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Old 07-03-2009, 09:12 AM   #16
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Re: Job Adjustments and Additions Part I (07/03/2009)

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Surely one wouldn't ever be able to overwrite the other anyway.
COR job abilities? Maybe they're just covering bases here. Though why you'd want to activate an Enmity + and an Enmity - JA at the same time is beyond me.
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Old 07-03-2009, 09:30 AM   #17
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Re: Job Adjustments and Additions Part I (07/03/2009)

Sounds interesting but with no numbers to back it up it I can't form a concrete opinion. How long will the bonus last, how much bonus are we talking about.
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Old 07-03-2009, 09:44 AM   #18
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Re: Job Adjustments and Additions Part I (07/03/2009)

It looks like a smart update, but I feel that the offensive aspect will never get used in EXP PTs. The offensive ability actually makes sense thematically. NINs aren't supposed to be upfront or seen at all. And when you think about it, this would be a great opportunity to bring back SATA setups and have NIN and THF play off each other.

But it won't happen, players are too stubborn. Personally don't even know what's so fucking scary about being SATAed.

Anyway, its a shame that they didn't take this opportunity to address the tiny conflict between Quick Draw and elemental Ninjutsu. See, matching up the main elements of QD and the elemental ninjutsu does nothing for the nuke and weakens the alternate effect. Minor issue given that NINs are generally too cheap these days to carry much beyond Utsusemi tools, heaven forbid they get caught with enfeebling tools.

I'm hoping BST is somewhere in these updates. Snarl was nice and all, but we could use an offensive/defensive state as well.
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Old 07-03-2009, 10:21 AM   #19
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Re: Job Adjustments and Additions Part I (07/03/2009)

Most of the new abilities that are one side of the spectrum from the other do override themselves like the new WHM abilities and the DNC merit dances.
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Old 07-03-2009, 10:41 AM   #20
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Re: Job Adjustments and Additions Part I (07/03/2009)

Yay! Nins can be DDs now! But then... There will be less tanks though. Oh well. Maybe SE will update other jobs so that they CAN tank like Pld. Maybe a blu update that allows them to increase their def when they are being faced by the mob? The will help Blus be able to not have to sub nin as much, and be able to take a few hits as well.

Also... I would love another Rdm update to make them more Melee type. Like when ever they hit, a party member is healed for like 1/2 the damage that they delt? And Maybe a Melee Acc and Atk increase as well. I would love to see Melee rdms come back....

Also, Blm does need an update as well. I would love to see one for them. Like increases magic damage... Or... Maybe an ability that prevents their magic from being mimicked...

---------- Post added at 01:35 PM ---------- Previous post was at 01:33 PM ---------

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But it won't happen, players are too stubborn. Personally don't even know what's so fucking scary about being SATAed.
Try being the ONLY rdm healer in a lvl 35 party, and the thf is an idiot and keeps SATAing in the beggining of the fight on the damn DRK! Kills your mp, and increases down time. oh yea... And we where in CN, so not only did the Drk almost get killed over and over... He also got slowed way too damned much!


Oh yea... did I also mention the tank was a Taru Nin, and had issues of holding hate off of me as well in teh first place? Yea... Not fun...
---------- Post added at 01:37 PM ---------- Previous post was at 01:35 PM ----------

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Sounds interesting but with no numbers to back it up it I can't form a concrete opinion. How long will the bonus last, how much bonus are we talking about.
I'd say it would last maybe 10 mins since they share the same recast, and its a 5 min cool down?

---------- Post added at 01:41 PM ---------- Previous post was at 01:37 PM ----------

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Unless of course they introduce gear with recast timer / ability duration adjustments.
That would be cool. Having a lower recast duration for spells as well would be nice, not just haste. So that nin can cast, and have the recast timer for utsusemi be even faster than with max haste. That would be nice.

And for Blms as well. 50% cast speed for AM? [Yes, please]
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Old 07-03-2009, 10:41 AM   #21
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Re: Job Adjustments and Additions Part I (07/03/2009)

How is this gonna make Ninjas capable of tanking Ixion..?
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Old 07-03-2009, 10:42 AM   #22
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Re: Job Adjustments and Additions Part I (07/03/2009)

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How is this gonna make Ninjas capable of tanking Ixion..?
Plds can tank as well.... Nins arent the only tank out there.... Other jobs can tank it... It will help with mobs that can one shot other jobs. And possibly help tank Gods and so on.
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Old 07-03-2009, 11:11 AM   #23
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Re: Job Adjustments and Additions Part I (07/03/2009)

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How is this gonna make Ninjas capable of tanking Ixion..?
Ninja can already tank ixion
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Old 07-03-2009, 12:24 PM   #24
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Re: Job Adjustments and Additions Part I (07/03/2009)

I haven't seen a Ninja tank anything Impossible to Gauge except Sky gods since AU was released.

