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Job Adjustments and Additions Part I (03/26/2009)
サーバ: Hades
Game: FFXI
Posts: 7
By Hades.Drizzit 2009-03-26 05:29:44
The upcoming April version update will boast a wealth of adjustments and additions to a selection of jobs. Today, it is our pleasure to outline the benefits that this will bestow upon white mages—the altruists of Vana'diel.
Job Abilities
Two complementary new job abilities are scheduled to be added, with ability delay set low for both so that white mages can optimize their usage for the ever-changing tactical needs of the battlefield.
- Afflatus Solace (Lv40 Ability Delay: 1 min. Duration: 2 hrs.) Inspires you to draw strength from the healing spells you cast.
- Afflatus Misery (Lv40 Ability Delay: 1 min. Duration: 2 hrs.) Inspires you to draw strength from the damage you take.
- Afflatus Solace While Afflatus Solace is activated, the amount of HP you restore via Cure spells and the job abilities Benediction and Martyr will be recorded up to a limit determined by your character's level. This accumulated amount will determine the bonus value granted to specific spells.
- Afflatus Misery While Afflatus Misery is activated, the most recent damage you sustain will be recorded up to a limit determined by your character's level. This damage amount will determine the bonus value granted to specific spells. Unlike Afflatus Solace, it is non-accumulative and overwriting.
*Notes The effects of both Afflatus Solace and Afflatus Misery are mutually exclusive. Activating one while the other is in effect will result in the nullification of the one originally in effect. Using either Afflatus Solace or Afflatus Misery when the same ability is already activated will reset all recorded values up to that point.
Magic
The introduction of the above job abilities will see a number of changes made to existing spells, with new spells set to make an appearance in Vana'diel for the first time.
- Sacrifice (Lv65) Transfers one enfeebling effect from target to yourself. Casting Sacrifice while Afflatus Solace is activated grants a bonus to the number and variety of enfeebling effects transferred.
- Cure / Cure II / Cure III / Cure IV / Cure V Casting the above Cure spells while Afflatus Solace is activated grants the target the effect of Stoneskin for a short duration. The Stoneskin effect attained via this method is not stackable with and will not overwrite the white magic spell "Stoneskin" or Blood Pact: Ward ability "Earthen Ward."
- Elemental Resistance Spells Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.
- Holy Casting Holy while Afflatus Solace is activated grants a potency bonus to the spell based on the amount of HP you restore. The record of accumulated HP is reset upon use.
- Cura (Lv40) Restores HP for party members within area of effect. Casting Cura while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
- Esuna (Lv61) Removes one enfeebling effect from yourself and party members within area of effect. Casting Esuna while Afflatus Misery is activated grants a bonus to the number and variety of enfeebling effects removed.
- Auspice (Lv55) Reduces TP dealt when striking an enemy for party members within area of effect. When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.
- Banish / Banish II / Banish III / Banishga / Banishga II Casting the above Banish spells while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
Other Changes
In addition to the abovementioned adjustments and additions, the following changes will also take place:
- White magic "Banish II": Slight increase to magic accuracy. Casting time shortened from 3.75 to 2.5 seconds. - White magic "Banish III": Slight increase to magic accuracy. Casting time shortened from 5.5 to 3 seconds. - White magic "Banishga II": Slight increase to magic accuracy. - White magic "Raise II": MP consumption reduced from 200 to 150. Casting time shortened from 20 to 14 seconds. - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds. - White magic "Reraise": Learning requirement reduced from Lv33 to Lv25 for WHM, and Lv40 to Lv35 for SCH. - White magic "Reraise II": Learning requirement reduced from Lv60 to Lv56 for WHM, and Lv75 to Lv70 for SCH. MP consumption reduced from 175 to 150. Casting time shortened from 8 to 7.5 seconds. - White magic "Reraise III": Learning requirement reduced from Lv75 to Lv70 for WHM. MP consumption reduced from 200 to 150. Casting time shortened from 8 to 7 seconds. - Job ability "Martyr": Ability range increased to be equivalent to Cure spells.
http://www.playonline.com/pcd/topics/ff11us/detail/4266/detail.html
All i can say is.......(in the words of Will Smith Prince of Belair) DAMM
Hades.Kvazz
サーバ: Hades
Game: FFXI
Posts: 341
By Hades.Kvazz 2009-03-26 05:49:38
holy ***....
