New 1 Hour Info |
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New 1 Hour Info
I'll take a native Elemental Seal on 10minutes recast, instead of a 1hr Stymie on RDM. :/
This is what they originally said they would be a year ago. The bst one though they changed a few times. At first it was a super bst pet mode then a bstmaster oh ***I'm going die one. Some are far better than what they finally decided on.
http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities I love using Blood Weapon on undead!
Getting new abilities that don't share a recast timer with anything else is nothing to complain about. Sure some jobs got much better new abilities than other but that has always happened on this game ( ex. call wyvern was a 2 hr ability at one point while other jobs had much better 2 hrs.) I'm just happy to see things like this finally seeing the light of day. November update is huge for the future of this game and on paper the update looks loaded with content, or so I hope.
And nothing to do with it besides 1 wildkeeper.
Sorry but to me, drk really doesn't look that good. Sac TP for reg melee hits? That means lower time to resolution and slightly boost the melee dmg, in my best guess a souleater with tp instead of hp.
Lets face it you almost never use souleater as is in high end content, anything else pre-Adoulin isn't even worthy of a souleater to begin with, but now you want us to sac our x-hit for a (by my guess) 5%-10% gain on melee? With loss of tp i actually see this doing more harm than good to your DPS. Of course I could be way off and they give a double/triple dmg bonus and in that case it probably landed the best of all the new 2hr's. However if SE is anything like the SE we know..... we got jipped. BLU one right now is moderately useful for things like, idk, Delve fish. Sure. Maybe Gnat, I don't remember if Terror works on him but if it does then terror locking it for 60s would be pretty sweet.
Will hopefully get better later with more UL spells, we'll see if we get any in this coming update. @above poster: what? it is a Blood Weapon for TP. Still pretty *** useless, but not anything like what you're on about. Phoenix.Baelorn said: » Dear god the BST one is awful. Just..why? If anything, I'll be using it for the ready recast. As for the charm part of the ability, it'd only be useful if it allows you to charm previously uncharmable mobs, like maybe mobs in Abyssea, possibly an occasional NM or two... Of course, that'll never happen. Valefor.Prothescar said: » BLU one right now is moderately useful for things like, idk, Delve fish. Sure. Maybe Gnat, I don't remember if Terror works on him but if it does then terror locking it for 60s would be pretty sweet. Will hopefully get better later with more UL spells, we'll see if we get any in this coming update. @above poster: what? it is a Blood Weapon for TP. Still pretty *** useless, but not anything like what you're on about. holy ***I had to reread the description, i was way off base there, I was reading that it drained drk's tp for more dmg like souleater does. (i suffer from dyslexia so sometimes ***gets way weird) and no, not useless thats ungodly, the dmg boost drk will get is *** insane draining tp •Red mage• Stymie
Greatly increase the accuracy of your next enfeebling magic spell. I don't recall the last time an enfeeble missed to be honest. This is really thoughtless of SE, especially in light of the extreme magic accuracy on weapons these days. You RDMs would all probably be a lot happier if you realized that SE does indeed hate you and that RDM will never climb back up from the depths of obscurity, lowering your expectations to those of a man who has lost all hope for life and just sits and drinks whiskey while staring blankly into a poorly painted wall.
Blame Avesta. Valefor.Prothescar said: » You RDMs would all probably be a lot happier if you realized that SE does indeed hate you and that RDM will never climb back up from the depths of obscurity, lowering your expectations to those of a man who has lost all hope for life and just sits and drinks whiskey while staring blankly into a poorly painted wall. Blame Avesta. To be fair, even at this point in the game, Chainspell is still one of the most powerful SP abilities in a pinch. I can't remember how many times the ally was starting to fall apart in the middle of a fight and I was able to pop CS and start spamming cures, na's, raises, or stuns. It's not surprising that SE chose not to give RDM a worthwhile SP2. IF it actually goes through immunities it could have some practical use, though unless it's paired with some kind of new unique or powerful enfeeble, it's probably not enough to make RDM worth bringing to anything that it wasn't brought to before. Valefor.Prothescar said: » BLU one right now is moderately useful for things like, idk, Delve fish. Sure. Maybe Gnat, I don't remember if Terror works on him but if it does then terror locking it for 60s would be pretty sweet. Will hopefully get better later with more UL spells, we'll see if we get any in this coming update. @above poster: what? it is a Blood Weapon for TP. Still pretty *** useless, but not anything like what you're on about. It does work on Gnat, Scorpion as well. I'm having mixed feelings about this. Atleast we're having new stuff, the kind of which was promised long long time ago. But. I can't help to think whether this was a priority for the game right now. I mean, you can add all the abilities in the world, but if you don't have enough content to use it on its kinda pointless.
