I have been going on for two days now about how Samurai is complicated and piecing together a 5-hit build with Masamune is quite difficult, but I haven't said what those sets are. So lets finally get down to it.
My current best possible haste/Store TP build:
Main: Masamune
Sub: Rose Strap
Ammo: Thew Bomblet
Head: Unkai Kabuto +2
Neck: Unkai Nodowa
Left Ear: Bushinomimi
Right Ear: Brutal Earring
Body: Unkai Domaru +2
Hands: Ace's Mufflers
Left Ring: Rajas Ring
Right Ring: Hoard Ring
Back: Athling Mantle
Waist: Goading Belt
Legs: Unkai Haidate +2
Feet: Ace's Sabatons
That is a build that will give me a total of 83 Store TP which, if my math is to be trusted, should give me 20.3 TP per hit. This will give me 81.2 TP for the 4 melee hits, and leaving me still needing 18.8 TP on my WS.
And now the sacrifices come... lets take a look my WS build.
Main: Masamune
Sub: Rose Strap
Ammo: Thew Bomblet
Head: Twilight Helm
Neck: Unkai Nodowa
Left Ear: Bushinomimi
Right Ear: Brutal Earring
Body: Usukane Haramaki
Hands: Hachiman Kote +1
Left Ring: Rajas Ring
Right Ring: Flame Ring
Back: Athling Mantle
Waist: Sentry Belt
Legs: Unkai Haidate +2
Feet: Unkai Sune-ate +2
This set-up is going to give me 18.8 TP on my WS with only a few major sacrifices to be able to maintain this set-up.
I have to mention that I have not done the math to exactly prove that getting to a WS one swing faster with slightly weaker gear will do more damage than a stronger WS a little more often. I am going to try a perfect 6-hit build with Masamune (which will make it a lot more "perfect" because you don't have to make any sacrifices in gear because your best gear already has tons of Store TP on it anyway) and see how that parses against the "perfect" 5-hit build.
The problem is that ultimately you can swap around about 10 different pieces to get varies amount of Store TP in your TP and WS sets. I think this is pretty much optimal for me for now, and considering the fact that SE has been handing out Store TP on SAM gear like crazy lately, I am beginning to think that I may not have to worry too much about making sacrifices if there are some new pieces with Store TP, especially on WS gear.
Ok, that is all for SAM for now, I promise. Next week, we will have some discussion on some other jobs, or hopefully some more news about the coming update!
Friday, March 11, 2011
Samurai Part 3 - The Conclusion.
Thursday, March 10, 2011
Samurai flexibility.
First things first, yesterday I was wrong about the amount of Store TP you need for a 5-hit build with a Masamune or Amanomurakumo. I multiplied when I should have added.
When you are putting together your gear for your 5 or 6-hit build, the best place to start is with your WS set. This is because your WS set is almost always going to have less Store TP than your melee set, and it is important to know how much extra Store TP you are going to need to make up for the deficit. Lets take a quick look at my current WS set up. It has not been perfected, and having perfect gear doesn't really matter all the much when it comes to learning how to create your build.
Well, let's not because Photofucket is failing again. Just take my word for it that I have 61 total Store TP on during a WS and that give me 17.8 TP return on a regular WS. That means to get to a 5-hit build I will need at least 20.6 (rounded up, of course) to make sure I get to 100. That means I will need to get a whooping 86 Store TP. Of course, 35 of that Store TP will come from traits and merits, but that still means I will need to come up with 51 Store TP from gear.
A few critical pieces of gear:
Rajas Ring: The goto for SAM's ever since the X-hit builds were created. I would be nice if it continued to scale, but it is still great even though it doesn't.
Rose Strap: Obviously not the best for the slot when it comes to pure damage output, but it is usually critical for getting to that max Store TP build. Take the hit to your damage so that you can WS a lot faster.
Unkai Nodowa: Another piece that is a sacrifice in damage for more Store TP. It doesn't hurt as much if you think of Store TP as Haste. You like haste right? Then just grin and bear it.
Getting these pieces will be critical to any Store TP build for a SAM, but they are not enough. You will need several more pieces of Unkai +2, and you will still need old Usukane gear if you really want that perfect set. If you have any suggestions for more critical pieces, be sure to include them in the comments.
Wednesday, March 09, 2011
My favorite subject.
Samurai is still my favorite job. I may have been doing a lot more on MNK, WHM or BLM recent, none of them have the inherent mathematical appeal that SAM has. There are certain considerations that are available to SAM that just aren't as available to other jobs. Sure other jobs need to take Store TP into consideration to make sure they are getting the best TP per swing, but no other job has the flexibility that Samurai does, and no other job can make decisions about haste like SAM does.
Last night, I finally got my level 80 Masamune, and while I am not going to use it yet because I already have a crappy WoE Fudo-stick, I am going to look at the current state of my gear, and the current and future state of my Store TP build.
