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Old 10-21-2009, 05:15 AM   #1
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Job Adjustments and Additions: Part II (10/21/2009)



Part II of our job adjustments and additions preview invites to center stage beastmasters and summoners, Vana'diel's wielders of animalistic and avatarial might!

Summoner

A new ability will be added for summoners, and with it, a brand new way for these masters of forbidden magic to lend their powers to party battles.

Avatar's Favor (Lv.55 Recast Time: 5 minutes Duration: 2 hours)
Channels the avatar's power towards a beneficial status effect for party members within range. Reduces perpetuation cost while active.



By summoning an avatar while this ability is active, a corresponding beneficial effect from above table will be granted to all party members within range of the avatar. The effect's potency will gradually increase until the avatar is released, and at its peak, can be expected to reach levels equal to those granted by the corsair's lucky number roll.
While multiple favors of the same variety will not be stackable, a single party can benefit from as many types as there are summoners. Furthermore, enhancements received through this ability can be used in conjunction with those received via magic spells, songs, the Phantom Roll ability, and so forth.

Beastmaster

Adjustments and additions have been scheduled that will greatly enhance the effectiveness of pets called forth via the "Call Beast" ability.

- New Pet Command: "Ready"
When in control of a pet called forth via the "Call Beast" ability, the pet command "Sic" will be replaced with "Ready." By fulfilling the following conditions, "Ready" will allow you to select a specific ability for the pet to use from its arsenal.
* The pet's TP is at 100% or more.
* Sufficient charges have accumulated for the ability you wish to use.

- Charges
Regardless of the beastmaster's level, one charge will accumulate for every two minutes after a pet has been called, up to a maximum of three. The amount of charges required will vary depending on ability.

Example: Funguar Familiar



We will continue to observe the beastmaster job following the release of the November version update, and as necessary, make adjustments to special abilities and calling items for each pet.

Last edited by Balfree; 10-21-2009 at 05:24 AM.
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Old 10-21-2009, 05:23 AM   #2
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Re: NEW SMN AND BST UPDATE

Summoners WOOT
Beastmasters ... maybe woot?
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Old 10-21-2009, 05:25 AM   #3
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Re: Job Adjustments and Additions: Part II (10/21/2009)

NOOOO how do i fail so hard

lol thanks balfree
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Old 10-21-2009, 05:29 AM   #4
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Re: Job Adjustments and Additions: Part II (10/21/2009)

Quote:
Beastmasters ... maybe woot?
Maybe woot. But I will like now that if I want Homunculus to use AoE Sleep, he will use AoE Sleep rather than AoE MND Down.

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Old 10-21-2009, 05:30 AM   #5
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Re: Job Adjustments and Additions: Part II (10/21/2009)

SMN: Called it - boost to support. Its not what SMNs want, but it is what SMNs need.

BST: Surprised that they did a Sic adjustment, but the way it appears to be implemented with charges should balance things out in the places I was concerned about such an adjustment.
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Old 10-21-2009, 05:35 AM   #6
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Re: Job Adjustments and Additions: Part II (10/21/2009)

As a SMN it's precisely what I want. Flashy, superficial new avatars be damned, SE needed to find a way for Summoner to easily fit in with the TP-burn mentality and they finally pressed the update button. Only took them what, 3 years?
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Old 10-21-2009, 05:45 AM   #7
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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BST: Surprised that they did a Sic adjustment, but the way it appears to be implemented with charges should balance things out in the places I was concerned about such an adjustment.
Balance being one issue, it still never really felt like real versatility to be able to call different monsters with different abilities when you still never really had control of what it used. Everybody in my LS is well aware that Lifedrinker Lars, for example, has a fairly potent Slow ability, but that point is somewhat lost when it could just as easily use Spinning Top.

Just a few more jug pets to increase our options even more, and I think we can actually see some diversity in what sorts of mobs people call now (Homunculus now providing another semi-viable form of Sleepga, Tiger's area Paralyze, Funguar has always had a diverse range of debuffs as well as damaging abilities)

...hmmm, I'm gonna have to bring my Beast Affinity back up to cap now that I can see myself using some of those higher capped non-HQ pets.
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Old 10-21-2009, 05:49 AM   #8
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Re: Job Adjustments and Additions: Part II (10/21/2009)

Well we won't know how good either update is til we see the effects, but I think the BST adjustment is easier to visualize since nothing changes about the pets or attacks themselves, but how they're used and how many charges the ability takes. This still doesn't address the lack of uncapped jugs, though.

Of course, jugs are crafted and there could be new ones, but they'd never spill the beans on that pre-update.

SMN's update really rides on how those buffs are measured. Since SMN gets Auto-Refresh naturally I don't see their AoE refresh breaking 2 MP a tick. That should be more than good enough though. It also is going to make Diabolos SMN's most needed avatar, though, which makes CoP progress all the more requisite for SMNs.
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Old 10-21-2009, 05:57 AM   #9
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Re: Job Adjustments and Additions: Part II (10/21/2009)

Damn…I cant see that smn table. Now I gotta wait till after work…and work just started; ;


Ugghhh…2 minutes after call beast…Couldn’t at least start off with 1?
Oh well, guess it does take a minute or 2 to build tp…

Although I think my post in the part I section can still happen.
Ton of Bsts with Amigo and Zoolander hat…1000 needle-ga…

