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Camate
04-17-2013, 02:11 AM
Greetings!

I’d like to give everyone a heads up on the adjustments to rune fencer that we have planned for the upcoming version update. The main focus will be the adjustment of rune fencer’s job abilities, and the planned changes are listed below.
*Please keep in mind that this is still being worked on and is subject to change.


Rune Enchantment
The effect values for elemental resistances granted from runes will be increased.


Vallation
Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes.


Pflug
Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes.


Valiance
Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (3 minutes).


One for All
Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (30 seconds).

Yinnyth
04-17-2013, 02:57 AM
I feel compelled to ask: how much will resistances be increased per rune at level 99?

Kojo
04-17-2013, 03:10 AM
I would like to buy you a beer, sir!

By the way, Camate, are there any plans to alter Foil? It either needs to have a longer duration or less of a MP cost, 48 MP is too much for a 45 second duration spell, and for it to be useful, you'd have to cast it frequently.

nyheen
04-17-2013, 03:28 AM
slowly rune fencer begins to blossom into a beautiful flower!

I feel compelled to ask: how much will resistances be increased per rune at level 99?
i would like to know this too. btw what is it now at 99?

Kojo
04-17-2013, 03:38 AM
33-ish? Can't remember off the top of my head.

Dhragon
04-17-2013, 03:38 AM
resistance is 32 per level at 99 currently.

Kojo
04-17-2013, 03:44 AM
resistance is 32 per level at 99 currently.

I was damn close!

Dhragon
04-17-2013, 03:48 AM
Yes you were. :)

Yinnyth
04-17-2013, 04:21 AM
I'm really glad they're upping the resistance, and I shouldn't really expect an answer to my question since that's just not how SE works and the update is really close anyways. I'm just excited about it is all.

Now if they'd just give runefencer barlight and bardark...

Kojo
04-17-2013, 04:23 AM
I was tanking Byakko yesturday, thinking the same thing.

Babekeke
04-17-2013, 05:59 AM
I'm really glad they're upping the resistance, and I shouldn't really expect an answer to my question since that's just not how SE works and the update is really close anyways. I'm just excited about it is all.

Now if they'd just give runefencer barlight and bardark...

It shouldn't be too bad after the update even without barlight and bardark... Increased resistance from runes, Even if it only goes up to 35 at level 99, it's still over 100*, and I could see it going to either 40 or 50. Then with the reduction in recast timer for Valliance, the reduction of Vallation is irrelevant. Valliance > wait 3 mins > Vallation > wait 2 mins > Valliance etc, rinse and repeat. You always have one or the other up for vastly increased damage reduction.

I just wish I understood exactly what their effects are!

Edit: * with 3 runes up

Yinnyth
04-17-2013, 06:10 AM
I just wish I understood exactly what their effects are!

Edit: * with 3 runes up

Vallation and Valiance? It's been reported as 15% damage reduction per rune (as long as it's the proper element). It's also been reported that this 45% stacks multiplicitively with MDT, so if you have 50% MDT and triple rune valliance on, you would have 72.5% damage reduction from that element.

Aegis PLD is still the winner as far as outright reducing magic damage goes though. Rune fencer's advantage is supposed to be their massive elemental resistance (magic evasion). My run currently reaches 222 elemental resistance with 3 runes and self-cast barspells, but even with that, the "tough" umbrils just outside Adoulin are still capable of landing paralyze on me roughly 50% of the time. Without bardark, how is a rune fencer supposed to tank enemies who spam sleep, absorbs, and/or dispel?

hideka
04-17-2013, 06:28 AM
I feel compelled to ask: how much will resistances be increased per rune at level 99?

seeing as how they followed my suggestions to almost to a T regarding the things that needed to be altered about the existing abilities? id say +50 but that's just be being arrogant and thinking that SE actually listens to my opinion >_>

Horadrim
04-17-2013, 06:41 AM
It shouldn't be too bad after the update even without barlight and bardark... Increased resistance from runes, Even if it only goes up to 35 at level 99, it's still over 100*, and I could see it going to either 40 or 50. Then with the reduction in recast timer for Valliance, the reduction of Vallation is irrelevant. Valliance > wait 3 mins > Vallation > wait 2 mins > Valliance etc, rinse and repeat. You always have one or the other up for vastly increased damage reduction.

I just wish I understood exactly what their effects are!

Edit: * with 3 runes up

My interpretation is that they edit the M.Resistance equation in some way that increases the likelihood of a high end resist based on the number of runes you have up.

I hope the values go up to 45. That way we can have up to 3 elements resisted about half of what we can currently have one. Adds a lot more versatility against mobs who cast multiple elements.

SpankWustler
04-17-2013, 07:09 AM
I've very excited about the recast reduction to Valliance.

That seems like the first huge step that Rune Fencer needs to go from "Worm Slayer, the guy who solos worms really easily" to "Rune Fencer, the guy who might have a party slot against serious monsters who use a lot of magic damage".