To start, let me say that while I like the actual design of many of the AF3 sets and I like the concept for the art on the new SAM AF3, I don't like the bulky look of many of the items in the SAM set. The head piece is really big compared to Usukane and the shoulders on the body are freaking huge. I think they may be the only body piece that has shoulders that are that big and separated from the actual body piece. This is the first time I have ever really been concerned with how I look outside of my melee gear, but now that I use spellcast and I have it swap in my Danzo Sune-ate anyway, I have just started sporting a "town" set or really more of a "I prefer the look of Usukane anyway" set.
Now for the fun part! The math behind the Store TP build for a Masamune! The first think to know about the Masamune is that it has a lower delay than most normal Great Katana. 437 is the same as Amanomurakumo and it requires a higher amount of Store TP to maintain the proper 5-hit build that is now an option for most decent SAMs. 437 gives you a standard unmodified TP per hit of 11.1. 11.1 per hit for a SAM with full Store TP merits gives you an adjusted TP per hit of 14.9. This means you will need [i]at least[/i] 35 store TP to get to 20 TP per hit in your melee gear. How much you specifically need is largely dependent on how much Store TP you do your WS's in. Remember, there are now many different competing options for how to get that Store TP.
Photobucket is being a shitbucket today, so I don't have any pictures for this post. Tomorrow, I will have some pictures of different equipment sets so we can go over different options for Store TP gear.
Tuesday, March 08, 2011
And so it begins...
The new FFXI and FFXIV forums opened today, and I have to say it is a lot better and worse than I expected.
Better: It is very comprehensive. General discussion forums, update information and even job forums. It should be easy for people to see where they want to post and post the correct information.
Worse: It's going to be a huge cluster fuck. People are going to whine 100% of the time, and beg for stupid shit like forcing people to go back to old XP parties and buffing the hell out of PUP.
On-balance: It is for the good. Even with all the idiots out there that just don't understand that some (most, if not all) people like the game the way it is right now, I believe that the NA community leaders are quite capable of ignoring what they know to be bad for the game.
I don't think it is going replace other forums like BG or even some of the smaller forums, but it is a new place for some people to contribute and some people to whine like children. And since the whiners care about posting most often than the people that want to contribute, the official forums will sometimes be a shit fest. Though, that doesn't mean that their won't be good threads too. While BG is obviously for more advanced players, it can still be rather off putting to even me at times. There are certain players, some thankfully banned, that would posit nearly insane damage calculations and scream down anyone that didn't agree. Hopefully, this situation will be less likely to occur on the official forums.
More stupidity for less negativity? It's a trade off and it is definitely the reason I believe that places like BG will be largely unaffected by the new official forums.
The thing that I really want to see is SE letting Matt Hilton and the guys on the NA community team actually make comments about the state of the game, planned updates and bug fixes. I don't expect them to be as active as say Blizzards moderators, but actually responding to a post instead of just adding a new post to the announcement forum would at least provide the perception that they are actually participating, even if they aren't in reality.
Thursday, November 18, 2010
The Effect of Atma on the Balance of Damage Dealing Classes.
Yadda, yadda, yadda, I'm not dead, etc.
Since the introduction of the Abyssea expansions, Atma have been of increasing interest and importance to all of the damage dealing classes. Perhaps more importantly (and maybe unsettling to some) Atmas may be completely realigning years old beliefs and understanding about the balancing of all the DD classes. Atmas are not the only thing factoring into these changes, of course, there are the new Empyrean weaponskills, the huge step up in the quality of the stats from the AF3 +2 gear, and even all of the new job abilties and spells that all classes have been receiving. Atmas, though, are one of the most obvious examples of the new world order that has appeared after Abyssea was launched.
Throughout much of FFXI's history the DD classes have been split into two camps: the dual-wielders and the two-handers. Dual-wielders have the tendency toward low swings speeds and multi-hit weaponskills (often with critical hit modifiers), while two-handers have leaned toward higher swing speeds matched with lots of Store TP to boost their TP per swing and reduce their number of swings to get to the next weaponskill. Dual-wielders tend to have a larger portion of their damage come from their regular melee swings, while weaponskills tend to make up a proportionally larger part of two-hander damage. This was in the past, though, and times are changing.
There are now several new Atma that have come available that have given a big boost to dual-wielders. This is a boost that dual-wielders have needed ever since the big two-handed buff from several years ago. The reason these new Atma are so good is that they modify what dual-wielders do best, melee damage and critical hit weaponskills. While there are very good Atma to help the damage of two-handers, like Voracious Violet (STR+:Superior, "Double Attack"+:Minor, "Regain":Minor), and two-handers can still use the Atma that the dual-wielders use, comparatively they just don't stand up to the huge buffs gain by dual-wielders. The first and most important Atma for dual-wielders (and it's so good that it is a top tier one for two-handers too) is Razed Ruins (DEX:Superior, Critical Hit Rate:Major, Critical Hit Damage:Major) which is the new main damage boost to dual-wielders. Razed Ruin massively increases the frequency of critical hits and then also increases the damage of those critical hits. Basically, it modifies it's own damage modifiers creating incredible internal synergy (and I am not just using that as a buzz word).
