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

don't worry, I'm willing to bet rdms will get a refresh II to make up for everyone else and there brother getting refresh
 
Kinda disappointed to see that BRD didn't get any new abilities. Just a couple of spells.

And yea, i'll wait until a couple weeks after the update to really make an opinion about all the changes. SE doesn't seem to ever really "test" what they implement, and i'm sure there will be a number of things they'll have to fix (nerf).
 
*stops leveling RDM*

>.<
I am eager go try out the new Magic Burst abilities though!!
 
start w/ sam rant:
I'm kind'a upset that they're not giving white mage solace abilities and nin inin/yonin abilities to subjobs because they said it's going to 'take away the distinct flavour of those jobs'... and then they totaly yank the one thing that makes sams feel unique (Sekkanoki) and give it to everyone in full power... bs

Also the new sam skill(Sengikori) is useless since noone has wanted to (not for my lack of trying) set up an SC and forget MBs since ToAU came out(as sad as I am about it). Pretty upset at that addition in honesty after they made SCs do jack crap to damn near everything(read: not worth it) save for AV ;-P... but i ain't gonna be fighting that one so i don't exactly care. Overall sort of sad for my favorite job.


DNC - change for dual wield is very good imho, might add a lot more variety to what people bring.. and can let me level thief as a thf/dnc w/o sacing the offhand stats bonus. Some other interesting solo possibilities. Nice new flourish esp pre-ws(i just wonder how many crits it lets you deal)

Warrior - interesting ability, i kind'a like it tbh, more damage never hurts.

DRG - i was hoping for a change that lets ppl sub drg... but i guess that's too much to ask for (save for the earring, but w/ the level cap raise i think this is going to be less and less good). For drg mains spirit jump looks great for enmity dropping on a more regular rate.

THF - thf becomes a better farmer.... AND gains something that makes it more benefitial in groups aside from TH2. win.

Nether Void - this will be used exclusively on absorb TP lol.. maybee absorb STR on occasion heh. Good change tho. As is the whole 'make tp from casting crap' thing, hopefully it's enough to make DRKs cast more often.

RNG - looks like it's getting a very healthy damage buff... because they wheren't already the king of DMG, hahaha. Will be interesting w/ no new enmity management for them

nin - meh, pissed the SJs aren't getting yonnin/innin... i'm kind'a sick of /nin being nothing but Utsusemi, and it will still be expected because it's still usefull.. and I think that's crap. nin main? don't see any benefit there either.

sch - libra 0.o
 
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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.

I mean, really - how has SE screwed RDM over? Sure, they didn't get new spells, and they lost the exclusivity of Convert. But how does that fuck over RDM? Its not like RDM could convert other jobs, it was a toy only they benefited from. And Convert isn't the end-all imo. A good WHM won't run out of MP anyway, so /RDM sub gives nothing to good WHM's. RDM still keeps the exclusivity of Refresh (and next level cap upgrade RDM's are likely to get Refresh II anyway), and no melee job in their right mind will sub WHM in a merit or end-game event to get access to Haste, when a RDM, WHM or SCH can Accenssion Haste any party.

As for WHM, Cure VI is likely to recover 700~750 base HP (unlike Cure V which recovers 450 base) and have an MP cost of between 175~185 (likely 700 base cured | 175 MP cost). Divine Benison confuses me though. The way the Enmity thingy is worded, it sounds like it'd only apply to -na spells. If it was universal, it would make more sense to give it a separate job trait.
 
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I totally called it. I kept saying Prot V and Shell V were coming. Before the -ras of those, there was ALWAYS a single target for the prot spells. ALWAYS. Hopefully my shellra V merits will carry over. (Shirai, I'm also a whm with full shellra V merits.)

Cure VI..that's gonna rock. I hope they limit enm from that or I'm gonna have to stack even more -emn and /sigh maybe even get merits for that. I swore I'd never merit enm one way or the other, since ultimately I don't know which jobs other than mage I want to level. I hope I don't regret that vow.

Baramnesia might be cool, depends on how effective it is. I rarely use the other barstatus spells (Other than barsleepra and barpoisona)...but we'll have to see.
 
A decent cure 5 set heals for like 900. a non ds cure 6 could be ~1400 or something stupid lol
 
Wow, I'm lovin the update for the jobs I have! PLD gets Phalanx? OMG I think I need to change my undies!
 
A decent cure 5 set heals for like 900. a non ds cure 6 could be ~1400 or something stupid lol
I said base - that means the BASE ammount. The absolute minimum Cure V heals for (that is, the base) is 450 HP. Hence, a Cure VI base of 700 would, with Light Staff and Noble's, 300 healing magic and 140 MND, cure for about 1560 if my expectations are right.

