Friday, August 27, 2010

SE Drops More Bombs: Job Abilities.

The update notes on Wednesday were vanilla. I don't know if they rushed something out to make sure we had a decent teaser, or if they enjoy teasing us, but Wednesday left me a little flat.

Friday, gave me a raging hard-on.

Let's get down to business.

Job Abilities:
The quality of new Job Abilities now runs the gamut from interesting to jaw-dropping.

1. Divine Caress - Interesting, but probably of limited usefulness. This is probably only really helpful if it completely prevents the enfeeble from landing. If you use Divine Caress before removing paralyze or slow and it prevents them from landing again, then it is great. If it just increases resistance like a normal job trait then it isn't really useful at all because you will still need to remove the enfeeble. You are not often in a position where you would not remove a enfeeble because you know that it will wear earlier than a full strength one.

2. Saboteur - Jaw-dropping, but dependent on potency. If this ability helps RDM to increase their potency enough then they can use more skill and accuracy to make sure they land. If this ability increases the duration enough then it can be used with Elemental Seal. If this ability increases the potency over current effect caps then it will just be incredibly strong. That is a lot of if's.

3. Spur - Interesting. My guess is that this will be nice, but it will really depend on the strength of the pet's attack and how much the extra TP can benefit it.

4. Tenuto - Standard of Living. Bards will finally be able to give themselves the songs that they want instead of constantly overwriting their own songs. The delay and duration look like they match Pianissimo.

5. Soul Jump - Interesting. Shares a timer with High Jump. Has the same effect as High Jump. Looks like this is just the same thing as Spirit Jump and Jump. This one is kind of vanilla unless the effect provided by the Wyvern is huge.

6. Blood Pact: Ward "Earthen Armor" - Interesting to Jaw-dropping. This really depends on if it is a mini-Perfect Defense, or if it is just a bit of damage reduction. The wording gives me hope that it is used against something like Meteor or 10,000,000 Needles or whatever.

7. Blood Pact: Ward "Tidal Roar" - Interesting. Attack down is something that is handed out left and right by SE. This may have it's uses especially with how well effects seem to scale for Summoners now. Right now, it just sounds like any other attack down effect.

8. Efflux - Who cares. It's a Blue Mage JA. No one cares. At least no one should care. I suppose it is one more thing to stack on before Cannonball. :)

9. Courser's Roll - Jaw-dropping. Increase "Snapshot", which for the uninformed is Ranged Attack haste. Sounds awesome, but also probably the death knell for many a Ranger out there. More speed, more damage, more hate, more death. Thank god for Animus Minuo.

10. Blitzer's Roll - Jaw-dropping... or not. Decreases swing delay. This could be amazing if it doesn't cause a decrease in TP per swing. Hopefully it is like Hasso and Haste Samba and not like Sword Strap.

11. Feather Step - Interesting. This has to be pretty strong to be of interest, especially considering not a lot of people put DNC on high level mobs. DNC already has a lot to do, so I don't know if this is going to be of much interest at all.

That is it for today, more on the spells and traits soon.


Samonez said...

....I hate you sometimes.

stupid BLU hate, grumble grumble

Ringthree said...

LOL I promise a positive BLU post at sometime in the future for you BLU's out there. :)

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