Then again, content can be added later on. /shrug Hmmm...what I think about these:
Quote: •Red mage•Stymie Greatly increase the accuracy of your next enfeebling magic spell. ... *tableflip* Quote: •Dark knight•Soul Enslavement Grants a TP drain effect to melee attacks. As a DRK, I welcome this. *rubs his hands schemingly* Quote: •Ninja•Mikage Grants a bonus to main weapon attack rounds based on the number of shadows. Quote: •Summoner•Astral Conduit Reduces the recast time for Blood Pacts. Finally, a zerg option for SMN! That is, if we're still whoring out Alexander... Quote: •Blue mage•Unbridled Wisdom Special blue magic spells will become useable. I...think BLU pretty much has everything it will ever need. Dare I say that the job is perfect now? This is probably just a bonus! Quote: •Corsair•Cut Card Reduces the recast time for party members' special abilities. Woohoo! Wild Card, only more reliable...I think. Quote: •Geomancer•Widened Compass Expands the range of geomancy spell effects. Perhaps I'd use this if Bolster wasn't needed, but for now, I'd just be using bolster for Delve bosses. Quetzacoatl said: » Hmmm...what I think about these: Quote: •Red mage•Stymie Greatly increase the accuracy of your next enfeebling magic spell. ... *tableflip* Quote: •Dark knight•Soul Enslavement Grants a TP drain effect to melee attacks. As a DRK, I welcome this. *rubs his hands schemingly* Quote: •Ninja•Mikage Grants a bonus to main weapon attack rounds based on the number of shadows. Quote: •Summoner•Astral Conduit Reduces the recast time for Blood Pacts. Finally, a zerg option for SMN! That is, if we're still whoring out Alexander... Quote: •Blue mage•Unbridled Wisdom Special blue magic spells will become useable. I...think BLU pretty much has everything it will ever need. Dare I say that the job is perfect now? This is probably just a bonus! Quote: •Corsair•Cut Card Reduces the recast time for party members' special abilities. Woohoo! Wild Card, only more reliable...I think. Quote: •Geomancer•Widened Compass Expands the range of geomancy spell effects. Perhaps I'd use this if Bolster wasn't needed, but for now, I'd just be using bolster for Delve bosses. Ctfu at RDM....and table flip Odin.Celoria said: » Sorry but to me, drk really doesn't look that good. Sac TP for reg melee hits? That means lower time to resolution and slightly boost the melee dmg, in my best guess a souleater with tp instead of hp. Lets face it you almost never use souleater as is in high end content, anything else pre-Adoulin isn't even worthy of a souleater to begin with, but now you want us to sac our x-hit for a (by my guess) 5%-10% gain on melee? With loss of tp i actually see this doing more harm than good to your DPS. Of course I could be way off and they give a double/triple dmg bonus and in that case it probably landed the best of all the new 2hr's. However if SE is anything like the SE we know..... we got jipped. It's a TP drain effect not a TP consume effect. Willing to bet the RDM SP will ignore resistances meaning you can land enfeebles on mobs that would otherwise resist certain spells..
I can see the COR SP useful especially when Wild Card fails For the most part, they all look nice IMO.. They're functioning to be used just as you'd use your 2hr "when you need them" not like regular abilities with shorter recast.. Keep that in mind and they're all pretty welcomed.. Just my opinion tho ^_^ Wasn't the new cor ability to reset only the new sp in contrast to wild that resets the old ones? Update on monday anyway we'll see soon enough.