Speaking of synergy, second on the list of great dual-wielder Atmas is the Sanguine Scythe (HP+: Major, Critical Hit Damage+: Major, Enmity+: Minor). This atma has less straight forward damage boosts as it only has a major increase in Critical Hit Damage, but the HP and Enmity are excellent boosts to any dual-wielder that is considering tanking. MNK's could find this very useful, but NIN are really going to shine with this one. NIN with a huge boost to Critical Hit Rate and Damage can easily pull enough hate with damage that they are competitive with PLD. It is important to note though that the cap on the bonus to Critical Hit Damage modification is an additional 50%. Once you get past 50% Critical Hit Damage bonus, you are just wasting it. That means if you are wearing Critical Hit Damage bonus items, and can get to 20% before using Razed Ruin, then it will be better to go with a different Atma than Sanguine Scythe.
Third, is the Gnarled Horn Atma (Counter+: Minor, Critical Hit Rate:Minor, AGI+:Major). The modifications on this is a little different than Sanguine Scythe, and those differences can effect your choice for which to go with for your second Atma. There are still debates on which is better, but it looks like it can get to be pretty job specific when deciding which to use. If you do not need the increase in Critical Hit Damage then this is definite the right Atma to use. There have been reports of up to 80% Critical Hit Rates using this and Razed Ruin. Additionally, the new NIN WS Blade: Hi has a modifier of AGI, and it is a massive damage WS (and looks freaking awesome). The additional counter can also be very good for tanking or melee NIN.
In the end, the boost to dual-wielders has been huge and will likely get even larger after the next update when we likely get access to a third Lunar Abyssite. Of course, these Atmas boost the damage of two-handers but definitely to a lesser extent because a smaller proportion of their damage comes from the melee hits that are most modified by the Critical Hit boosting Atmas. The Critical Hit Rate Atmas in fact will likely be capped on two-handed WS that can Critical Hit. And my poor SAM doesn't even get a Critical Hit WS (though it does get Blade: Fudo which is still incredibly awesome).
Debates have already erupted about who is the new king of DD's. Have dual-wielders passed two-handers already? Does one of the dual-wielders stand above the rest? What about the other non-Atma factors like the new Weaponskills? The honest truth, despite the protests of the screamers and fan boys, is that the jury is still out and the jury will remain hung until things have settled after the last Abyssea expansion is released next month, at the very least. The balance only just started to tip toward Critical Hits after the launch of Scars. Things can and will radically change once we can get a third Atma, and even further once we get to the final level cap. Only once we hit the final level cap and things have stabilized for some time will we really even get a glimpse of what the damage dealing landscape really looks like.
Friday, September 03, 2010
Samurai 5-hit Build: My Gear.
I think the primer yesterday about SAM 5-hit builds was too vague, so I am going to use my own character as a model to show just how you would create a good 5-hit build with a 464 delay Great Katana and what different options you have available.
These sets use gear I currently have or have relatively easy access to. It may require work for some people, and it may be gimp to other people. The point is that there are many different paths you can choose. Let's take a lot at what I can use right now to get to a 5-hit build.
Cheap and easy:
This is the set-up I could use today without spending anything or doing anything different.
TP
Main: Kokushitsunotachi
Sub: Rose Strap
Ammo: Goblin Cracker
Head: Walahra Turban
Neck: Unkai Nobowa
Earring: Bushinomimi
Earring: Brutal Earring
Body: Usukane Haramaki
Hands: Hachiman Kote
Ring: Rajas Ring
Ring: Adler Ring
Back: Forager's Mantle
Waist: Swift Belt
Legs: Byakko's Haidate
Feet: Usukane Sune-ate
WS
Main: Kokushitsunotachi
Sub: Rose Strap
Ammo: Thew Bomblet
Head: Varangian Helm
Neck: WS Gorget
Earring: Bushinomimi
Earring: Brutal Earring
Body: Usukane Haramaki
Hands: Myochin Kote +1
Ring: Rajas Ring
Ring: Flame Ring
Back: Forager's Mantle
Waist: Sentry Belt
Legs: Usukane Hizayoroi
Feet: Perle Solerets
Under TP build I have +34 Store TP from gear which gives me 20.6 TP per swing, and for WS I have +16 Store TP from gear which is 18.4 TP per swing. That is 100.8 and more than enough for what I need.
Of course this is not optimal. It gives up a bit of haste in the hands for the huge bump in haste from dropping an entire attack round to get to the next WS. There are other ways that this can be approached as well as using the Store TP +5 Keitonotachi. This is just the most simple route for me at this time.
I would actually suggest that people get both the Kokushitsunotachi and the Keitonotachi. The Koku is used for situations in which TP spam is ok, but the Keitonotachi is essentially the new Hagun, the main new go-to GKT. This is simply because while it is lower base damage, it will let you get to 5-hit very easily and it has a high base damage.
My Koku is almost complete and I will be working on my Keitonotachi soon. Next week before the update I will be going over some alternative 5-hit builds and look at some other GKT. And then I will cry as it all changes again after the next update.
Wednesday, September 01, 2010
Samurai in the New Abyssea Order.
