Showing posts with label Job Abilities. Show all posts
Showing posts with label Job Abilities. Show all posts

Monday, August 30, 2010

SE Gives More But Do We Really Need It?

Yes, of course they are beautiful new weapon skills. Yes, everyone loves new and shiny stuff. But the question I have to ask is this: Do we really need more WS?

We got new WS in the last update, and for the most part they kind of sucked. Some were interesting but most were complete busts. I am left wondering after years and years of wishing that SE would give us more meaningful updates and just more stuff if we have gotten to the point where we don't need a whole lot more stuff. What we need is refinement, and we got a lot of that in the Job Adjustments update notes, but outside of the absolute beauty of these new weaponskills, is there anything substantial to them? The question boils down to this: Is it going to beat the WS I use right now?

What SE needs to show is a little less flash and a little more finesse. What is compelling about these new WS? After looking at a couple WS worth of butterflies, I haven't used Tachi: Ageha outside of testing and goofing-off. The problem is that the level of commitment in testing and figuring things out just isn't as high as it used to be. If there are any little tricks to these new WS then most people aren't that willing to put a ton of work into finding them out. I would like for SE to look over old WS's to make sure they were all usable, even if just situationally.

So, I guess what I am saying is that we have matured past candy and sweets and what we really want is meat and potatoes level improvements. The move to increase the level cap was a meat and potatoes improvement. New Job Abilities (as long as they are useful) are meat and potatoes improvements. New WS are just sugar and spice and everything nice, but they won't sustain you. At this point, a lot of new WS are all flash and no substance. Keep giving us meat and potatoes improvements. Give better ways to move around, give us more storage, give us more JA's (that don't share timers), don't give us more pretty stuff we are never going to use.

I am getting too used to SE giving us good content. I feel like I am looking a gift horse in the mouth.

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.

Thursday, June 17, 2010

Feast and Famine - The New Job Abilities.


The new update notes have all of the new Job Abilities, Spells and Job Traits that are coming in the update, and there are a ton of them. Way more than I think anyone expected. Some are amazing, some are interesting, some look useless and some leave me wondering what the fuck SE was thinking. So basically it is a standard update from SE. :)

I am going to try to go over everything today, but there is so much that I don't know if that will be possible. If I don't make it to everything then I will finish it up tomorrow. Ok, lets get down to it.

If you need a reference to follow along you can see the update notes here.

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.

Interesting name for a Warrior JA. The real questions for this is how much bonus it gives to WS damage and what effect the prevention of critical hits has. If the critical hit prevention applies to weaponskills then that means that Raging Rush is out and King's Justice is in. This one might initially be hard to judge because you have to consider the critical hit damage lost on regular melee swings, and the stacking effect of the swings before you use a WS. Finally, do the stacks reset when you use a WS or do they stay for the entire 5 min. duration?

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

Very interesting but does the utility over come the fact that you have hit a macro and get the job ability delay every minute? Two factors to consider: First, you can use this before a fight when you know you are going to get hit for a bit of a damage boost. Second, can this be used to counter mob WS?

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

Earlier today this mistakenly had the duration listed as 5 sec. but it has already been corrected to the appropriate 5 min duration. I know that some people probably have have mixed feelings about this bit I am convinced that this is a benefit to all BLM. The ability to take damage on BLM is very important, this can already be seen in the general adoption of the "standing" set with the goal of decreasing any potential incoming damage. It basically gives a BLM a second HP pool every 10 minutes for 5 minutes. I suspect that Tarus are going to to love this ability while Elvaan and Galka aren't going to care for it. Tarus have the MP to waste to save themselves, and Elvaan and Galka don't worry about HP as much but don't want to waste their precious MP.

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

Honestly, I have no clue how this is going to work. It sounds a lot like a reverse aura steal, but it gives a status ailment instead of stealing a buff. Where does this status ailment come from? Is it random? Given from the debuffs the THF already has on them? The best thing about this is that it is it's own ability and isn't just stacked on every steal like Aura Steal.

