Adjustments of the Job Persuasion! (06/17/2010)

Xalioniaf

Nicest of Texas
Adventurer
Joined
Oct 8, 2005
Messages
6,633
Age
36
Location
Tejas, Mexico
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Windy
Main Job
RedMage-Male
Secondary Job
WhiteMage-Male
Third Job
Dragoon-Male
Server
Quetzalcoatl
Linkshell
Azuraknights
FFXI
Xalioniaf
http://www.playonline.com/pcd/topics/ff11us/detail/5561/detail.html
Play Online said:
No level cap increase is complete without an accompanying arsenal of new job abilities, traits, and magic spells. Come the June version update, adventurers will find themselves empowered with myriad new ways to smite enemies and support comrades in battle. As the icing on this scrumptious cake of additions, performance-enhancing tweaks are also being whipped up for certain existing job abilities.

The following job abilities will be added:
Restraint (WAR Lv.77 Ability Delay: 10 min. Effect Duration: 5 min.)
Enhances your weapon skill power with each normal attack you land, but prevents you from dealing critical hits.

Perfect Counter (MNK Lv.79 Ability Delay: 1 min. Effect Duration: 30 sec.)
Allows you to counter the next attack directed at you.

Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 sec.)
Allows you to take damage with MP.

Despoil (THF Lv.77 Ability delay: 5 min.)
Steals items from an enemy while inflicting a status ailment upon it.

Divine Emblem (PLD Lv.78 Ability Delay: 10 min. Effect Duration: 1 min.)
Enhances the accuracy of your next divine magic spell and increases enmity.

Nether Void (DRK Lv.78 Ability Delay: 5 min. Effect Duration: 1 min.)
Increases the absorption of your next dark magic spell.

Double Shot (RNG Lv.79 Ability Delay: 3 min. Effect Duration: 90 sec.)
Occasionally uses two units of ammunition to deal double damage.

Sengikori (SAM Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to skillchains and magic bursts initiated by your next weapon skill.

Futae (NIN Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to your next elemental ninjutsu by expending two ninja tools.

Spirit Jump (DRG Lv.77 Ability Delay: 90 sec.)
Delivers a short jumping attack on a targeted enemy which suppresses enmity. Effect enhanced when wyvern is present.

Blood Pact: Rage "Holy Mist" (SMN Lv.76)
Deals light elemental damage to an enemy.

Blood Pact: Rage "Lunar Bay" (SMN Lv.78)
Deals darkness damage to an enemy.

Blood Pact: Rage "Night Terror" (SMN Lv.80)
Deals darkness damage to an enemy.

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.

Tactical Switch (PUP Lv.79 Ability Delay: 3 min.)
Swaps TP of master and automaton.

Presto (DNC Lv.77 Ability Delay: 15 sec. Effect Duration: 30 sec.)
Enhances the effect of your next step and grants you an additional finishing move.

Divine Waltz II (DNC Lv.78 Ability Delay: 20 sec.)
Restores the HP of all party members within a small radius.

Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.

Libra (SCH Lv.76 Ability Delay: 1 min.)
Examines the target's enmity level.
5561_3.jpg


The following adjustments will be made to existing job abilities:
5561_6.jpg
- Beastmasters will be able to invoke the aid of six new creatures via the "Call Beast" ability by using the following items:
Cunning Brain Broth / Lucky Carrot Broth / Deepbed Soil / Wool Grease / Vermihumus / Dancing Herbal Broth

- The level requirement for the samurai ability "Sekkanoki" will be reduced from 60 to 40.
- When dragoons use the "Spirit Link" ability, half of their wyvern's TP will be transferred to them.
- If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended to 10 minutes.
- Dancers will be able to perform the ability "Cure Waltz" on non-party members.
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.

Support jobs will be subject to the following ability restrictions:
- The white mage abilities "Afflatus Misery" and "Afflatus Solace" will be unavailable.
- The ranger ability "Shadowbind" will receive a penalty to accuracy.
- The ninja abilities "Innin" and "Yonin" will be unavailable.
- The scholar abilities "Accession" or "Manifestation" will triple rather than double the recast time for associated spells.

