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

And Nyosan, I don't think they'll release a part 2 until next level cap increase.

Well, at least they've set the precedent of giving Dual Wield to a job other than NIN. Maybe they'll make good on their comment about giving it to BLU as well, via spell combinations.
 
the thing that bothers me and I was thinking about this was rdm merits and phalanx II with this update due to increased enhancing phalanx II will be a viable option but that means you lose out on other debuffs for it, but if you're a soloer or around plds often then it means greater use; my only wish is that they let us max out our merit category 2 at some point or make them native and let our current merits just enhance it further...


smn is nice

blu LoL at plenuine embrace pic....i wonder how strong is it going to be...

oh and of course when 99 hits it'll be goodbye to our big 3, something I'm hoping we can replace for blu something stronger and wont be stuck to outdated spells
 
They're probably waiting on Refresh II until September, when the next cap raise will give Refresh to people who sub RDM.
It would also be cool if we got the next tier of debuffs, although it'd make RDM Group 2 merits all but useless.
 
I can dream of having a decent TP drain on my Drains. ;.;

Then again, it's not like I get to play my DRK ever. Outside of zergs, I think I've dusted it off twice in the last year. Curse me for leveling a support job in a highly-active HNM LS.

My COR's MP pool is extensive. D:
 
Why are you saying SE screwed RDM's over?

SE just added a plessing to RDM's; The ability to full-time sub /SCH as /SCH now gives everything WHM gives and more. Not only does it give Erase etc. it also gives AoE Regen II, AoE Haste, AoE Refresh, AoE Sleep, AoE Sleep II, AoE Bind, AoE Gravity. This is quite possibly the largest favor SE has ever done for RDM.

Don't forget that subbing blm will also be awesome for Rdms who want to do a quick Chainspell D2 to an alliance of people. Later on RDM will also get stun with /blm sub so that way they don't have to go rdm/drk anymore for fights that require chainspell +stun.

Also, later on with /SCH in the next lvl cap increase, RDM along with any other job that goes /SCH can use that sandstorm spell along with their pair of desert boots for a 12% movement speed anywhere. (Which reminds me, I should buy a pair of these boots in case the price skyrockets!)

Even if RDMs got the end of the stick with new stuff this update, I'm sure they'll make up for it in the future updates. Refresh II with 6 tic refresh will be nice. RDM is the first job I plan to lvl to 80 after the update since it was my first to 75, so I'll enjoy the regen II and some of the nuke IV spells along with the 40 SJs.

Let's see, what else is there?

I hope Blu will be getting a set of spell combinations that can also dual wield that was talked about as a possibly spell combo. Then DNC won't be the only job to get dual-wield.

The BPs for SMN look pretty nifty, especially if one of them will be for Carby, but I really hope SE will give SMNs a new avatar sometime between lvl 76 to 99. Phoenix maybe? With the capability to RR or R2? Phoenix's 2 hr can be to R2 everyone in range, which would really help for end game events that wipe. Unless Whm eventually gets a Raise IV, then give phoenix the ability to R3. Just one idea to throw out there.

Manascreen will certainly save my tarutaru blm's ass sometimes, and it may be good too to take dmg to mp when you can sub rdm then use convert to get that mp back if you really need to.

Finally, it looks like thf's steal will be super with the new ability and aura steal merits to dispel/steal buffs effects. So I'll have fun taking thf up past 75.
 
The most versatile job didn't get anything to keep them at the top of the heap, even though they're still there, if not pretty damn close, so they "got screwed"...

QQ
 
Dancer update? Awesome.. i guess its cool they gave other jobs some stuff too.

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.

Crit. Atk. Bonus: WAR78/THF78/DNC80: Improves power of critical hits.

Tactical Parry: NIN77/DNC77: Grants bonus TP when parrying an attack.

Skillchain Bonus: SAM78/DNC45: Improves skillchain damage.

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

- Dancers will be able to perform the ability "Cure Waltz" on non-party members.

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

- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.

also, apparently im levelling sam sub (from lvl 6) to 40 today and tomorrow. any help is very appreciated.
 
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Yup, not gonna reactivate my account for this stuff.. highlights of lolness:

"Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 sec.)" Cool a save of 1-2 hits once every 10 minutes assuming you can activate it quickly enough before you die and not so fast that it's over before you get hit. Oh and you lose most of your mana and get to /heal afterwards.

This is actually a mistranslation; all other translations as well as the original Japanese translation state it has a 5 min duration.
 
