Info on Jobs and Adjustments

What is sam's 2hr again... Do they really need to ws non-stop
think it going to differ a bit then the 2hr

2r goes
100 ws
100 ws
100 ws

new ability
100 ws
200 ws

hagun might be a sam new best friend once again.
 
I just hope these updates don't try to convince more morons to melee as a RDM. SE even says they don't want them on the front lines, but logic hasn't stopped the idiots from thinking otherwise before.

LoL, not likely but be funny to see them try....

they've given a bit more info but seems like they're rehashing the same thing over and over with the new updates on job buffs besides sch and dancer

rdm gets spells for soloing...what kind? (read:impatient)
 
How much of a profit can oils really be? You're talking 23 sales per day at 6-7k a stack. Even if you were to farm up all the ingredients which I highly doubt most do, you're getting at most 161k a day. Mind you, that's split between every single high level alchemist who sells oils. Not exactly a gold mine, is it?

When it does become a synth, there is an equal chance for it to be alchemy based (not a long shot since all nin tools are mixed throughout all crafts) and it would probably increase sales of tools over that of oils. I see far more people buying shinobi-tabi, but refuse to ever buy oils. At the very least, it'll get those cheap asses to stop being so stingy which to me is more of a blessing than my own use of the tools.
 
In somewhat of a "re-rail" Elmer has gotten some more info for us...

direct link

Elmer the Pointy said:
  • List of traits/levels for new jobs was clarification, it's already in the game
  • The new Paladin spell was said to be like Dread Spikes, with the shield as a vehicle to improve the Paladin's performance. They state the damage that is resisted will be shot back, so I assume if you block 100 dmg and take 10, you reflect 100 dmg.
  • Wyverns will gain more resistance against enemy attacks
  • The Hydra Corps and their fate will be explored in more detail through quests.
  • Killing Pixies causes their population to decrease. They will also stop Curing and Raising. Whether or not a Pixie will pop is determined by how safe they feel, balancing times they were killed against times they could live safely. Servers can vary significantly based on how they treat their Pixies, even going so far as to wipe them out completely. This can be repaired over long periods of time, but trading a Bottled Pixie to the Fay Spring will help to increase their population once again. Trading Bottled Pixies has no effect on individual players, but rather affects the entire Server and its status with the Pixies.

So pld gets better, so do drg wyverns while it looks like a server will need to "properly manage" its Blue Mage population if we want to see pixies ever again after the next update patch... I can't wait to see about the Hydra Corp too
 
Seeing the Dancer traits. Think there is a chance it's the new DRK subjob? Including evasion and subtel? Just a thought.

the only way i will EVER sub dnc to my DRK is if the dance moves look like MC hammer or vanilla ice.
 
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the only way i will EVER sub dnc to my DRK is if the dance moves look like MC hammer or vanilla ice.

For me, I'd have to do a Chuck Berryesque duck-walk, or an Elvis Presley hip-shake.
 
I will say this regarding the SAM update. To be honest, I think this was an unwarranted thing to give to SAM. With merits, great gear, and quick reaction time I can self skillchain with a Hagun as /NIN with the help of meditate and my DA% gear. And of course a Soboro SAM can self skillchain brainlessly with garbage gear. So it to me is like a SELF SKILLCHAIN button now without the need of the 2 hour.

Thats not really my point. The bigger deal about this really is SAM on zergs. IF this ability allows a SAM to burn his WS like his 2 hour, then its too unbalanced. I'm sure Baja knows what I'm getting at here.

Example:
Currently I can do the following:
300 TP stored before zerg.
Use first WS, the 300 TP.
2 hour. Use Second WS.
Meditate (I get 140-160 TP mer meditate)
Use third WS from the 2 hour.
Use 4th WS from the 2 hour.
Use 5th WS from the 2 hour thanks to meditate filling the bar to 100 again.
Possibly using 6th WS thanks to a possible 60 TP from meditate left over plus striking the enemy for about 3 hits.
Using a TP wing to pop out 7th WS to seal the deal.

As of this update, I'm not 100% sure on the wording. If they mean that the initial 300 TP counts for 100 TP each then it would go like this.