Cerberus.Detzu said: » Odin.Celoria said: » Sorry but to me, drk really doesn't look that good. Sac TP for reg melee hits? That means lower time to resolution and slightly boost the melee dmg, in my best guess a souleater with tp instead of hp. Lets face it you almost never use souleater as is in high end content, anything else pre-Adoulin isn't even worthy of a souleater to begin with, but now you want us to sac our x-hit for a (by my guess) 5%-10% gain on melee? With loss of tp i actually see this doing more harm than good to your DPS. The last thing SE wants to see is the official forums' DRK subforum throwing a fit, before the job got tweaked properly. Of course I could be way off and they give a double/triple dmg bonus and in that case it probably landed the best of all the new 2hr's. However if SE is anything like the SE we know..... we got jipped. It's a TP drain effect not a TP consume effect. Depending on how consistent the effect will be, I'm interested in seeing if we'll be building for this. A double/triple damage bonus in addition to draining mob TP would just make my black heart sing though! For those who missed it, some extra details from SE yesterday.
Quote: •Beastmaster When using Unleash, TP and Charges will be increased to their maximum value, and while under the effect of the ability, neither of these will be consumed. This will allow you to use your pet’s abilities without any limitations. In regards to Charm having a short effect duration, we would like to make adjustments to this, but we are still looking into this at the moment and need a bit of time. •Monk When using the new special ability, it will double your max HP and will recover your HP for the amount your HP is increased. Also, on a side note here, while it won’t take place in the upcoming version update, we would like to unlock the new special abilities for Monstrosity in the future. •Ranger Our aim for Overkill was to in a completely different direction than Eagle Eye Shot. Eagle Eye Shot is an ability that allows you to deal steady damage without gaining enmity, but Overkill deals large damage in exchange for enmity, so we do not have plans to add an enmity reduction effect to it. •Thief In addition to the effects that can be stolen by Aura Steal, Larceny will allow you to steal monsters' special abilities as well. In the case where a monster has several enhancements active, the special ability will take the highest priority for stealing. When the effect is stolen, it will be removed from the monster, and the effect will be granted to the player that stole it. Even if you steal the ability from them after it has been used for a bit, the effect duration will be reset when stolen, so you will gain an effect duration that is the same as if you used it yourself. However, there are some exceptions. Astral Flow cannot be stolen. This is due to the fact that the specs for Astral Flow used by monsters is different than that of what players use, and it is a type of ability where the effect is elicited upon use. One more ability that is treated specially is Meikyo Shisui. While you will be able to steal and use Meikyo Shisui from monsters, it will not be possible to stop them from using their weapon skills. This is due to the fact that the behavior of monsters with this ability is different. •Corsair When using Cut Card, rolling a 5 will only reset the original special abilities. If you roll a 6 it will reset both the original and new special abilities. *Currently there is a bug and when using Wild Card in the November version update it will only reset new special abilities. We apologize for this inconvenience and will be fixing it as soon as possible. •Warrior When using Brazen Rush the effect will decrease over time, but there will still be a significant increase to your double attack rate even right before the effect wears off. •White mage Asylum will not only protect against magic based effects, but it will prevent various enfeebling effects and dispel effects used by monsters. However, it will not have an effect against certain abilities where there is a prolonged area of effect enfeeble. While there have been comments that the effect duration is too short, the effect itself is very strong, so we’d like to look into this very carefully for adjustments. With that said, we will be implementing it with the current effect duration; however, we will be looking into adjustments. •Dark knight There have not been any changes to the amount of TP absorbed while on the Test Server. The amount of TP absorbed will depend on the delay of the main weapon you have equipped. •Geomancer As Widened Compass extends the area of effect for geomancy spells, the animation effect will also expand. •Red mage •Make it possible to use for multiple spells while under the effect duration instead of just one As the magic effects that this ability apply to include those that completely incapacitate enemies’ such as Sleep and Silence, if we were to increase the effect duration, strategies that involve completely neutralizing enemies would become possible. Since we designed content giving consideration towards these type of strategies, we would have to implement complete