I hope the enmity/evasion bonuses are thick. Doesn't help that evasion has no effect against WSs when you have shadows up.

Also: very clever to give the tanking ability a crit boost as well. You may have lowered acc, but crits will make up for the complete loss of DD gear while tanking. Those few but potent swings may just add a lot to their hate-holding (if it's powerful enough).
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Last edited by Lmnop; 07-03-2009 at 12:31 PM. Reason: I'm picky
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Old 07-03-2009, 12:33 PM   #25
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Re: Job Adjustments and Additions Part I (07/03/2009)

Wait, the mijin enhancement on Nagi until now was just you don't get weakness? Epic.
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Old 07-03-2009, 12:49 PM   #26
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Re: Job Adjustments and Additions Part I (07/03/2009)

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It looks like a smart update, but I feel that the offensive aspect will never get used in EXP PTs. The offensive ability actually makes sense thematically. NINs aren't supposed to be upfront or seen at all.
Actually, I think that S-E is going for more of a Red Oni-Blue Oni feel here.

The Red Oni, indicated by the red-orb-octagon-thingy shown in the Ability Yonin, is traditionally associated with almost reckless activity, and would be more suited for the pop-cultural flashy highly visible Ninja role, preferring to tease the opponent with shadow tricks and MC Hammer quotes rather than bore themselves with the more traditional stealth routine. Basically, the guy who loves a good fight.

The Blue Oni, indicated by the blue-thing shown in Innin, is a much more calm and composed being. There is no desire to draw attention to the self, and every action is governed by pragmatism. They are obviously ideal candidates for the more traditional Ninja, who, rather than make a scene out of himself foolishly, plainly cuts down everyone nearby before his presence is even felt, coldly calculating every move.

What's interesting to note is that, the Red and Blue Onis cannot exist without a little bit of each present in the other in some way. This can be seen with the mild blue flames in Yonin and the mild red flames in Innin. Similarly, I hope we get to see plenty of both amongst the Ninja of Vana'diel. ^^

One more thing: take everything I say with a grain of salt, because the entirety of this post is sort of "IIRC."
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Old 07-03-2009, 01:00 PM   #27
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Re: Job Adjustments and Additions Part I (07/03/2009)

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Wait, the mijin enhancement on Nagi until now was just you don't get weakness? Epic.
Great. Another two hour I'll be begged to reset on COR.

I'm gonna start charging 5k win or lose on Wild Card. >.> Shouldn't just be my gamble.
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Old 07-03-2009, 01:24 PM   #28
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Re: Job Adjustments and Additions Part I (07/03/2009)

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Great. Another two hour I'll be begged to reset on COR.

I'm gonna start charging 5k win or lose on Wild Card. >.> Shouldn't just be my gamble.
I saw a shout paying 5k on a fail, 10k on a 2hr reset tonight. I might take people up on it when I log for the evening.
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Old 07-03-2009, 01:52 PM   #29
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Re: Job Adjustments and Additions Part I (07/03/2009)

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Actually, I think that S-E is going for more of a Red Oni-Blue Oni feel here.

The Red Oni, indicated by the red-orb-octagon-thingy shown in the Ability Yonin, is traditionally associated with almost reckless activity, and would be more suited for the pop-cultural flashy highly visible Ninja role, preferring to tease the opponent with shadow tricks and MC Hammer quotes rather than bore themselves with the more traditional stealth routine. Basically, the guy who loves a good fight.

The Blue Oni, indicated by the blue-thing shown in Innin, is a much more calm and composed being. There is no desire to draw attention to the self, and every action is governed by pragmatism. They are obviously ideal candidates for the more traditional Ninja, who, rather than make a scene out of himself foolishly, plainly cuts down everyone nearby before his presence is even felt, coldly calculating every move.

What's interesting to note is that, the Red and Blue Onis cannot exist without a little bit of each present in the other in some way. This can be seen with the mild blue flames in Yonin and the mild red flames in Innin. Similarly, I hope we get to see plenty of both amongst the Ninja of Vana'diel. ^^

One more thing: take everything I say with a grain of salt, because the entirety of this post is sort of "IIRC."
The kanji used on JP POL are 陽忍 for Yonin and 陰忍 for Innin. The first characters in each compound are yang and yin respectively. The second character is shinobi.
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Old 07-03-2009, 01:59 PM   #30
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Re: Job Adjustments and Additions Part I (07/03/2009)

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I haven't seen a Ninja tank anything Impossible to Gauge except Sky gods since AU was released.
Then you haven't looked hard enough.

Ninjas can tank a myriad of HNM's. From my experience, in my HNMLS, pld/nin or nin/drk are both indispensible. Obviously, it'd be better to get a pld/nin for certain HNM's, but we (and other HNMLS's) can make use of nin/drk if we have to.

I also find ninja to be really useful in SCNM's, omega and ultima to name a few.
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