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[dev1135] New Special Job Abilities

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  • #16
    Re: [dev1135] New Special Job Abilities

    Originally posted by Firewind View Post
    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?

    Of course, but that doesn't change the fact that against a singular NM a SCH can pop this ability and force everyone's enmity onto a single party member. I'm not seeing how this is a bad ability in any way. Basically this will be amazing in a DD party so only 1 person gets fragged (of if you have a tank as well, then put it all on the tank).

    WAR's ability is great against mobs with high physical resistance (though Tomahawk can circumvent this as well)

    MNK's ability is utterly hilarious vs other MNK NMs - Same deal with PLD's



    Honestly SAM and DRG are the only two that struck me as utterly stupid and will see little to no use. Maybe against certian NMs that spam TP moves, but when was the last time you saw a SAM tanking? I had suspected that DRG's would be a buff to the wyvern, but it just doesn't sound very inspiring. The only problem with RNG's is no enmity reduction. SE keeps failing to realize RNG's biggest issue is surviving, not dealing more damage.

    RDM's has potential to be ridiculous via /SCH and Accession...

    Also not sure why no one likes COR getting a 3rd freaking Phantom Roll... hi2u SAM + DRK + Regain rolls all at once.
    Last edited by Malacite; 08-03-2012, 01:31 PM.
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    • #17
      Re: [dev1135] New Special Job Abilities

      The problem is that DDs cap hate pretty damn quick without even trying these days. Blowing your 2-hour on wiping everyone's hate when they're all going to be capped again in a minute is worthless. Doubly so when you consider that Scholar could have used Embrava instead, which is actually quite useful.
      Server: Midgardsormr -> Quetzalcoatl -> Valefor
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      • #18
        Re: [dev1135] New Special Job Abilities

        Plus it makes Atma of the Apocalypse not worth using. Picture this:

        1) SCH Hate dump on tank
        2) Tanks runs into trouble and nobody can peel the NM off him.
        3) Tank dies
        4) Party wipes because tank can't RR due to nobody being able to hold the mob without it ping ponging around

        Usually you do this:

        1) Tank dies
        2) THF, DNC or MNK picks up NM and switched to Evasion set and holds it.
        3) Tank RR's
        4) WHM heals tank
        5) Tank rebuffs and pulls mob back
        Rahal Gerrant - Balmung - 188 DRK
        Reiko Takahashi
        - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
        Haters Gonna Hate



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        • #19
          Re: [dev1135] New Special Job Abilities

          Originally posted by cidbahamut View Post
          The problem is that DDs cap hate pretty damn quick without even trying these days. Blowing your 2-hour on wiping everyone's hate when they're all going to be capped again in a minute is worthless. Doubly so when you consider that Scholar could have used Embrava instead, which is actually quite useful.
          The way the word is a little confusing... it's one or the other then? I thought they were implying that they both take 2 hours to recharge. Anyone been able to try them on the test server?

          - - - Updated - - -

          Originally posted by cidbahamut View Post
          The problem is that DDs cap hate pretty damn quick without even trying these days. Blowing your 2-hour on wiping everyone's hate when they're all going to be capped again in a minute is worthless. Doubly so when you consider that Scholar could have used Embrava instead, which is actually quite useful.
          The way they word it is a little confusing... it's one or the other then? I thought they were implying that they both take 2 hours to recharge. Anyone been able to try them on the test server?
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          • #20
            Re: [dev1135] New Special Job Abilities

            Yes, they share a cooldown with the original 2-hour abilities, which just makes them even worse.
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            • #21
              Re: [dev1135] New Special Job Abilities

              In that case I think I might just stick with Benediction. it's the best "OHSHIT" button in the game plus it's really hard to cap Hate as a WHM now unless you're constantly spamming Curaga V (in which case you will run out of MP first)
              Rahal Gerrant - Balmung - 188 DRK
              Reiko Takahashi
              - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
              Haters Gonna Hate



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              • #22
                Re: [dev1135] New Special Job Abilities

                Originally posted by Firewind View Post
                In that case I think I might just stick with Benediction. it's the best "OHSHIT" button in the game plus it's really hard to cap Hate as a WHM now unless you're constantly spamming Curaga V (in which case you will run out of MP first)
                Not if you have the right pants on.
                Server: Midgardsormr -> Quetzalcoatl -> Valefor
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                • #23
                  Re: [dev1135] New Special Job Abilities

                  Originally posted by cidbahamut View Post
                  Not if you have the right pants on.

                  ~NAW
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                  Originally posted by Etra
                  This thread brought to you by Malacite's lack of understanding.

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                  • #24
                    Re: [dev1135] New Special Job Abilities

                    Damn. Don't have to be playing the game anymore to know these are terrible.
                    Originally posted by Yygdrasil
                    Originally posted by Nandito
                    Ponies.

                    Duh.
                    You make me want to hurt things.

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                    • #25
                      Re: [dev1135] New Special Job Abilities

                      So what's the deal? Are these going to be available from level 1 or is it some new thing you only get at 99?

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                      • #26
                        Re: [dev1135] New Special Job Abilities

                        So they DO share the recasts, and aren't a new additional 2 hour...

                        What the fuck SE. See, this is why despite the expansion coming, I'm glad that I've moved on to XIV. Yoshi P doesn't pull nearly as much bs on us.
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                        • #27
                          Re: [dev1135] New Special Job Abilities

                          Valoredge Head: Invisible ????

                          LOOOOOOOOOL

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                          • #28
                            Re: [dev1135] New Special Job Abilities

                            I didn't even notice. Priceless...


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                            • #29
                              Re: [dev1135] New Special Job Abilities

                              Finally a good reason to lvl SCH. MPK machine gogogo! \(^-^)/


                              And I'm very curious as to what kind of enhancement RDM gets from this. Like 100 damage Enspells? Super Phalanx? Mega-Stoneskin? Probably still useless in a real solo fight, but depending on how good the augment is it may be worth it. Although, shared recast is complete and utter bullshit. orz
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                              • #30
                                Re: [dev1135] New Special Job Abilities

                                Most of those suck, but not all of them.

                                White Mage's alternate is very nice, actually. Some very annoying status effects are telegraphed or predictable, or are so abusive that burning your 2h for immunity might be better than Benediction (i.e. Mass Charm, Doom, Nightmare, Terror).

                                Beastmaster's alternate is pretty good in a pinch if you're soloing, and at least gives BST the option of not /mage of some sort (i.e. /NIN becomes much more viable).

                                Bard's might be good, depending on the penalty (sure, sure, Soul Voice yadda yadda yadda but if you've got 2 bards lying around, an extra SV isn't often necessary).

                                Blue Mage's is questionable only because Azure Lore makes self-skillchaining so easy, but on the other hand, unlimited use of Absolute Terror could be handy in some situations where you aren't fighting things way above your level.

                                Scholar's might at least be "sometimes" tactically useful to pull aggro off of a party member in small party situations, but probably not much use at end-game.


                                Icemage

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