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.

Seriously, fuck PLD! LOL. I don't really hate PLD at all but they got good stuff and NIN gets nothing. I can't say that this is an amazing JA or anything but it is just one more boost to PLD enmity at the beginning of a fight or more importantly right after the PLD loses hate. With the number of hate resets and crazy nuking taru BLM, this is going to be a life-saver.

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

LOL DRK. This is one of those JA's that we will have to see how much it adds before we judge it. Or I could just judge it now. :) Unless this modifies Drain 2, this it will probably be marginal. I suppose if Absorb-TP or Absorb-STR get a huge boost then it could be good but it will just add more time spent not swinging and thus not doing damage.

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

SE is paying RNG back for all those months of suffering after they nerfed it into the ground. It is almost like a double attack trait for RNG, which should work with my new OAT bow, but it won't give extra TP. The rpoblem it that RNG doesn't really need more damage right now, it need more enmity mitigation. I am not saying that I won't take it, but it just means that /DRG is now completely mandatory. There is no other option.

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.

Skillchains may be a thing of the past but their are times when a SAM is either self-skillchaining with Sekkanoki or really are trying to make a skillchain with someone else. It is just more damage for SAM, and more e-peen for BLM at Fafnir. the recast on it is lower than Sekkanoki, so their might need to be some coordination if you want to use them together multiple times in a fight.

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.

SE hates NIN. There is no other explanation. Unless this turns elemental ninjutsu into a fully merited and geared BLM tier 4 nuke then no one is ever going to use this. NIN has to get another tier of DW in this update at the very least, or it is just going to fade into history.

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.

My only question with this is if it does damage and if it does, how much does it do? It does say it is an attack so it almost definitely does damage. It is anotehr boost to DRG TP generation, something that they are not really lacking to begin with.

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.
Looks like they are offensive blood pacts for Carby, Fenrir and Diabolos respectively. We can't know how good they are until they are tested.

Bolter's Roll (COR Lv.76)
Increases movement speed for party members within area of effect.

A mazurka roll for COR. Pretty simple.

Caster's Roll (COR Lv.79)
Enhances "Fast Cast" effect for party members within area of effect.

Fast Cast is nice but I can't see many places this would be useful for "casters" that might benefit from it because there are other more powerful rolls for them. The place this would be more useful is for tanks which can benefit from the decreased cast time as well as the decreased recast time on their spells.

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

Who cares? Really. I don't even know if it is better for the PUP or the Automaton to have more TP.

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.

Super low delay and recast, this might help DNC to truly enfeeble end-game mobs. More finishing moves are never bad either because more finishing moves means at least more TP back with Reverse Flourish.

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

A bigger Curaga for DNC. It will probably be pretty weak but cost a ton of TP. Just like all Curaga style cures.

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

The description of this finisher makes it sound like DNC can't crit without it. My guess is that it will guarantee a crit on the next hit kind of like Sneak Attack, but it won't guarantee that the hit will actually land. Just my guess.

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

Might as well just call this Kaeko's Spell. Hopefully, it will be pretty accurate, but we have managed to live without any kind of enmity instruction for 8 years, this is not going to be a make or break ability now. If it just tells you the mob's target then you could just get the same information by just using /assist.

And that is everything that we are getting in the form of JA's for this update. Tomorrow we will go over everything else, including new Job Traits, spells, and BST jugs.

Friday, June 11, 2010

Tell Me Something I Didn't Know.

I suppose there is someone out there that didn't know the level cap was going to be raised to 80 in the next update, but I haven't met them. The update notes from today were nothing more than a rehash of everything that we have heard so far. At least it did include some specifics that will clear up a little bit of confusion.

I did find a few things that they said to be interesting not because of the information that was provided, but because of what they didn't say. There is a little bit of reading between the lines necessarily. It is time to bust out the SE-nese to English book of translations to see what they really meant.