So it would pretty much be a "OH SHIT" spell like Cure V mostly, but even more emergency-like. Like, if a new NM has a move that drops the tank to 1 HP, Cure VI would be useful.
 
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I know what you were talking about, but I'm talking about the amounts from an average heal. Toss in that healing earing, medicine ring, korin obi (situational I know), and what ever other random +cure potency is out since I last played and you have a stupid heal. /sch accession divine seal and have fun
 
I'm not really displeased with the RDM adjustments. I agree with Uzor; RDM still has a lot in its bag yet, along with some shiny new Tier IV's!

I'm a little miffed that SAM got left out of the Tactical Parry party, though. Hopefully the SC damage added by the new SAM ability will be significant. Hopefully Store TP VI will be in the next update, too.

Absolutely nothing about BLU in this post! I hope they have a "Adjustments of the Job Persuation Part II!" coming soon.
 
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The most you can get from non-situational gear is Aristocrat's (12), Teiwaz (+15) Roundel (+5), ASA legs (5), AMKD head (+3), Medicine Ring (+10), Fylgja Torque +1 (+3) for a total of 53% Cure Potency. So if you have all that, you'd Cure 5 for roughly 1101, and Cure VI for roughly 1992.

I've never bothered getting the expansion cure pieces, if nothing better is released by lvl 99 I will, but until they I won't bother :3

And Nyosan, I don't think they'll release a part 2 until next level cap increase.
 
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Even then korin obi is hardly situtational these days with scholar around to aurorastorm :)
 
Meh, I don't like having a SCH in the tank party. Don't need more than WHM, RDM BRD BRD (or COR) tank tank is better for HNM's etc. imo. Hell, you can even repalce 1 of the tanks with a COR and go have a lot of fun.

I expect that to be the best party set up for tank parties now, as well, with the new COR roll, as PLD's and WHM will have Fast Cast then. The only time you wouldn't want 2 BRD's and a COR over 2 PLD's are for mobs with hate resetting moves or the ability to 1-shot tanks (read: insta-cast "Death", en-death or something of the like).
 
I'm not really displeased with the RDM adjustments. I agree with Uzor; RDM still has a lot in its bag yet, along with some shiny new Tier IV's!

I'm a little miffed that SAM got left out of the Tactical Parry party, though. COR getting it seems kinda lame, even if it's one of the four jobs with A- parrying. Hopefully the SC damage added by the new SAM ability will be significant. Hopefully Store TP VI will be in the next update, too.

Absolutely nothing about BLU in this post! I hope they have a "Adjustments of the Job Persuation Part II!" coming soon.

They mentioned new BLU spells though, from the looks of it we might be getting that Gnole TP move that heals them.
 
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.

"Grants a bonus to your next elemental ninjutsu by expending two ninja tools." SWEEEEEEEEEEEEEEEEEEEEET. Wait, no. Oh and it's one use every 3 minutes.

"Beastmasters will be able to invoke the aid of six new creatures via the "Call Beast" ability" That's cool and all, but Call Beast still sucks unless you're doing something very specialized and can't imagine these six creatures will be any better than what's available.

"Occult Acumen: DRK45/SCH78: Grants bonus TP when dealing damage with elemental or dark magic." Awesome, perfect excuse to spam tier-iii elemental magic with my DRK. Oh and if there's anything that SCH needs, it's more TP.

"Mag. Burst Bonus: BLM45/NIN80/SCH79: Improves magic burst damage." NIN magic burst GOOOOOOOOOOOOO. Oh and combined with that other ability you'll be doing godly damage.

"Aspir II: DRK Lv.78" lolblm

"Aisha: Ichi: NIN Lv.78 *Uses the ninja tool "Soshi"." Thanks for the info, S-E.

"Stone III: DRK Lv.76" It's on like Donkey Kong, blms.

But seriously, sounds okay overall I guess and a few of the things sound quite good. I just can't imagine playing this game anymore.
 
I'd imagine the new Call Beast pets will include at least one that can advance to Lv. 80... Main problem with Call Beast at 76+ is Carrie would become literally the only viable jug pet.

I like the sound of DRG's "conserve TP" lol. Wonder how often it'll kick in... With High Jump II aka Spirit Jump added DRG TP gain is gonna be awesome... And piling on Double Attack becomes more and more viable for DRGs. Neat!
 
Occult Acumen: DRK45/SCH78: Grants bonus TP when dealing damage with elemental or dark magic.

This actually may not be terrible for using drain and drain II depending on how much tp it gives drks.
 
If it gives at least like 5 tp it'll be like DRK having a weak Jump

Lol
 
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