First 300 TP WS.
2nd 200 TP WS.
3rd 100 TP WS.
2 hour.
4th 300 TP WS.
Meditate.
5th 200 TP WS.
6th 100 TP WS.
7th 100 TP WS(From the meditate)
8th 100 TP(40-60 TP left from meditate and a few strikes on enemy)
9th 100 TP WS from TP wing.

You would get 2 more WS from that ability. Which honestly is not needed. As far as EXP, I really don't see this being GAME BREAKING OH NOES. But it all depends on the level they give it to the SAM and how effective they player is with it. My main gripe is with the POSSIBLE 2 extra WS from the zerg.

Now if it only gives you 300 TP start, WS at 300 and all you instantly have left is 100 TP for ONE more WS then its really not too crazy. But SAM would still obtain 1 more WS per zerg. I don't want to even go into the fact that I could then basically triple light SC myself with some luck and effort. But that of course is if I were zerging solo, most zergs endgame are obviously a ton of melee going all out so the chance of any kind of intentional skillchain go out the window.

And if you have ever seen me WS, thats quite a bit of extra DMG considering I'm capped on all stats and an elf.
 
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I will say this regarding the SAM update. To be honest, I think this was an unwarranted thing to give to SAM. With merits, great gear, and quick reaction time I can self skillchain with a Hagun as /NIN with the help of meditate and my DA% gear. And of course a Soboro SAM can self skillchain brainlessly with garbage gear. So it to me is like a SELF SKILLCHAIN button now without the need of the 2 hour.

Thats not really my point. The bigger deal about this really is SAM on zergs. IF this ability allows a SAM to burn his WS like his 2 hour, then its too unbalanced. I'm sure Baja knows what I'm getting at here.

Example:
Currently I can do the following:
300 TP stored before zerg.
Use first WS, the 300 TP.
2 hour. Use Second WS.
Meditate (I get 140-160 TP mer meditate)
Use third WS from the 2 hour.
Use 4th WS from the 2 hour.
Use 5th WS from the 2 hour thanks to meditate filling the bar to 100 again.
Possibly using 6th WS thanks to a possible 60 TP from meditate left over plus striking the enemy for about 3 hits.
Using a TP wing to pop out 7th WS to seal the deal.

As of this update, I'm not 100% sure on the wording. If they mean that the initial 300 TP counts for 100 TP each then it would go like this.

First 300 TP WS.
2nd 200 TP WS.
3rd 100 TP WS.
2 hour.
4th 300 TP WS.
Meditate.
5th 200 TP WS.
6th 100 TP WS.
7th 100 TP WS(From the meditate)
8th 100 TP(40-60 TP left from meditate and a few strikes on enemy)
9th 100 TP WS from TP wing.

You would get 2 more WS from that ability. Which honestly is not needed. As far as EXP, I really don't see this being GAME BREAKING OH NOES. But it all depends on the level they give it to the SAM and how effective they player is with it. My main gripe is with the POSSIBLE 2 extra WS from the zerg.

Now if it only gives you 300 TP start, WS at 300 and all you instantly have left is 100 TP for ONE more WS then its really not too crazy. But SAM would still obtain 1 more WS per zerg. I don't want to even go into the fact that I could then basically triple light SC myself with some luck and effort. But that of course is if I were zerging solo, most zergs endgame are obviously a ton of melee going all out so the chance of any kind of intentional skillchain go out the window.

And if you have ever seen me WS, thats quite a bit of extra DMG considering I'm capped on all stats and an elf.
they coould have it at below 37 to try to get more people to use /sam instead of /nin or /war
 
they coould have it at below 37 to try to get more people to use /sam instead of /nin or /war

That's just downright stupid. Do you really wanna see WARs and DRKs, and possible RNG (/SAM with a fire stick, I mean, I know hasso adds a little bit to WS damage, and with the access to the 100%WS ja it would be totally viable), or hell, MNKs spamming Raging Rush/Steel Cyclone, Spinning Slash/Ground Strike, Guillotine/Spirl Hell/Cross Reaper, Sidewinder, or Asuan Fists (respectively)? I sure as hell don't.
 
/SAM is already a good sub for WAR, most just don't know how to use it :P They don't need another reason to sub it xD
 
That's just downright stupid. Do you really wanna see WARs and DRKs, and possible RNG (/SAM with a fire stick, I mean, I know hasso adds a little bit to WS damage, and with the access to the 100%WS ja it would be totally viable), or hell, MNKs spamming Raging Rush/Steel Cyclone, Spinning Slash/Ground Strike, Guillotine/Spirl Hell/Cross Reaper, Sidewinder, or Asuan Fists (respectively)? I sure as hell don't.