What SE says:

Q: What inspired the decision to increase the level cap?
A: With the cap set at level 75 for quite some time now, a wide variety of monsters, equipment, and game content has been introduced over the years for players who had reached this limit. With such content having been fleshed out to the development team's satisfaction, it was deemed that the time was right to usher in the sort of new challenges that could only come with the ability to achieve higher levels.


The English translation:
Q: What took you so damn long to increase the level cap when you said you could never increase the level cap for so long?
A: Ok, we always knew that it was easy to increase the level cap. We got to a good point with level 75 and it was easier to make content for a stable level cap than working on adjusting mobs all the time for an increased level cap. We know that the last year of content sucked Vrtra balls and we decided we really needed to kick it up a notch to satisfy all the people that we pissed off with a year of shitty updates.

What SE says:
Q: What changes can we expect to see after the cap is lifted?
A: Beginning with the upcoming version update, the level cap will be gradually increased to an eventual maximum of 99, with new job abilities, magic spells, weapon skills, and equipment to be made available at these higher levels. These additions, as well as refinements to existing abilities and spells, will focus on preserving and strengthening the unique roles that each main job serves, while increasing the tactical options available to each support job. Needless to say, new game content will also be introduced that will demand every onz of adventurers' newfound might.


The English translation:
Q: Do you have any fucking clue about what you are going to do when you raise the level cap?
A: Hey, if we had a fully staffed development team we would have released this with a real expansion! Give us a break! We are going to give you new toys and since those are going to kick ass you aren't going to notice that it is going to take us a while to get everything adjusted. Sure, we didn't give a fuck about class balance for the last 5 years but we are going to do something about that now. This guy on the staff, Itsuki, just walked into the office one day and said "We are so stupid! Everyone spends their time doing end-game, but we don't really ever do anything about end-game, so lets do something about end-game!" and everyone in the office was like "Well fuck, that's a damn good idea!". But just so you don't get too much confidence in us, we are going to promise to increase the uniqueness of each job while at the same fucking time we are going to promise to give more jobs the ability to fill more roles. Yeah, noodle that one for a while!

What SE says:
Q: What specific changes will be implemented in the coming version update?
A: The level cap will be raised to 80, and new abilities, magic, weapon skills and equipment for players up to this level will be added. Level restrictions placed on certain areas will also be removed, creating additional high-level battlegrounds for players to explore. The level cap increase will also result in a number of existing skills becoming newly available to support jobs, with a few exceptions and adjustments to preserve balance and ensure that main jobs do not see their thunder stolen.


The English translation:
Q: You can talk the talk, but can you walk the walk?
A: We told you about the CoP zones already didn't we? Sure, they have a whole bunch of mobs that no one is going to want to fight, but they are still going to be there, and you are going to have to go there if you want to level up! Did we mention we are giving you new toys? Look over here! Bright shiny toys! And you will get new stuff from sub jobs, and since that stuff is already in the game we don't have to do anything new there! Score! Oh, but we aren't giving you the really cool stuff...

What SE says:
Unusable by Support Jobs
- The white magic job abilities "Afflatus: Misery" and "Afflatus: Solace", and the ninja job abilities Yonin and Innin will not be available to support jobs.
Usable by Support Jobs, with Altered Effects
- The ranger job ability Shadowbind will be subject to an accuracy check, with a miss generating no effect.
- The scholar job abilities Accession and Manifestation will triple (rather than double) recast time for the spells used.


The English translation:
- We know that the WHM and NIN stances aren't game breaking or anything, but since those are the least unique jobs anymore we have to give them something, right? We know that it won't unbalance anything to give Innin to WARs and THFs, and we know that PLD is already so overpowered that giving them Yonin isn't going to make a difference either. Why don't we take the negative accuracy off of Yonin and give NIN's tanking katanas? Don't ask questions that we don't have answers for!
- Ok, you guys have to admit that this one makes a little bit of sense right? COR can already solo a lot, even if it takes decades, but giving them a free Shadowbind is a bit too much right? It's not like COR has access to a lot of accuracy gear and food, right? Wait... don't answer that question!
- This one was just to kill any hope for mages to sub something besides RDM! We knew you weren't going to sub SCH anyway! HA!