Heh lovely entertaining stuff they giving the jobs, I cant imagine how jam-packed all the exp camps will be post update as 90% of people do the run to 80. ^^

Sam's need to quit complaining btw they get little this time cause they are such perfect killing machines already since SE has given them so much over the years. ^^

Oh just realised all melees can quit squawking for haste off mages now, at lv 80 they can sub Whm and bloody well haste themselfs now. :)
 
DNC is gonna be a new dual weild option

*fap fap fap*
 
Heh lovely entertaining stuff they giving the jobs, I cant imagine how jam-packed all the exp camps will be post update as 90% of people do the run to 80. ^^

Sam's need to quit complaining btw they get little this time cause they are such perfect killing machines already since SE has given them so much over the years. ^^

Oh just realised all melees can quit squawking for haste off mages now, at lv 80 they can sub Whm and bloody well haste themselfs now. :)
I hope you're kidding <.<

First of, the mages should ALWAYS be hasting the melees as it increases their damage output a lot. Secondly, unless the melee in question is soloing, he shouldn't gimp himself by subbing WHM in order to get Haste. If I see any mage telling the melees to go sub WHM for Haste, I will seriously throw a bitch fit.
 
The most versatile job didn't get anything to keep them at the top of the heap, even though they're still there, if not pretty damn close, so they "got screwed"...

QQ

rdm? aint like a job is going to touch our enfeebling skill anytime soon lol thing is sch is a great job and a powerful one but I also look at things realistically, how often do I see scholars?


almost never lol, how often do I see red mages? as far as the eye can see; honestly if people think rdm isnt going to be useful, then yes stop leveling the job, you wont know how to use it when you really need it. Just bandwagon something else.

you dont always have the job you want when you want it and when you need it, and when that happens (for me most of the time) you have to find ways to bridge the gap, and no I'm not going on a loop saying replace a pld's job for a whm either
 
I hope you're kidding <.<

First of, the mages should ALWAYS be hasting the melees as it increases their damage output a lot. Secondly, unless the melee in question is soloing, he shouldn't gimp himself by subbing WHM in order to get Haste. If I see any mage telling the melees to go sub WHM for Haste, I will seriously throw a bitch fit.

^
This, and after I get my whm up I can haste 6 people for the the grand total price of 36MP a stratagem.
And 3 times the recast as the only downside of it all.
(Although my smn is now crying big tears.)
 
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^
This, and after I get my whm up I can haste 6 people for the the grand total price of 36MP a stratagem.
And 3 times the recast as the only downside of it all.
(Although my smn is now crying big tears.)

Well, at the cost of 80 MP :3 MP cost is doubled too, and doesn't take in to consideration the Light Arts reduction.
 
ok let's go over my stuff or at least my currnet mains:

THf gets a new steal which I think is cool. Having two 5 minute timers for two plain old steal commands would be nice but I have a feeling that they will be linked in some way or it'll be an addition like aura steal.

Summoner gets new blood pacts but I can only guess as to what avatars they belong to. My educated guess is that they belong to Carbuncle, Fenir, and Diablos. This is based on two things: 1. these guys do not have merit BPs and 2. the titles and element types seem to match

Dragoon gets a new jump(cool cool)
 
For the non-WHMs out there that may be confused, I'd like to clarify that Baramnesra is not Amnesia-na. It's a bar-status spell, not a cure for the status. Which means that (assuming it works the same as the other bar-status spells) it's going to be nothing short of completely worthless.

The bar-status spells in the game do not increase your chance to resist the spell (or if they do, then even with a ludicrous amount of enhancing magic, the effect is not noticeable), they only seem to reduce the duration of the effect. And I can tell you that even then, the amount it reduces the duration (again, even with ludicrous enhancing magic skill), seems barely noticeable. We were even testing it in Dynamis Bastok one day, using barpetra... basically what we found was that sometimes, some of the members of the party with barpetra occasionally became un-petrifed about half a second sooner than the members of a party without it.

So yeah, don't expect to exact any kind of revenge on imps based on the availability of this new spell. If it's anything like the others, its effects (or lack thereof) are going to be laughable.

The only advantage it has at all, is that because the Amnesia effect is not removable by any other means (other than the Ecphoria Ring, which apparently doesn't always work), having this spell effect active is better than nothing at all. But not by much.
 
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I seem to remember that combining a "barstatus" spell with the corresponding "barelement" would yield noticeable returns... course I haven't done that in a while and it may just be wishful remembering. But, assuming that is correct it would depend on what element Amnesia corresponds to.
 
Still. The only barstatus spells I tend to use are barpoisona + barwatera and barsleepra (No napping please. I find that one's actually useful.)

The rest to me are garbage..this new bar MIGHT help but it might be trash too. It's really hard to say until we get it.
 
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