resistances, and the range of strategies would become limited. Due to this, we will be making the ability apply to only a single spell. •I can’t visualize a way to use this Currently, the hardest content in the game is Delve, and in a lot of cases the use of enfeebling spells is somewhat limited to Paralyze and Silence, but with the new seal battlefields and higher tier mission battlefields that will be added in the November and December version updates, there will be a greater selection for enfeebling magic that can be used. •Boost both the enfeebling magic effect and the effect duration By enhancing your MND with the equipment that is currently available, we feel you are able to achieve a sufficient effect for enfeebling magic. Also, we designed this ability so you can choose to stack it with Saboteur, so we do not have any plans of making these additions at the moment. For these new special abilities, there are some aspects where the way they work might be a bit difficult to grasp until you actually encounter the situations where they can be used. With the new special abilities, we’ve designed them so there are attack based ones such as Brazen Rush, which is a straight damage source and Clarion Call that will give advantages in battle when used proactively, and also defense based abilities such as Larceny and Stymie that can be used to counter enemies depending on the situation. In regards to the latter type of abilities, we feel that you’ll be able to understand their usefulness once you encounter the situations they can be used, and while there may be differences in opinion before implementation between the developers who stand in the position of the monsters and adjust these abilities and the players who form strategies and use them, they are by no means bad abilities. The development team will be making adjustments in the event that after implementation the effects are not achieved as planned, and we will be looking at your feedback to base these adjustments off of. However, as I have said in the past, we’d like you all to try them out in a variety of situations and try to find scenarios where they are most useful. So, basically, we know RDM is useless and we felt like it would be a bad idea to make it useful, so we gave you another useless ability. Oh and COR works, so we thought we'd break it for a while.
I wish I wasn't banned from the forums right now so I could go on there and tell them how much of a stupid *** response they gave for not letting us at least use it for multiple enfeebles... we can sleep multiple things, oh, you mean like how BRDs have Troubadour which allows them to throw out as many songs(like lullaby) as they want during the minute duration, all with perfect accuracy?
Quote: BLU - Not great. Depends on how good the new UL spells are. UL normally is on a 5m timer so I can see this as a way to get HS and the new Attack Bonus up while possible terrorizing stuff. Bilgestorm is pretty good now with the magic acc update, all of it's effects will land and last a bit. TB might also be semi-useful as a long duration stun. Quote: Willing to bet the RDM SP will ignore resistances meaning you can land enfeebles on mobs that would otherwise resist certain spells.. Already asked a LONG time ago and the answer was "no". It's just a magic accuracy boost for spells that use the enfeebling magic skill, on a 60m timer. It's not even a guaranteed 100% effect, it's still possible for the target to win they're resist checks just at a very low chance. And it's still subject to percentile resists (Resist Grav / Bind / Silence / ect..). All in all it's Elemental Seal -1 on a 60m timer. Nearly worthless in practical application. About the only use I see is guaranteeing a Gravity II land when the MB fight starts, possible silence but I'm not sure if that will just make them use more TP moves or not. If SE were to add enfeebles that were actually useful (stat down / plague / ect..) and make the ability a 30~60s duration then it would have a place. I know it wont happen, but just because they said...
Quote: with the new seal battlefields and higher tier mission battlefields that will be added in the November and December version updates, there will be a greater selection for enfeebling magic that can be used. I have been lying to myself that there will be some amazing enfeeble like Amnesia we will get with these updates. Like I said though, I know I am lying to myself, it will never happen. Phoenix.Demonjustin said: » I know it wont happen, but just because they said... Quote: with the new seal battlefields and higher tier mission battlefields that will be added in the November and December version updates, there will be a greater selection for enfeebling magic that can be used. I have been lying to myself that there will be some amazing enfeeble like Amnesia we will get with these updates. Like I said though, I know I am lying to myself, it will never happen. They'd have to add a new enfeeble to make any of them either applicable or worth casting besides blind/para/slow/dia, and they aren't going to add any. The bst one actually sounds pretty good, but i wonder how long it lasts?
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