Asura.Korpg
サーバ: Asura
Game: FFXI
Posts: 7782
By Asura.Korpg 2009-03-26 05:57:57
- Sacrifice (Lv65) Transfers one enfeebling effect from target to yourself. Casting Sacrifice while Afflatus Solace is activated grants a bonus to the number and variety of enfeebling effects transferred.
Basically take that silence off the tank and give it to the WHM.....yeah right...
- Cure / Cure II / Cure III / Cure IV / Cure V Casting the above Cure spells while Afflatus Solace is activated grants the target the effect of Stoneskin for a short duration. The Stoneskin effect attained via this method is not stackable with and will not overwrite the white magic spell "Stoneskin" or Blood Pact: Ward ability "Earthen Ward."
Oh HELL yeah!
<WHM> Here ya go, Cure V ya bioch! <PLD> Woot! SS too, all right!
- Elemental Resistance Spells Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.
Useless though lol, just makes Barstone more.....potent...
- Holy Casting Holy while Afflatus Solace is activated grants a potency bonus to the spell based on the amount of HP you restore. The record of accumulated HP is reset upon use.
So, you cure, cure, cure, toss out that Holy for 1k damage? Just for curing?
Go go WHM nuker!!!
- Cura (Lv40) Restores HP for party members within area of effect. Casting Cura while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
So, is this a weakened version of Curaga?
- Esuna (Lv61) Removes one enfeebling effect from yourself and party members within area of effect. Casting Esuna while Afflatus Misery is activated grants a bonus to the number and variety of enfeebling effects removed.
AoE Erase all right!
- Auspice (Lv55) Reduces TP dealt when striking an enemy for party members within area of effect. When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.
Absorb TP without the TP absorbed....unless it drains TP all the way to 0, I don't see this as being useful at all.
- Banish / Banish II / Banish III / Banishga / Banishga II Casting the above Banish spells while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
So, get whacked, whacked, whacked and your Banish spells hit for 1k damage?
WTF?!?!? You shouldn't be getting whacked in the first place....
サーバ: Sylph
Game: FFXI
Posts: 2617
By Sylph.Hitetsu 2009-03-26 06:02:08
^that I just read them.. I need new pants ; ; WHM gonna be pimp..
サーバ: Asura
Game: FFXI
Posts: 311
By Asura.Reublucian 2009-03-26 06:06:30
Holy ***....I'm creaming in my whm pants right now HOLY *** TRSIOUHSRTGISTURHGGGGGGG GGGGGGG GGGGGGGGGGGGGGGGGGGGGRGHG HFTXIGHIXDFHGIXUHGXIUHIGUHI UTHDIUGHFTIUH GIUTFHUIGHTFIUHGFTUIHGIUFH GICFUHGTCFTF
Ifrit.Haseyo
サーバ: Ifrit
Game: FFXI
Posts: 1755
By Ifrit.Haseyo 2009-03-26 06:12:12
And... Still nothing about MP. c.c My Whm will still be under blankets.
Asura.Zekky
サーバ: Asura
Game: FFXI
Posts: 3787
By Asura.Zekky 2009-03-26 06:14:55
Drizzit said: - Elemental Resistance Spells Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.
Man. I can think of a lot of WHMs who are going to love this update. Holy crap. And that part of the update I'm looking forward to the most. Strong MDB for my PLD. <3
サーバ: Asura
Game: FFXI
Posts: 311
By Asura.Reublucian 2009-03-26 06:18:45
Haseyo said: And... Still nothing about MP. c.c My Whm will still be under blankets. If you think alot of mp makes a good whm you should quit ffxi. But give me your account first.
Ifrit.Haseyo
サーバ: Ifrit
Game: FFXI
Posts: 1755
By Ifrit.Haseyo 2009-03-26 06:22:15
Reublucian said: Haseyo said: And... Still nothing about MP. c.c My Whm will still be under blankets. If you think alot of mp makes a good whm you should quit ffxi. But give me your account first. You seriously thing as a Tarutaru Whm I want more MP? Lulz. Whm is still wanted endgame, I don't see a problem with its potency. Everyone (from what I've heard) wanted Whm to have some form of recovering MP without /healing constantly, similar to Sch or Rdm. Not sure what direction SE is going with this, but personally I feel Whm needed some better way of getting MP back. Flame me.