The following job traits will be added:
*The jobs column indicates the level at which the trait will first be learned. The degree of mastery will increase in stages thereafter.
Crit. Atk. Bonus: WAR78/THF78/DNC80: Improves power of critical hits.
Crit. Def. Bonus: PLD79/BRD80: Improves defense against critical hits.
Tactical Parry: NIN77/DNC77: Grants bonus TP when parrying an attack.
Tactical Guard: MNK77/PUP80: Grants bonus TP when guarding against an attack.
Shield Def. Bonus: WAR80/PLD77: Reduces damage taken when blocking an attack with a shield.
Stout Servant: BST78/PUP78: Reduces damage taken by pet.
True Shot: RNG78: Grants a damage bonus to ranged attacks performed at an appropriate distance.
Blood Boon: SMN Lv.60: Occasionally cuts down MP cost of Blood Pact abilities. Does not affect abilities that require Astral Flow.
Skillchain Bonus: SAM78/DNC45: Improves skillchain damage.
Fencer: WAR45/BST80: Increases rate of critical hits when wielding with the main hand only. Grants a TP bonus to weapon skills.
Conserve TP: RNG80/DRG45/DNC77: Occasionally cuts down TP cost of weapon skills.
Occult Acumen: DRK45/SCH78: Grants bonus TP when dealing damage with elemental or dark magic.
Mag. Burst Bonus: BLM45/NIN80/SCH79: Improves magic burst damage.
Divine Benison: WHM50: Quickens spellcasting for status ailment recovery magic. Grants a bonus to enmity reduction.
Resist Amnesia: BST15/COR30/PUP15: Gives you a slight resistance against amnesia.

The following magic spells will be added:
- White Magic
Cure VI: WHM Lv.80
Protect V: WHM Lv.76 / RDM Lv. 77 / SCH Lv.80
Shell V: WHM Lv.76
Baramnesia: RDM Lv.78
Baramnesra: WHM Lv.78

- Black Magic
Stone V: BLM Lv.77 / SCH Lv.79 (Addendum: Black)
Water V: BLM Lv.80
Aspir II: DRK Lv.78

- Songs
Foe Requiem VII: BRD Lv.76
Army's Paeon VI: BRD Lv.78
Knight's Minne V: BRD Lv.80

- Ninjutsu
Aisha: Ichi: NIN Lv.78
*Uses the ninja tool "Soshi".

More jobs will be able to learn the following spells:
- White Magic
Shell IV: PLD Lv.80
Phalanx: PLD Lv.77
Regen II: RDM Lv.76

- Black Magic
Stone III: DRK Lv.76
Stone IV: RDM Lv.77
Water III: DRK Lv.80
Water IV: RDM Lv.80

Several new blue magic spells will be added.
5561_23.jpg
I wonder if Pro/Shellra V merits will affect the single target spells.
 
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Not going to lie it's pretty tempting, but it'll be what maybe end of next year max until ffxiv is out? I find that to be the biggest turn off. Come back get 99 kill shit and then 14 is released and then do it all over again in a new game :\
 
Nether Void (DRK Lv.78 Ability Delay: 5 min. Effect Duration: 1 min.)
Increases the absorption of your next dark magic spell.
meh. So you get a Drain III effectively or Aspir II with a recast of a minute. Woopty-fucking-doo.

Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 sec.)
Allows you to take damage with MP.
This, though, is a boon for BLMs, and Tarutaru for reals haha.
 
meh. So you get a Drain III effectively or Aspir II with a recast of a minute. Woopty-fucking-doo.

Aspir III as well, since they're adding aspir II lol
 
What are they going to do for the WHM that has pro/shell 5 merited already?
 
I was kind of disappointed with the DRK adds, but I will take the Aspir II and be happy about it. (I guess Nether Void is ok too)

The other 2 jobs I mainly play BRD and MNK have no real buffs I am excited about except, Perfect Counter, would be a cool thing to keep up at all times.
 
I wonder if Pro/Shellra V merits will affect the single target spells.

As whm this part is quite important to me.
I have Shellra 5 capped and I do hope those merits will pour over into the single target spell.

Other then that;
I wonder what enmity calculation will be used for Cure VI, I hope similar to Cure V.

Divine Benison: nice.
Can't add anything else, I like it.
_______________________________________________________________________________________________________________
SMN:
New Blood Pacts, but all on the DD part of smn so I really cannot say woohoo, can't say I'm that unhappy either, then again I'm not on smn that much anymore.
The last time I was actually needed on smn was;
"LS: We have Tiamat come smn!"
"Shirai: Yahoo, not needed on whm for once!"
"LS: BLMs need refresh!"
Great watching your LS kill it while you sit on your ass. -_-;

Blood Boon: Nice, conserve MP for smn, but I see this being good for soloing mostly.
I am slightly disappointed about not being the only job anymore able to Hastega now accession can be accessed from subjob level.
It was one of those things that made the part of buffing on smn unique.
Having recast time trippled doesn't really hurt either if you can haste 6 people while casting the spell only once.
But I guess with the level cap raise this was inevitable.

PLD getting access to Phalanx:
Nice! Can't say I don't appreciate that, makes my job a tad easier too in cases where I either don't have a red mage support or when the red mage doesn't have Phalanx II merited.
 