It has come to my attention that there are several viable options for 5-hit builds with several of the Magian Great Katanas. In general, these are only possible with a few requirements. The Great Katana needs to be of at least 464 delay and you are going to make some new trade offs to get to the Store TP required. Assuming you have all of the necessary merits, you will require an additional 29 in Store TP. The problem for doing this is not that the gear doesn't exist, but that there are a lot of ways to get to the goal of +29 Store TP and almost all of them require giving up additional gear.
Now, I know the knee jerk reaction to this statement is why would I ever want to give up good stats for Store TP? The answer is simple, you don't UNLESS you can save a swing in getting to the next WS. For SAM (and for almost all jobs) a WS is always to going to be the most damaging attack you can do. This means that the more WS you get the more damage you will do. The reason people use Haste is to do the same exact thing. If you swing faster, you will get to the next WS faster. The problem is that people don't think of Store TP as Haste, but they should. It just comes in huge big chunks of Haste, rather than small slivers of Haste. Everyone should know the value of Haste by now. It has a multiplicative effect on your damage, which means that every bit of Haste you can get and use effectively will be of more and more value.
The options that I have found so far the Kokushitsunotachi and the Keitonotachi. There are obviously different approaches for each considering the Keitonotachi has +5 Store TP of it's own, making it easier, but still requiring trade offs. In general, you are going to need to keep your normal Store TP gear that you are currently using. Things like Rajas Ring, Usukane Sune-ate and a Store TP body like Usukane Haramaki or even Askar body are acceptable options. After that the trade off's start coming. Rose Strap is an obvious first pick because it replaces a relatively unimportant slot and has a big chunk of Store TP on it. The new Unkai Nodowa is a good option for the neck piece because the next closest option is Chivalrous Chain and it doesn't give nearly as much. White Tathlum is another option, it makes me cringe because it doesn't do much at all to help out with anything else besides the Store TP. After this point you need to start thinking about big sacrifices. Hachiman gear has a lot of Store TP on it. The hands can be used for TP and the feet can be used for WS. These should be your last resort options, but they may be necessary depending on your gearing.
The one shining light out there is the Goading Belt. While this may not seem like the best possible option compared to the Bullwhip Belt, you need to look at the differences in terms of total Haste. A Bullwhip Belt has 2% more Haste, but if a Goading Belt helps you keep other gear you want to be using like say Dusk Gloves or a good WS piece then you could actually gain more from using the Goading Belt than from the Bullwhip Belt. It's a tough balancing act that requires a complete look at all of your gear and options, but it is worth the effort because the difference between a 6 hit build and a 5 hit build is about 17% haste. There is no piece of gear that gives you that much haste.
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.
Tuesday, August 24, 2010
On It's Feet!
This is an illustration of when ingrained learning kicks in. :)
I love Abyssea. It is really fun. There seem to be so many aspects to it. So many things we can't even really explain yet. Like, why did Turul and Ovni start aggroing all of a sudden? Are the "!!" really random? How do all the Abyssite drop? At some point though, all of this information just gets to be overwhelming. Why are there so many questions that remain unanswered? What are we supposed to do to try to figure all of this out? Why can't SE just give us some straight forward content.
I am not saying that there is something wrong with Abyssea itself. As I have already said it is challenge and rewarding content. I am just concerned that instead of content we are getting randomness. One of the reasons that I liked Salvage so much was that it was a riddle but it was one that we could figure out. Sure there was the normal drop rate issue, but it felt like if you did it long enough it would all average out in the end.
I look at Abyssea and I see a huge jumble of events. A little Limbus, a splash of Salvage, the old Sky/Sea combo, finished with a dash of Kings. It's very interesting and fun, but it seems all a bit scatter brained (not like I am one to criticize, my posts can end up rambling on forever). The tiers don't seem symmetrical. It seems more like a hodge-podge of previous end-game content mixed with something all new.
It's not bad at all, it can just get confusing sometimes. Sometimes it's nice to have content with some obvious solution to it. There is some comfort to be found standing on a dragon's feet. It's a whole new world, but that doesn't mean that SE has to steal my security blankie. :)
Monday, August 16, 2010
Words That Have No Meaning.
Soloing, Low-manning, efficiency. It seems to me that these words have lost all meaning. Soloing doesn't mean soloing anymore. Today it means finding a slow, glitchy or bindable mob, and then casting Poison and Bio II for hours at a time. That's not soloing. That doesn't take skill. It just takes an anti-social personality type and a lot of patience. I respect people that solo things as a test of skill. Soloing Limbus back in the day. Soloing anything where if a spell fails to land you are pretty much dead. That takes skill in my eyes. Boring a mob to death is not skill. Stop acting like it is skill.
If you take longer to kill a mob than it's respawn time, then you suck. There is nothing more to it. You don't suck at playing the game. You suck at soloing. Soloing used to be about efficiency. After the test of skill, the reason people soloed Limbus was to collect coins faster than with a group. That doesn't apply to Chukwa. If you are soloing Chukwa, then you are just wasting time. You don't have proper TH. You don't have friends.
Yes, yes, there are always exceptions. You work nights and don't have any JP friends. You just changed servers (though it does beg the question). You really are testing your skills. These are all fine exceptions. And everyone uses them as an excuse, but I think for the most part these are just covers for two things: Greed and Anti-social behavior.