サーバ: Sylph
Game: FFXI
Posts: 2617
By Sylph.Hitetsu 2009-03-26 06:22:16
While a lot of MP doesn't make a good WHM, it sure as hell helps! XD
サーバ: Asura
Game: FFXI
Posts: 311
By Asura.Reublucian 2009-03-26 06:24:06
Haseyo said: Reublucian said: Haseyo said: And... Still nothing about MP. c.c My Whm will still be under blankets. If you think alot of mp makes a good whm you should quit ffxi. But give me your account first. You seriously thing as a Tarutaru Whm I want more MP? Lulz. Whm is still wanted endgame, I don't see a problem with its potency. Everyone (from what I've heard) wanted Whm to have some form of recovering MP without /healing constantly, similar to Sch or Rdm. Not sure what direction SE is going with this, but personally I feel Whm needed some better way of getting MP back. Flame me. Oh you are Tarutaru my apologies, I'm an elvaan whm, and I enjoy the job alot and even though I sucked when I first started whm I think i've grown to become a pretty decent whm, and obviously with a very limited mp pool as elvaan lmao. So anytime someone like implies mp is what makes a whm I want to punch them in the face.
Ramuh.Konoko
サーバ: Ramuh
Game: FFXI
Posts: 184
By Ramuh.Konoko 2009-03-26 06:36:44
Korpg said: - Auspice (Lv55) Reduces TP dealt when striking an enemy for party members within area of effect. When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.
Absorb TP without the TP absorbed....unless it drains TP all the way to 0, I don't see this as being useful at all. It's called Subtle Blow, and if you've done any Salvage you'd know that feeding TP is a big aspect of boss fights, so I can see it being viable there.
Hades.Kvazz
サーバ: Hades
Game: FFXI
Posts: 341
By Hades.Kvazz 2009-03-26 06:40:12
"That concludes the list of changes scheduled for the white mage job in the upcoming version update. Other jobs set to receive fine-tuning will be introduced in the very near future, so keep watching this space!"
So... if they can pimp whm up this much... witch other jobs do you guyes think will get pimped?
サーバ: Sylph
Game: FFXI
Posts: 2617
By Sylph.Hitetsu 2009-03-26 06:42:20
BLM.
I get the feeling they're going to give the jobs that are being alienated in exp PT's after 55 a bit of a bump.
Hades.Kvazz
サーバ: Hades
Game: FFXI
Posts: 341
By Hades.Kvazz 2009-03-26 06:45:04
Hitetsu said: BLM.
I get the feeling they're going to give the jobs that are being alienated in exp PT's after 55 a bit of a bump. Sounds reasonable. I wanna see more info NOW >_> know a few whms that complained about SE forgetting their job once again, when they saw the new armors.. no more complaining from whms now i guess xD EDIT: I know RDM is allready a very well balanced job, but would be fun with something new for this job too >_< as far as i can remember RDM havent had an update in _ages_ ?
Gilgamesh.Alyria
VIP
サーバ: Gilgamesh
Game: FFXI
Posts: 13080
By Gilgamesh.Alyria 2009-03-26 06:58:23
Damn well I still wont level whm so this definitely will make alot happy. I think this was to outdo a bit of scholar, cause when sch came in the picture im sure whm was threatened with it and now with all these new things for whm. I think they just kicked ***.
Gilgamesh.Phalon
サーバ: Gilgamesh
Game: FFXI
Posts: 105
By Gilgamesh.Phalon 2009-03-26 07:09:28
WHM needs some type of refresh tic to compete better with other jobs, but this is going to help a bunch.
Ramuh.Sturm
サーバ: Ramuh
Game: FFXI
Posts: 25
By Ramuh.Sturm 2009-03-26 07:10:59
Maybe this will give me the boost i need to get back to lvling whm for those last 10 levels.
but on another note i think /sch became a viable sub for alot more jobs reraise now being 35 for it.
Lakshmi.Galvaya
サーバ: Lakshmi
Game: FFXI
Posts: 1489
By Lakshmi.Galvaya 2009-03-26 07:12:19
This update for White Mage is long overdue.
Ifrit.Haseyo
サーバ: Ifrit
Game: FFXI
Posts: 1755
By Ifrit.Haseyo 2009-03-26 07:13:50
Reublucian said:
Oh you are Tarutaru my apologies, I'm an elvaan whm, and I enjoy the job alot and even though I sucked when I first started whm I think i've grown to become a pretty decent whm, and obviously with a very limited mp pool as elvaan lmao. So anytime someone like implies mp is what makes a whm I want to punch them in the face.