And there you have it, a proper translation of what we heard today! It might have been a smidgen sarcastic and cynical, but I can't be happy go lucky everyday.

In other news:

Congrats Rob! LOL

Tuesday, March 30, 2010

Vana'fest! It keeps going... and going... and going...

I don't know how I missed this, but a couple of days ago, SE stealth added even more content to the Vana'fest website. It isn't any amazingly earth-shattering information, but it is at least a better English translation of what we have heard so far. The first thing to check out are the video reviews of Vana'fest. The first two videos are of the NA Community Team doing a review of the event, and the rest of the videos are very high quality versions of the event itself. They are all definitely worth the view time.

The second thing that has been added is a listing of the potential changes that are coming to all 20 jobs in the next year. These are insanely vague, as SE hates making promises before they can deliver, like they did with the whole new Summons debacle. You can't point to anything in the discussion that makes you say, "Oh, we are getting that new ability". In fact, I don't know if any of this is going to equate into specific job abilities themselves. It is more of an explanation of the design philosophy for all of the jobs moving forward.

Honestly, I am at a loss as to how SE is going to handle the level cap increase for everyone. Are we going to get more JA's and spells as the levels rise? I don't think there are any jobs that truly get new JA's at level cap. For the most part JA's are pretty much finished by level 60. So while, I, and probably everyone else, is hoping that we end up getting a huge number of new JA's, I just don't see it happening. That said, if they are going to give us some new JA's, then level 80 would be a nice round number to give us those new abilities. Spells on the other hand are going to need to come more often just because that is how they are designed. Most spell casters get at least one new spell every level, and raising the level cap without more spells just doesn't seem to do very much. At the very least, healers are going to need a new tier of spells because as levels rise so will HP pools, and so will damage from higher level mobs. To deal with this with the current tier of spells would quickly drain almost all healers. But then again, maybe that is why all healers are going to have access to Refresh and Convert.

I don't know if this is how SE is going to feed us information regarding the announcements made at Vana'fest but I will keep an eye out and see if anything new pops up!

Wednesday, August 19, 2009

Morning in Vana'diel: Left out of the Level 40 Fun.

Morning in Vana'diel is your daily dose of FFXI and all things Vana'diel. Give us your thoughts on the interesting topics of the day! SAM has 18 million JAs and BLM has two. Where is the love?

I think everyone should have level 40(ish) abilities, and I think that SE is moving that way from the last couple of update. WHM, RDM and NIN have gotten a few things tossed in for level 40 that have really changed and improved their jobs especially for NIN and RDM. There are still some jobs that are lacking these abilities, and there are some jobs that have abilities around this level that are these kinds of defining abilities. In the end, there really should be these kind of alternating or “stance” abilities for all jobs. It surprisingly adds a lot of flavor to the jobs and are more buttons to push which most people like.

Like I said some jobs get these abilities around level 40 instead of at level 40. WAR and RNG get really nice abilities around this level even though it is not exactly at level 40. SAM gets them a lot lower because they were intended to be used as a subjob too, but SAM gets a level 60 ability that is also kind of nice. SAM has a bunch of other nice little toys that makes up for it so it’s not so bad for them.

But there are some jobs that have gotten the shaft in the backside from SE when it comes to job adjustments. Yes, BLM I am talking about you! You have gotten screwed and you really need something to help you out. WHM really needed something to make it stand out from RDM and SMN and SCH when it came to healing and that was in the form of the level 40 JAs. Now BLM needs something that makes it better than SCH for nuking. They really need something that either improves their MP efficiency or damage potential or both. I think a set of alternating JAs would be helpful here for BLM.

I think it is probably coming for BLM, probably in the next update in fact (probably in October when I am out of town). It is something that BLM really needs to be competitive in their pretty much sole role as a nuking DD. It’s time that SE hands out a little JA love to the BLM.