Here is my real issue with soloing a lot of things now: You aren't just fucking other people (you obviously don't care about them already if you are taking 50 minutes to kill Chukwa), you are fucking yourself over. If you just ask a couple of your friends (if you have any), you can kill most mobs ten times faster, with a much higher drop rate, if you just agree to do the same thing for your friends.
Maybe I am just lucky and have amazing friends. Friends that don't just want to do stuff with our LS, but also want to do things just as a group. Friends that are just as happy when I get gear as they are when they get gear. I do have amazing friends, but I don't think it is a special circumstance. I think many people can have friends if they want them. But greed leads to anti-social behavior, and that is what soloing means to me now (with the previously mentioned exceptions). Soloing is about greed plain and simple.
Anything that can be soloed can be done far more efficiently with a small group. And anything that can be done with a small group can be done more efficiently with a larger group. Yes, there is absolutely a point where having more people becomes less efficient when it comes to gear, but I don't think most people that "solo" are even close to that balance.
Friday, August 13, 2010
Do NM's Cry When You Kill Them?
I have never really wondered what NM's think when I kill them. They usually have stuff I or my friends want, and we aren't going to let them get in between us and our most desired bling. I still don't really care, but after killing a few Minhocao and Chukwa's to get some gear I started to almost few bad for them. I mean how would you feel if you were tortured by some gimp RDM "soloing" you for hours on end? I would just be wishing for a quick end by an alliance that could actually kill me in a reasonable amount of time. I pictured their feelings would be hurt at the very least. I think there needs to be a new rule, if "soloing" a mob takes longer than the respawn of that mob, then you need to get a new hobby.
Thursday, August 05, 2010
A Few Things That I (Still) Don't Understand.
I might have mentioned that I don't understand some people. Ok, so I talk about it all the time. Some people get so obsessed with some gear that they don't know when to give up on it's pursuit. Some people get so used to doing events that they don't realize when it's time to move on. Some people don't realize that just because they have the gear from an event already doesn't mean that everyone does, and that sometimes you need to do things you don't want to do anymore to get people to help you. These things can even contradict. One person's treasure is another person's trash. But none of this is what I really want to talk about today. Today I want to talk about Magian weapons.
A common topic? Yes, definitely. I have talked a lot about Magian weapons, but I don't think that some people even get the point right now. I think the problem may stem from the lack of difference there really was from level 75 to 80. The problem is that you can't just look at a Magian weapon and say "Well damn, I have to have that or I am gimp" because the increase in damage is just the next step up, it's not a paradign shift in game mechanics. I think most people (myself included) thought that the jump in level from 75 to 80 was going to be accompanied by the same jump up in stats that happens from 1 to 75. That wasn't to be the case. The only really consistent increase came in the form of skill increases (which arguably is even more important than raw stats but that is a discussion for another day). Instead of the exponential increase in damage most people expected to see from a higher damage weapon and 5 additional levels, it instead turned out to be more of a linear increase in damage. Nothing ground breaking, and a lot of time that is the only thing that will get people out of their rut.
I think there are more than a few reasons to move on Magian weapons now, instead of later.
1. With the rare expection, they really are the best weapons in the game. Outside of a very few number of weapons, there is nothing that can beat a Magian weapon. All jobs now have access to weapons that have higher damage or more attacks per round than anything else available. Relics and Mythics generally excepted, I believe that Ridill is the only weapon that still can make a claim to being overpowered. And that is arguable...
2. Outside of Mythics and Relics, Magians will definitively be the best weapons in the game after the next update. While one could argue that we still don't know what is coming for upgrading weapons in the future, we can look at the end-point Empyrean weapons and say that they are obviously not complete. Also, it is undeniable that the base damage has to increase as the level cap increases. All of the old weapons just can't keep up with the march of progress.
3. You are going to have to do more work to upgrade your weapons in the future. If you fall behind now, you just have more work to do in the future. It's not like the trials are going to get easier. SE is just going to add more and more trials onto the end of the ones that already exist. And they are going to make Magian weapons even stronger. When the next update comes, are you going to want to be killing Treants in Grauberg? Or are you going to want to finish off your Indra Staff to get the next step in Lightning Damage Potency?
4. If you aren't working on upgrading your Magian weapons then you really are gimp. This is one of my unapologetically elitist moments, but in the end it's not elitist at all. Up to the penultimate Empyrean stage and up to the final stage of the rest of the weapons they trials just aren't that hard. Sure getting some of the 20 drops for the high damage OAT weapons can be a bit of trouble, but there is nothing that is stopping you from doing it besides yourself. The problem might be that for almost the entirety of FFXI people had to work with other people to get the best gear, but instead of working as a motivating factor this actually just encourages people to be free-riders. But now, when faced with a set of quests that require individual action for the most part, the free-riders are left out in the cold. And they should be.
I might be an elitist dick, but this isn't about criticizing gear because it's hard to get or because it takes a lot of time to get. In this case, I am not the elitist dick, other people are just lazy dicks. And I would much rather be just about any kind of dick than a lazy dick. :)
Monday, July 26, 2010
Old Man Ring Shakes His Cane.