Also nice that my CCs wont be spamming shell all the time now.
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Old 10-21-2009, 06:02 AM   #10
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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Originally Posted by Omgwtfbbqkitten View Post
SMN's update really rides on how those buffs are measured. Since SMN gets Auto-Refresh naturally I don't see their AoE refresh breaking 2 MP a tick. That should be more than good enough though. It also is going to make Diabolos SMN's most needed avatar, though, which makes CoP progress all the more requisite for SMNs.
Quote:
The effect's potency will gradually increase until the avatar is released, and at its peak, can be expected to reach levels equal to those granted by the corsair's lucky number roll.
I think it'll be more than 2 mp a tick.
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Old 10-21-2009, 06:03 AM   #11
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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…Although I think my post in the part I section can still happen.
Ton of Bsts with Amigo and Zoolander hat…1000 needle-ga
...Honestly, all they would really need to do to address that is make it so Amigo's 1000 Needles can be resisted just like BLU's 1000 Needles. They have more of a reason to do it now since they've given BST control over what abilities the pet can use. It would hardly effect the community anyway. Nobody I know uses Amigo for anything other than a novelty. For good reason, it's expensive, it's best attack is inreliable, and it doesn't stay out nearly as long as other pets.

Quote:
Ugghhh…2 minutes after call beast…Couldn’t at least start off with 1?
Oh well, guess it does take a minute or 2 to build tp…
Shorter than 2 minutes. But then the Sic timer itself has always been rather long. If you really must use it when it's up even after it becomes Ready, you can always settle for one of the attacks that use Lesser charges. I'm in favor of more control, especially when some of my old peeves of the way Sic worked (or didn't) was how you might have your pet using redundant enfeebles or having to hold back because you don't want it to use an AoE attack just after your BLM Sleepga'd everything.
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Old 10-21-2009, 06:10 AM   #12
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Re: Job Adjustments and Additions: Part II (10/21/2009)

For those who can't see it, RE: SMN Favors:

Carbuncle's Favor = Regen
Ifrit's Favor = Increased 'Double Attack' Rate
Shiva's Favor = Enhanced Magic Attack
Garuda's Favor = Enhanced Evasion
Titan's Favor = Enhanced Defense
Ramuh's Favor = Improved Critical Hit Rate
Leviathan's Favor = Enhanced Magic Accuracy
Fenrir's Favor = Enhanced Magic Evasion
Diabolos's Favor = Refresh


Honestly, I don't see any use for any of these except Ifrit, Shiva and Diabolos, especially at 55+ when you get this ability. If it were lower (like level 10ish) then Carbuncle would be helpful for those truly awesome Dunes parties.

But, the way they say that 'at their peak' it'll be as effective as a COR lucky roll, that means Diabolos can whip out a +3 or +4 mp per tick, which isn't a bad thing, but I can only see useful for Manaburns (possibly) or some end-game things like Dynamis. There's also no mention if these effects only last as long as the avatar is out, or for a longer period so you can get 2-3 avatars worth of buffs at once.
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Old 10-21-2009, 06:13 AM   #13
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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Originally Posted by Omgwtfbbqkitten View Post
\

SMN's update really rides on how those buffs are measured. Since SMN gets Auto-Refresh naturally I don't see their AoE refresh breaking 2 MP a tick. That should be more than good enough though. It also is going to make Diabolos SMN's most needed avatar, though, which makes CoP progress all the more requisite for SMNs.
Around 2mp/tick at the average rate sounds reasonable and beneficial. Should be 4mp/tick for the party at max if the comment regarding Corsair's lucky roll is accurate.
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Old 10-21-2009, 06:15 AM   #14
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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I think it'll be more than 2 mp a tick.
I missed that part. Then the development team has been downing too much sake, then.

Considering that that 5 MP a tick is supposed to be a matter of luck for COR, I think SE went a tad too far on rhe refresh thing. Even if it has to scale, that's pretty broken. Then again, I'm going to wait to see the update notes, since this could be a mistranslation

RDM and BRD have fixex refresh rates and durations. COR's refresh value is varied, but goes to lengths of up to five minutes or more with merits. 5 MP with no specific duration cap for as long as Diabolos is out would certainly help SMNs keep an avatar out longer, but it would just be Diabolos and it would push them further into a healer role than ever before.

Also, Evoker's Roll on 11 is 5 MP a tick and 6 MP a tick with SMN in the PT. COR + SMN would be outputting 11 MP a tick in lucky situations and about 8-9 everywhere else. This does, however, make COR+SMN + BLMx4 a very sexy setup, though. Shiva for nuke time, Diabilos for resting and a nice mix of Corsair, Wizard and Evoker's Roll. Mmmmmm.
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Old 10-21-2009, 06:17 AM   #15
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Re: Job Adjustments and Additions: Part II (10/21/2009)

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Originally Posted by ShepardG View Post
- Charges
Regardless of the beastmaster's level, one charge will accumulate for every two minutes after a pet has been called, up to a maximum of three. The amount of charges required will vary depending on ability
I like the update. I just dont like this part of it... It should be atleast 1:30 not 2:00 because it doesn't take us as long as 2 minutes to get Tp, and we can gain tp evern before 1 minute at times. 1:30 will also be more reliable as the stronger abilities will be needed with more charges... This kinda sucks...


As for the smn update... I only really like the Ifirit and Diablos ones. During end game though. The magic acc and eva will be useful in areas where monsters cast a lot of magic.
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