Don't get me wrong; all this stuff does rock, but in a way, I feel it's like a little kid asking for a pony (form of refresh), and the parents showering the kid with toys (JAs)and candy (spells): "Well, this is all nice, but what about the pony?" If anything, this makes Whm idle and stand, instead of when we usually are resting for MP (unless under heavy Refresh (Cor/Brd + Refresh from Rdm). Is SE trying to make Whm feel more busy? lol.
サーバ: Bahamut
Game: FFXI
Posts: 22
By Bahamut.Kctempest 2009-03-26 07:16:15
Kvazz said: I know RDM is allready a very well balanced job, but would be fun with something new for this job too >_< as far as i can remember RDM havent had an update in _ages_ ? RDM does not need an update or any more buffs. It solos the ***out of everything and has a form of regaining mp(unlike whm...still). I think they should do something about dancer by giving them a purpose in....anything? maybe?
Asura.Zekky
サーバ: Asura
Game: FFXI
Posts: 3787
By Asura.Zekky 2009-03-26 07:21:12
Kctempest said: Kvazz said: I know RDM is allready a very well balanced job, but would be fun with something new for this job too >_< as far as i can remember RDM havent had an update in _ages_ ? RDM does not need an update or any more buffs. It solos the ***out of everything and has a form of regaining mp(unlike whm...still). I think they should do something about dancer by giving them a purpose in....anything? maybe? ^
Pandemonium.Kajidourden
サーバ: Pandemonium
Game: FFXI
Posts: 993
By Pandemonium.Kajidourden 2009-03-26 07:25:15
Zekky said: Kctempest said: Kvazz said: I know RDM is allready a very well balanced job, but would be fun with something new for this job too >_< as far as i can remember RDM havent had an update in _ages_ ? RDM does not need an update or any more buffs. It solos the ***out of everything and has a form of regaining mp(unlike whm...still). I think they should do something about dancer by giving them a purpose in....anything? maybe? ^ Hear hear.... Really makes me wanna level my little taru-waru alt more.... too bad im deploying soon and JUST got me E-bow, time to xp *** the *** outta that job
サーバ: Odin
Game: FFXI
Posts: 6473
By Odin.Blazza 2009-03-26 07:25:48
Well with whm mythic weapon skill and now this, we'd better damn well see some melee whm!
Hades.Kvazz
サーバ: Hades
Game: FFXI
Posts: 341
By Hades.Kvazz 2009-03-26 07:29:23
Kctempest said: Kvazz said: I know RDM is allready a very well balanced job, but would be fun with something new for this job too >_< as far as i can remember RDM havent had an update in _ages_ ? RDM does not need an update or any more buffs. It solos the ***out of everything and has a form of regaining mp(unlike whm...still). I think they should do something about dancer by giving them a purpose in....anything? maybe? would be FUN with something new :D didnt say we need it of any kind. gogo Tier 2 Enspells!
Ifrit.Haseyo
サーバ: Ifrit
Game: FFXI
Posts: 1755
By Ifrit.Haseyo 2009-03-26 07:30:42
You mean, a Haste/Refresh cycle isn't fun?! Your character looked so happy that last Dyna run though D:
Fairy.Bruser
サーバ: Fairy
Game: FFXI
Posts: 143
By Fairy.Bruser 2009-03-26 07:32:23
I rember SE saying there were gonna release new spells for rdm so it can be a front line job.
They said it at fan fest as well.
Pandemonium.Kajidourden
サーバ: Pandemonium
Game: FFXI
Posts: 993
By Pandemonium.Kajidourden 2009-03-26 07:36:13
Bruser said: I rember SE saying there were gonna release new spells for rdm so it can be a front line job.
They said it at fan fest as well. I certainly hope not... they have numerous advantages (as stated before) over most jobs as it is... if that does come to pass in my eyes SE will be renamed "Blizzard"
サーバ: Bahamut
Game: FFXI
Posts: 22
By Bahamut.Kctempest 2009-03-26 07:36:56
Does SE ever actually...test their new spells in a closed area off the grid with a party setup? "Here lets just throw in some random ideas for whm this time and see how they like. M W A H A H A !"
