to self skillchain. Sure you don't get Hasso Bonuses, but likely you'd fulltime Seigan with this sub to keep 3rd eye active.

Sure doing the 100tp -> sharpshot -> WS -> Barrage -> melee -> WS thing is fun, but for the most part all it does is **** off the healers. Super spiking your damage is only useful in zergs, not in most xp/merit situations where you want hate to bounce. This is my whole problem with my RNG. Far too easy to get hate pegged to you for too long.

The only problem I see with /SAM is the accuracy issue compared to /RNG and /DNC. But if you are full timing sushi, that's probably less of an issue.
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#50 Jun 18 2010 at 11:37 AM Rating: Decent
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Dartagnann wrote:
[quote]

Sure doing the 100tp -> sharpshot -> WS -> Barrage -> melee -> WS thing is fun, but for the most part all it does is **** off the healers. Super spiking your damage is only useful in zergs, not in most xp/merit situations where you want hate to bounce. This is my whole problem with my RNG. Far too easy to get hate pegged to you for too long.



Either way your pulling ahte if your WS back to back, so thats kind of invalid.
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#51 Jun 18 2010 at 11:54 AM Rating: Decent
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Either way your pulling ahte if your WS back to back, so thats kind of invalid.


A Ws ->Barrage -> Melee -> WS will take more time than a 200 TP -> Sekka -> WS -> WS -> darkness will and presumably kill the mob with both endeavors. With 3rd eye up vs nothing, the COR/SAM has likely taken minimal damage in that time where the COR/RNG might have been hit for 600hp worth of damage (depending on elegy state and which TP move the mob uses).
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