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    Thread: [dev1135] New Special Job Abilities

    1. #1
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      [dev1135] New Special Job Abilities

      [dev1135] New Special Job Abilities



      • New special job abilities will be introduced.
        *These special abilities will share the same recast time as previous ones.
        *Abilities for the following jobs will be reflected on test server once the August 3 update goes live:
        Warrior / Black Mage / Red Mage / Paladin / Dark Knight / Beastmaster / Ranger / Ninja / Dragoon / Summoner / Puppetmaster / Dancer

      Job Effect
      Warrior Auto-attacks will not be considered physical damage. Greatly increases accuracy.
      Monk Counters almost every enemy auto-attack and greatly increases enmity.
      White Mage Prevents party members from receiving status ailments.
      Black Mage Greatly lowers the amount of enmity accrued from spells.
      Red Mage Bolsters the effects of enhancing magic.
      Thief Deals severe damage and transfers your enmity to the party member in front of you.
      Paladin Greatly increases chance of blocking with shield and damages target.
      Dark Knight Auto-attacks absorb target's TP.
      Beastmaster Sacrifice your pet to recover HP and remove status ailments.
      Grants the effect of Reraise.
      Bard Greatly reduces target's magic defense, magic evasion, INT and MND.
      Ranger Allows you to deliver optimally accurate and powerful ranged attacks from any distance.
      Arrows are not expended during attacks.
      Samurai Evades all special attacks that deal physical damage.
      Enhances the potency of your next weapon skill every time you evade a special attack.
      Ninja Greatly increases the chance of parrying.
      Reduces ninjutsu casting times by half and eliminates the need for ninja tools.
      Dragoon Recovers wyvern's HP and removes status ailments. Enhances breath effects.
      Summoner Eliminates "Blood Pact" recast times.
      Blue Mage Allows unlimited casting of blue magic spells that use Unbridled Learning.
      Corsair Allows for up to three Phantom Rolls to be in effect simultaneously.
      Puppetmaster Allows automatons to use a special ability that varies by head.
      Harlequin Head: Mighty Strikes
      Valoredge Head: Invisible
      Sharpshot Head: Eagle Eye Shot
      Stormwaker Head: Chainspell
      Soulsoother Head: Benediction (will only affect the automaton and members of its master's party)
      Spiritreaver Head: Manafont
      Dancer Gives five finishing moves and resets flourish recast timers.
      Eliminates the cost of finishing moves.
      Scholar Transfers the whole party's enmity to a party member of your choice.

      *The names, help text, and effects that appear on the test server for these abilities are still under development and are subject to change.


      ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

      Honestly, I'm not a fan of SAM or DRG here... but the rest are all pure gold. RNG could have used enmity reduction.

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    3. #2
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      Re: [dev1135] New Special Job Abilities

      Quote Originally Posted by Malacite View Post
      Honestly, I'm not a fan of SAM or DRG here... but the rest are all pure gold.
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      Re: [dev1135] New Special Job Abilities

      BRD, DRK, RNG, SMN and BLU got good ones. Everyone else got the shaft.


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      Re: [dev1135] New Special Job Abilities

      Pretty sure BRD's isn't anything to write home about, and that's before you stop to consider the fact that they have Soul Voice.
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      Re: [dev1135] New Special Job Abilities

      It might not compare to Soul Voice... but it's still better than what WAR or BST got.

      It stands to reason that BRD's new 2-hour hinges on how SE defines "Greatly"


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      Re: [dev1135] New Special Job Abilities

      Quote Originally Posted by Yygdrasil View Post
      It might not compare to Soul Voice... but it's still better than what WAR or BST got.

      It stands to reason that BRD's new 2-hour hinges on how SE defines "Greatly"
      I don't think it hinges on that even. I'm having trouble coming up with a scenario in which lowering INT/MND/MDB/M.Eva to the absolute floor would somehow be more beneficial than Soul Voice. At best it might find use vs some physical immunity mob that required Black Mages to nuke it down, but that's a pretty damn specific situation and one I wouldn't really expect to encounter.
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      Re: [dev1135] New Special Job Abilities

      How are BLM and SCH not good, exactly?

      SCH is downright fucking OP.

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      Re: [dev1135] New Special Job Abilities

      Do you have any understanding of FFXI's enmity system whatsoever?
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      Re: [dev1135] New Special Job Abilities

      Quote Originally Posted by cidbahamut View Post
      Do you have any understanding of FFXI's enmity system whatsoever?
      It's still great though. Depending on how it is set up though, could be a bit odd....

      If you get a group of monsters, would it transfer all of the enmity of the monsters to the single player, or just one of the monsters to a single player?

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    Re: [dev1135] New Special Job Abilities

    Quote Originally Posted by Takelli View Post
    It's still great though.
    No it really isn't.
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    Re: [dev1135] New Special Job Abilities

    It really isn't.


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    Re: [dev1135] New Special Job Abilities

    If you get a group of monsters, would it transfer all of the enmity of the monsters to the single player, or just one of the monsters to a single player?
    Each monster keeps its own hate list. The enmity one monster has towards the party has nothing to do with the enmity another monster has towards the party. Also, if no one has taken any action against the mobs, there is literally no hate list yet.

    Only real use I could see for BRD's new ability, ironically, is nerfing the mob's spells and magical AoEs, not making it more susceptible to enfeebles. Even that's pretty unlikely unless it drops their MND and INT to 1 though.

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    Re: [dev1135] New Special Job Abilities

    Can anyone confirm if WHM's gives flat out immunity? Because it it does then it would be really nice. If not then it would be pretty useless unless Divine Caress got hit with a massive nerf bat.

    Mal and Takeli do know that there is an Enmity cap right?
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    Re: [dev1135] New Special Job Abilities

    I'm pretty much out of the loop but maybe the point isn't so much to crank up the tank's hate as much as it is to wipe everyone else's. If both the tank and someone else hit the hate cap, hate's going to pingpong back and forth based on who did something last.

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    Re: [dev1135] New Special Job Abilities

    Trouble is if you're running with a co-tank they're going to be back to square one.

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