I am getting cranky. Cranky is a good place for me. I have been dealing with the two-headed beast of camping near irrelevant NM's and a horrible internet connection. I have lost at least two, if not more, Okyupete kills for my second Magian GKT because of my internet connection taking a dump all over itself. You might remember me mentioning how much I love the Magian system because you can do it yourself at your own pace, and it's relatively easy to get an amazing weapon. Yeah, well if you add in a crappy internet connection that all goes out the freaking window.
Ok, so it's not the Magian system's fault that my internet connection is worse that two tin cans and a piece of string, but I am cranky so logic doesn't matter! I will be less cranky once I have killed 6 more Lamprey Lords and then 8 more Chesma's and then collect 50 Carabosse's Gems... wait, what the fuck? Are you fucking with my mind? 50 Gems from a tier 2 Abyssea mob? Now, the kick in the balls that my internet connection has been giving me over the weekend suddenly feels like a gentle cupping compared the giant black dildo that SE has inserted into my rectum. I don't want to hear about how you can farm the pop items for Carabosse in an XP party, and I don't want to hear about the fact that there are a ton of far more difficult drops for other weapons. I just don't want to hear it, I just want this giant black dildo out of my rectum.
Speaking of annoying, I can't wait for people to finish leveling their jobs in Abyssea and realize that there is actual real gear in there. I know people that have spent 16 hours in Abyssea leveling and have somehow not leveled everything they have, merited everything they have, and flipped their XP like the score in an Atari 2600 game. Yeah? You don't know what an Atari 2600 is? Too young you say? Fuck you. Go to a fucking museum and check it out, you can find it right next to the Magna Carta, the Rosetta Stone, and the skeleton of an fucking Allosaurus.
Did I mention I am currently working on something like 5 different Magian weapons right now? I have killed every single moronic NM that SE has ever added to the game. Some of these NM's have to be a freaking joke. Okyupete? Ankabut? Where do they come up with these names? A three-year-old's first illiterate Crayola scrawl? Jolly Green? Killed it, and the fucking thing doesn't even have a last name, and it's not even a fucking giant. Hey, SE, you already have freaking green giants in the game, why don't you call one of them Jolly Green? You know the worst part? I am doing Great Katana and Bow, and they both perfectly overlap, so I have committed genocide against the peace loving Treants of Grauberg, not once, not even twice, but three time, and it's going to happen again because of that Plantoids under weather thing. I make Pol Pot look like Strawberry Shortcake. You don't know Pol Pot, you say? What? You don't know fucking Strawberry Shortcake, either? Get the fuck off my lawn!
And Yilbegan can get the fuck off my lawn too! Fucking shadow-less, but fucking cool looking dragon, that's like the anti-dragon. Tank it on it's rear feet? Only damage it when wings are up? What the fuck? It's like everything is backwards because of some little in-joke at SE headquarters. "Oh, we so funny!" Yeah, fuck you too, buddy! Oh, you dropped a Platinum Ore and a Platinum Ingot? How generous! Let me show my appreciation by jamming a fork in my ear. Oh wow, the fork in my ear does nothing to minimize the pain of the brutal dildo assault...
Internet connection problems make the Old Man Ring pretty cranky. I am sure it's because my roommate is simultaneously uploading and downloading every episode of Top Gear ever created, in every language known to man. My poor GB's and Wifi's don't stand a chance against a full frontal assault from Jeremy Clarkson. You don't know Jeremy Clarkson? Great, you just gave me an aneurysm.
Thursday, July 22, 2010
XPing in the New World Order: A Primer.
Stop XPing. It's not worth it. There is no amount of XP you can get in the real world that justifies doing it anymore. No time investment is worth it. No dual BRD parties can keep up. There is nothing you can do to XP anymore.
You have to go to Abyssea. Abyssea is the best XP in the game, and it is not even close to being a competition. If you are XPing in the "real world" then you are doing it for one of three reasons. 1. You don't have time for a full Abyssea alliance XP run (which can be very time consuming). 2. You don't have enough people for a full Abyssea alliance XP run. 3. You are out of Traverser Stones (though this might never be a problem again for those that are good at XPing in Abyssea).
The History: The last few years has been about the specialization and at the same time marginalization of certain jobs in XP parties. SAM, WAR, DRG and DRK are the main DD, RDM was the main healer. BRD was the buffer and puller. COR was the secondary buffer, and was poor at pulling and DDing. This was moving in the opposite direction of the value of jobs at non-XP events. PLD were the main tank, MNK tanked Salvage, RDM was a healer, but WHM was the go to for the most part. BLM was very valuable, as was SCH. BRD was still very important. Melee DD were either critical or useless.
Abyssea comes along and turns all of that on top of it's head.
The Set-up: Balance is critical. While in the past people wanted to have a high concentration of buffs and DD, this isn't as required now. You still want to have a high rate of damage, but you need a variety of damage. Melee, WS and magic damage are all critical to get the balance in "lights". There are also new roles. Now you will need people that are pretty much dedicated to opening chests. Two people is probably best because you start to get a whole lot of chests after a while and you can't open everything with one person after a while.