Why can't BLM's get Drain II? ; ; Don't tease me, SE!
The new SMN blood pacts look like they'll be fun to use. Carby, Fenrir, and Diabolos will definitly benefit from thos abilities.
 
keep in mind this is just to 80. we still have 4 more lvl cap updates to come.
 
Hmm... It would appear that SE is, as usual, playing DD favorites again. I don't know precisely what it is about DRK that makes SE hate it so, but I'll confess that it gets a bit irritating after a while. Someday, SE is going to have to accept the fact that DRKs generally don't get to use Souleater whenever they want.

The level requirement for the samurai ability "Sekkanoki" will be reduced from 60 to 40.

This is... significant. Opens a few new burn options for various jobs.

- Dancers will be able to perform the ability "Cure Waltz" on non-party members.
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.

Very nice for DNC, which I'll have to revisit as a sub in the near future. I'll get to pick something other than /NIN to sub if I really want to without having to lose Dual Wield. ^^

Phalanx on PLD/NIN is just fantastically broken. If they give PLD Stoneskin in the next update I'm probably going to laugh myself to death the next time I have to tank something.

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.

Raes likes. Very much. Finally, a roll for enhanced movement (and six minutes of it, for me at least), and a roll I can give to PLDs other than Evoker's Roll or Magus' Roll. I expect to see more CORs in the tanking party after this, since it makes us a bit more competitive with the BRDs and their damn double March. Or have a BRD and a COR, and watch those recast timers drop to nothing. I forget what my Ichi is at now with Haste, 20% gear Haste, Homam pants, Loquacious earring, Nuevo Coselete and March/March, but it's freaking tiny. This would be utterly ridiculous if the bonus is as significant as most COR rolls.

Resist Amnesia: BST15/COR30/PUP15: Gives you a slight resistance against amnesia.

Oh, and fuck you Imps. Fuck you in your obnoxious, True-Sighting, Amnesia-spamming, fragile little asses.

Occult Acumen: DRK45/SCH78: Grants bonus TP when dealing damage with elemental or dark magic.

Huh?

I mean... Huh?

So... I'll get TP for casting spells? That could be... interesting, I guess. I'll have to reserve judgment on this until I actually see how much TP we're getting per-spell.

Blood Pact: Rage "Holy Mist" (SMN Lv.76)
Deals light elemental damage to an enemy.

So... the other two are obvious, but I'm guessing this is a new Carby pact?

Double Shot (RNG Lv.79 Ability Delay: 3 min. Effect Duration: 90 sec.)
Occasionally uses two units of ammunition to deal double damage.

Conserve TP: RNG80/DRG45/DNC77: Occasionally cuts down TP cost of weapon skills.

Yes, because these are precisely what our RNGs needed to get themselves killed even faster.


Mag. Burst Bonus: BLM45/NIN80/SCH79: Improves magic burst damage.

Sengikori (SAM Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to skillchains and magic bursts initiated by your next weapon skill.

Unfortunately, I now predict another round of "Let's go get slaughtered by Absolute Virtue!" as a result of these two abilities.

But who knows, mebbe we'll actually win this time around.
 
I was considering coming back to lvl my drk to 80. But with those abilities I'm not sure I want to lol.
 
keep in mind this is just to 80. we still have 4 more lvl cap updates to come.

2*
If I am not mistaken they want to have the cap raised to 99 by the December update.
Which means there will be two more updates in which they raise the cap.

My expectency is:
September: Level 89 or 90
December: Level 99
 
And from the looks of it, apart from a few spells, RDM gets screwed out of new adjustments.

"Oh, we have SCH now. Who needs RDM."
 
SE: Screw you RDMS, SCH has taken your job anyway :(
 
SE: Screw you RDMS, SCH has taken your job anyway :(

Well, there's always hope that they're saving at least some of the adjustments for a reveal on patch day.
 
Funny that I was thinking whm'd get cure VI last night in an xp party. Gonna screw up my macro set though. Ah well (worth it). Wonder what that spell will look like XD. Also very glad SE is adding in Baramnesra. Cause holy shit I HATE that imp ability. Divine Benison? Cool. And that pld with FINALLY get shell IV. God shell III sucks. Plus a extra def to critical hits? Yes please. And a Shield Defense Bonus? Always nice. But Phalanx for pld without a rdm sub? Even I know that's going to cause some issues. Do wonder how much help Divine Emblem will be. I can see that stacking nicely with Flash (or perhaps Banish/Banish II? lol). But still, once every ten minutes puts a hamper on that.
 
They also stated something for rdm like "go ahead guys use all your mp its ok i got you covered"
 
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