Hades.Kvazz
サーバ: Hades
Game: FFXI
Posts: 341
By Hades.Kvazz 2009-03-26 07:38:25
Haseyo said: You mean, a Haste/Refresh cycle isn't fun?! Your character looked so happy that last Dyna run though D: Haha D: ofcourse that's fun, meriting on RDM is teh ***! /sigh :P
The upcoming April version update will boast a wealth of adjustments and additions to a selection of jobs. Today, it is our pleasure to outline the benefits that this will bestow upon white mages—the altruists of Vana'diel.
Job Abilities
Two complementary new job abilities are scheduled to be added, with ability delay set low for both so that white mages can optimize their usage for the ever-changing tactical needs of the battlefield.
- Afflatus Solace (Lv40 Ability Delay: 1 min. Duration: 2 hrs.) Inspires you to draw strength from the healing spells you cast.
- Afflatus Misery (Lv40 Ability Delay: 1 min. Duration: 2 hrs.) Inspires you to draw strength from the damage you take.
- Afflatus Solace While Afflatus Solace is activated, the amount of HP you restore via Cure spells and the job abilities Benediction and Martyr will be recorded up to a limit determined by your character's level. This accumulated amount will determine the bonus value granted to specific spells.
- Afflatus Misery While Afflatus Misery is activated, the most recent damage you sustain will be recorded up to a limit determined by your character's level. This damage amount will determine the bonus value granted to specific spells. Unlike Afflatus Solace, it is non-accumulative and overwriting.
*Notes The effects of both Afflatus Solace and Afflatus Misery are mutually exclusive. Activating one while the other is in effect will result in the nullification of the one originally in effect. Using either Afflatus Solace or Afflatus Misery when the same ability is already activated will reset all recorded values up to that point.
Magic
The introduction of the above job abilities will see a number of changes made to existing spells, with new spells set to make an appearance in Vana'diel for the first time.
- Sacrifice (Lv65) Transfers one enfeebling effect from target to yourself. Casting Sacrifice while Afflatus Solace is activated grants a bonus to the number and variety of enfeebling effects transferred.
- Cure / Cure II / Cure III / Cure IV / Cure V Casting the above Cure spells while Afflatus Solace is activated grants the target the effect of Stoneskin for a short duration. The Stoneskin effect attained via this method is not stackable with and will not overwrite the white magic spell "Stoneskin" or Blood Pact: Ward ability "Earthen Ward."
- Elemental Resistance Spells Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.
- Holy Casting Holy while Afflatus Solace is activated grants a potency bonus to the spell based on the amount of HP you restore. The record of accumulated HP is reset upon use.
- Cura (Lv40) Restores HP for party members within area of effect. Casting Cura while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
- Esuna (Lv61) Removes one enfeebling effect from yourself and party members within area of effect. Casting Esuna while Afflatus Misery is activated grants a bonus to the number and variety of enfeebling effects removed.
- Auspice (Lv55) Reduces TP dealt when striking an enemy for party members within area of effect. When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.
- Banish / Banish II / Banish III / Banishga / Banishga II Casting the above Banish spells while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
Other Changes
In addition to the abovementioned adjustments and additions, the following changes will also take place:
- White magic "Banish II": Slight increase to magic accuracy. Casting time shortened from 3.75 to 2.5 seconds. - White magic "Banish III": Slight increase to magic accuracy. Casting time shortened from 5.5 to 3 seconds. - White magic "Banishga II": Slight increase to magic accuracy. - White magic "Raise II": MP consumption reduced from 200 to 150. Casting time shortened from 20 to 14 seconds. - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds. - White magic "Reraise": Learning requirement reduced from Lv33 to Lv25 for WHM, and Lv40 to Lv35 for SCH. - White magic "Reraise II": Learning requirement reduced from Lv60 to Lv56 for WHM, and Lv75 to Lv70 for SCH. MP consumption reduced from 175 to 150. Casting time shortened from 8 to 7.5 seconds. - White magic "Reraise III": Learning requirement reduced from Lv75 to Lv70 for WHM. MP consumption reduced from 200 to 150. Casting time shortened from 8 to 7 seconds. - Job ability "Martyr": Ability range increased to be equivalent to Cure spells.
http://www.playonline.com/pcd/topics/ff11us/detail/4266/detail.html
All i can say is.......(in the words of Will Smith Prince of Belair) DAMM
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