The most important thing is to have a variety of kill-shots. Some melee kills, some WS kills, and especially some magic damage kills. This will give you pearlescent, ruby and azure light, respectively. The idea is that you want to build up these lights as quickly as possible, so you want to kill things with your different damage sources. Personally, I think it is a little better to go on streaks. Kill a few with melee and WS, then kill a few with magic, and go back and forth. The point is that you need all three sources of damage to make sure you are getting the most sources of light. While the message will never say anything more than "you gain a feeble amount of X light" you will still be building them up behind the scenes.
The beginning: Some people say to go with all magic kills to get to time first, and some say all melee to increase your drop rate of chest, but I have to say that mixing it up is probably the best. I don't know the exact way the system currently works (no one does) but I have found that going on little streaks seems to be the best for me so far. Kill about 5 with melee to up your pearlescent light, then kill 5 with magic to up your Azure light, and toss in some WS and Elemental WS kills to increase your Ruby and Amber lights. The important thing at the beginning is to just focus on killing, don't worry about chests too much and having a good assist.
The mid-game: Don't freak out! That is the best advice I can give. The XP doesn't start rolling until you are well into the time chests, but the time chests usually don't start rolling until about an hour into the run. The worst thing I have seen done to runs so far is people start freaking out about an hour into the run and over focusing on one type of kill. Remember, balance is the most important for good chest generation. You need high tiers of all the different lights on a good run. If you start freaking out and don't keep things balanced, then you end up ruining the run by not getting enough chests or not getting time chests. Once you start getting time chests it's time to relax and enjoy the run.
The end-game: Put on some music, get used to your assist macro and go to town! You still need to keep a balanced light progression because things can still go out of wack if you are not careful. Additionally, the longer the run goes the more likely people are going to cap out their levels and merits, or get tired and want to go to bed, or shave their cats or AFK banging hot chicks, etc, but the important thing to remember is that lights are saved individually. What does this mean? Normally, if you are there for the whole run you are capped out on lights and will be getting the top tier lights all the time, but if you leave and come back or if you are new to the run then you will have zero light and need to build it up again. It appears that the person that kills the mobs determines what the light level is for the chests. That means if you have someone new get a kill shot the chest, if one even appears, will be at the low level. In general, if you are coming into or back into a run in the middle then you want to avoid getting a kill shot for at least a half hour. Also, if you have to swap around quite a few of your melee or BLM then you need to consider the fact that it could take quite some time to rebuild their lights to the point that they are worth anything.
A final note: Bring Forbidden Keys! You don't want to lose a time chest just because the Random Number Generator doesn't love you (the Random Number Generator doesn't love anyone, everyone is the bitch of the Random Number Generator). Don't forget about Ruby and Amber light! Ruby light comes from WS kills and give you other lights for the most part. This is nice at the beginning to get more Azure, Ruby and Pearlescent lights, but later in runs you need the Ruby lights to boost your XP and Crour per kill. XP caps around 300 per kill without Ebon, Silver and Gold lights, so you will definitely need them toward the mid to end of the run. Amber light gives you more treasure chests with potential pop items in them, so they are worth it if you are doing it as a group of friends, but less important if you are in a pick up group.
Friday, July 09, 2010
My Magian Projects: Kokushitsunotachi
I have noticed something slightly disturbing since the update; a lot of people are still using their old pre-75 weapons. There are a huge number of new weapons available through the new Magians system, and while the new top-of-the-line weapons will require some time to get them done there are still some people that haven't end gotten the ones from last update done.
Personally, I already have my Kurodachi fully upgraded to the last update. I also am working on my Goshawk for my RNG and staffs for my WHM and BLM. I really like the design of the trial system, so maybe I can help be a good motivation for everyone else!
Right now, I have a Kurodachi with DMG+28, Delay+20 and Occasionally Attacks Twice. To upgrade it to the highest possible level right now, I need to do the following:
Trial 1557: 10 Chasmic Stingers
Trial 1558: 20 Mikey's Silver Nuggets
That will leave me with the horribly named Kokushitsunotachi with the following stats:
The Chasmic Stinger comes from the Chasmic Hornet in Abyssea-La Theine. The Chasmic Hornet is an NM spawn from Great Wasp placeholders. It looks like the stingers are drops like other Magian items and two can drop at a time. The respawn on the Chasmic Hornets is still unclear right now, and there is differing reports from 30-1 hour.
The Mikey's Silver Nuggets come from Megamaw Mikey which is also in Abyssea-La Theine. It also spawns as an NM from placeholders, in this case they are Rock Grinders.
While I am working on my Kokushitsunotachi, I am also working on the high damage Great Katana path that eventually leads to the Masamune. I will go over that tomorrow.
Wednesday, July 07, 2010
Gone away and come back again! But mainly a short discussion about Abyssea.
I know the day after an update is not a great time to go away for a couple of weeks, but it had to be done. :) I am back now, and several things have settled in the mean time. I have been trying to keep abreast of all of the changes, but I might have missed quite a bit, so bear with me and please leave comments if I leave anything out!