But then again, I don't really wanna see sams spamming ws EVEN more now. The whole idea is downright stupid.
 
But then again, I don't really wanna see sams spamming ws EVEN more now. The whole idea is downright stupid.

I'm fine with spam.

I'm not fine with soboro spam.

Or just soboro in general. Ditch it at 75 or play another job.
 
But then again, I don't really wanna see sams spamming ws EVEN more now. The whole idea is downright stupid.


That was my first response regarding DRK's when they got TP-Drain, but after having another skillchain partner more often, i greatly appreciate it as a sam. This ability most likely will be 10-15 min timer. If so, its not a big deal. So you get 1 extra WS in a 10-15 min period. So say a sam does 25 WS in that period, its 26 now, and the ability to do a self skillchain, or do two skillchains in a row with another sam.

Pretty sweet concept for gods, etc. 2 Sams, 2 Drk, 2 stronger light skillchains in a row.
 
I love these topics. People debate shit for months that's irrelevant...

"Warriors will get to THROW THEIR AXES!"

*insert a month of debate about ranged attacking, throwing Maneaters, etc*

"We've added Tomahawk, it's pretty silly."

*insert TPIR fail music here*
 
That's just downright stupid. Do you really wanna see WARs and DRKs, and possible RNG (/SAM with a fire stick, I mean, I know hasso adds a little bit to WS damage, and with the access to the 100%WS ja it would be totally viable), or hell, MNKs spamming Raging Rush/Steel Cyclone, Spinning Slash/Ground Strike, Guillotine/Spirl Hell/Cross Reaper, Sidewinder, or Asuan Fists (respectively)? I sure as hell don't.

Monks spamming Raging Rush and Steel Cyclone sounds cool as hell, I want in. :D
 
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That was my first response regarding DRK's when they got TP-Drain, but after having another skillchain partner more often, i greatly appreciate it as a sam. This ability most likely will be 10-15 min timer. If so, its not a big deal. So you get 1 extra WS in a 10-15 min period. So say a sam does 25 WS in that period, its 26 now, and the ability to do a self skillchain, or do two skillchains in a row with another sam.

Pretty sweet concept for gods, etc. 2 Sams, 2 Drk, 2 stronger light skillchains in a row.

Well absorb TP wasn't really a problem because drk was a slow tp gainer. Sam already is the fastest tp gainer in the game, and adding more to it just seems broken.
 
Well absorb TP wasn't really a problem because drk was a slow tp gainer. Sam already is the fastest tp gainer in the game, and adding more to it just seems broken.

Well it does seem broken since most have seem to have lost the concept of skillchain + magic burst, and I'm assuming you are viewing this as "oh another ws to spam in a merit party faster". Hell I would sacrifice a weapon skill in that time frame just to have this ability, to be a more frequent damage enabler when it is needed for gods, etc. Sam's job is intended to build TP fast and skillchain, be a damage enabler, open the floodgates for the BLM magic burst. I really miss those days.

Advantages I see from this ability.

1. Using it with 200+ TP, you get additional skillchain damage if soloing the WS, but you have to wait to build 200 TP. Best practice is to WS at 100 TP, so you just "bunched" two weapon skills together instead of spacing them out. Its a time shift with additional skillchain damage.

2. Useful when you are in a merit party, mistime meditate, 3 melee simultaneously spam ws, and you are stuck with a boatload of TP and a dead mob. 200+TP with a hagun is a waste.

3. Mostly view this as a good ability to use preparing for gods, etc. Get 300 TP, split it for 2 skillchain partners, meditate for 3rd, get other melee in faster to dump their TP.
 
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Well it does seem broken since most have seem to have lost the concept of skillchain + magic burst, and I'm assuming you are viewing this as "oh another ws to spam in a merit party faster". Hell I would sacrifice a weapon skill in that time frame just to have this ability, to be a more frequent damage enabler when it is needed for gods, etc. Sam's job is intended to build TP fast and skillchain, be a damage enabler, open the floodgates for the BLM magic burst. I really miss those days.
They didn't lose the concept, they just found a far more effective method.
 
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