Lets get started with Abyssea, which may be the coolest thing that SE has added to the game since Salvage. It might even be cooler than Salvage itself! Abyssea is like a great combination of all the fun NM hunting already in the game all mixed up with a few twists thrown in. Essentially, it looks like there are three different kinds of NMs in the zone, but even those distinctions aren't exactly clean cut.
When you first enter your Abyssea zone, you will come across different groupings of mobs. They will all be named similarly, but will come in different sizes and they will con at various strengths, usually between DC to T. In general, these mobs can be killed to get a pop item which will spawn an NM of the same type in the area. The drops from these mobs are pretty good in general, with a little bit of SE's weirdness thrown in. They also can drop another set of pop items or key items depending on the mob that are then used to spawn a new tier of NMs, but that gets a bit weirder. In addition, some of them can drop a key item that gives some permanent benefit while in Abyssea. There are a wide array of key items that give buffs depending on the NM you kill. The second and third tier of NMs come from either several pop items or several key items depending on the NM you are spawning.
Wandering about the zone there are NMs that are already up, and some that spawn just from killing mobs in the area like a regular NM. These are kind of like the popped mobs in that they have there own pretty good drops and they drop key items or pop items that are used to spawn the next tier of NMs. It looks like they have a pretty fast respawn time, so you could get multiple NMs in the time you are in the zone. The mobs that are up and wandering around to begin with look to be pretty tough and have quite a few drops. The mobs that are spawned by killing their respective non-NM mobs aren't quite as hard (but they are not anything to be taken lightly) and it doesn't look like they drop as much loot, but things are still a bit unclear on drops.
Finally, you even have a VNM system in Abyssea. These are spawned just like the ones in the regular world, but at least in Abyssea-Konschtat they are Empty-type monsters. I have only experienced the first two tiers so far, but they didn't appear to be anything that difficult. I expect the third tier to be significantly more difficult though. When we did these we had our Abyssite upgrade on the first kill of both of our kills. I don't know if this means that these have a higher upgrade rate or if it was just dumb luck. We will have to see. It isn't completely clear yet, but it appears that the tier 3 will also drop a key item or pop item for the next tier of NMs in the zone.
Additionally, Abyssea has some interesting characteristics when it comes to what happens when you kill mobs there. Unlike the standard XP chain that exists in our timeline, Abyssea has a different forum of scaling XP. First of all, the amount of XP you get appears to be rigidly standardized. You start at a base amount of XP gained, and then you gain one point of XP per kill based on the way the last mob was killed. If a mob is killed by a melee hit, then you will get an additional point of XP the next time you kill a mob of the same type with a melee hit. If you kill a mob with a weaponskill it adds one point to that category, and the same with magic. The nice thing is that these can't really get that separated because they can only fall behind by about 10 XP points. It gets a lot more interesting as time goes on though. After time goes on, several different things happen. First of all, the mobs that respawn, and they start respawning pretty quickly, will start getting more difficult moving up from their starting difficulty until they are IT++ to level 80 characters. This will not change the amount of XP you get but what will happen is that the various chests that the mobs drop will start to drop more often and they will be more rewarding. There appears to be a tier system of some kind involved, with a bit of variation in the rewards, but the chests are the real key to the whole adventure. You can get temporary items or augmented items, which for the most part aren't incredibly interesting, but you can also get chests that give XP and Cruor in increasingly larger chunks. The most important chest though are the Time extension chests, which usually don't start spawning until you have been killing mobs for about an hour. A time extension chest will grant you 10 extra minutes inside of the zone. The reason that time extensions are so great is that the amount of XP you get increases over time so that at the end of your time in the zone you can get up to 360 XP per kill and 1000 XP per XP chest. That means that your XP per hour rises dramatically at the end of your run, and extending your time means more XP during the high-end XP time. That is not to say that going without getting Time chests is bad XP. Last night we got no time chests at all, and we had to run to camp at the beginning of our run, but in the 90 minutes we were in the zone we got 46k XP and 13k in Cruor. You can do this with basically any set of mobs in the zone, but some are better than others. The main problem is that if you kill a different kind of mob it will break your "chain" and you will go back down to base XP when you start on the mobs you were focusing on. So tell your pullers to be careful. Also, since the amount of XP you get per mob is predetermined, it doesn't matter how many people you bring with you. You can bring a party or an alliance. It's fun for everyone!
Abyssea is a lot to digest. There is a whole lot to do, and I only went over some of the NMs and XPing in the zone. There are still a huge number of quests that are available and monsters that are related to that. This isn't the last time I will be going over these awesome new zones!
Monday, June 21, 2010
I don't even know where to start.
It is going to take me forever to get through all of this. Don't expect an update until at least tomorrow. Sorry, I don't know what else to say. I am in a state of complete shock.
Saturday, June 19, 2010
Ridill Me This Podcast Episode 1 is a Go!
We completed the first episode of Ridill Me This (yes, we are fully aware that the abbreviation is RMT) last week and it was posted to the LimitBreakRadio site on Friday.
We encourage you to check it out and give us any feedback you may have about it!
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.