Tennotsukai
04-17-2013, 07:20 AM
Really like these adjustments. I just hope more keep coming.

Naraku_Diabolos
04-17-2013, 10:33 AM
I would like to buy you a beer, sir!

By the way, Camate, are there any plans to alter Foil? It either needs to have a longer duration or less of a MP cost, 48 MP is too much for a 45 second duration spell, and for it to be useful, you'd have to cast it frequently.

And considering us playable races that don't have a lot of MP to begin with, it takes out a big chunk. Though I can't complain at the moment since I stopped my RUN at Lv15 to work on my other lower-lvl jobs and increase their lvls.

Zuidar
04-17-2013, 05:45 PM
The adjustments are looking nice! But I'm kinda concerned about how Effusion Lunge/Gambit recast are being left as is. I've imagined those two would of had adjusted recast timers as well. Being able to use Lunge is decent, and even more when stacked with Gambit, but it's just that a 3 minute cooldown waiting to use Lunge again is kind of a little longer. Other than that, I am excited with the current adjustments the team is working on!

Glamdring
04-17-2013, 09:55 PM
nice start guys. but I'm really interested in seeing our merits/JSE, please get on that soon. I love this job.

Nightfox
04-18-2013, 12:59 AM
These are very good adjustments.

Darthmaull
04-18-2013, 03:02 AM
I would also like to see an increase on duration for Swordplay. From my experiences it works pretty good when active but it is too short and then you are waiting for a while it seems when fighting a hard mob, for it to be ready again.

Volarione
04-18-2013, 03:38 AM
I would also like to see an increase on duration for Swordplay. From my experiences it works pretty good when active but it is too short and then you are waiting for a while it seems when fighting a hard mob, for it to be ready again.

sounds great but I would prefer a reduction of lunge from 3 minutes to 2 minutes, not a huge change but it would help a bit with damage output

HimuraKenshyn
04-18-2013, 04:26 AM
I would also like to see an increase on duration for Swordplay. From my experiences it works pretty good when active but it is too short and then you are waiting for a while it seems when fighting a hard mob, for it to be ready again.

Should just make it like many abilities now a days you can full time. RUN is by far the king of squishy tanks when taking physical damage it isn't funny. Should have some kind of defense ability ala fan dance or sentinel to be viable really...

Volarione
04-18-2013, 04:43 AM
Should just make it like many abilities now a days you can full time. RUN is by far the king of squishy tanks when taking physical damage it isn't funny. Should have some kind of defense ability ala fan dance or sentinel to be viable really...

seriously I do great vs magic but when I get hit with a board Im dead

Yinnyth
04-18-2013, 07:01 AM
There are a few options already there for run to improve their physical survivability (mostly from SJ+gear+food combos). With rabbit pie, reasonably good gear, emboldened protect, and /blu for the extra 10 defense trait and cocoon for a 50% bonus, run could reach over 1k defense. Or you could sub ninja and gear towards evasion instead. I recommend against /sam because of it screwing with your ability to spam flash and other spells that help keep you alive.

That said, the job does still have a ways to go. These changes will do us a lot of good. Once the dust settles a bit, we'll see how far behind run is from the other jobs, then hopefully make even more adjustments.

Cljader1
04-18-2013, 07:50 AM
Great changes and I applaud you SE, But I wish the recast time on Liement Ward could also be adjusted the 10 min time limit is too long. Furthermore it only last for 40 secs or so and it replaces vallation and valiance, can this please be addressed also.

Glamdring
04-18-2013, 09:22 AM
seriously I do great vs magic but when I get hit with a board Im dead

just a suggestion, try Dux gear, it helps. not alot, but it's a start. maybe our JSE will help when if ever it finally shows up.

Babekeke
04-19-2013, 02:43 PM
sounds great but I would prefer a reduction of lunge from 3 minutes to 2 minutes, not a huge change but it would help a bit with damage output

I can almost guarantee that group 1 merits will include Lunge recast timer reduction. Though it will be the standard 6 seconds per merit for a 3-min JA, for a min recast of 2:30.

MiriOhki
04-19-2013, 10:06 PM
Here's a thought I've had, just for gits and shiggles. What if one of RUN's merit abilities or traits was something akin to SCH's Stormsurge, where each harbored rune would give either an attribute boost or a stat boost, depending on the higher-ups' opinion (say, Ignis would either give x Strength per Rune or x Attack per rune). Toss on 3 Fire runes for a nice attack boost, earth to shore up your defence, and so on. Whether it'd be a trait like Stormsurge or an ability with a reasonable cooldown is up in the air, though I'd prefer the trait idea myself.

Zepheron
04-21-2013, 09:41 AM
I find it odd that there has not been anything said that invokes the obvious. I have leveled RUN to 99, bought the Dux set, FLume belt, Dark rings, emboldened protect5, Ate a taco, had perpetuance regen 5, phalanx, etc.. Then there comes the rub. IN all of SoA, there are very few mobs that use magic on us. The mojority of status effects put on us are via the mobs tp moves or its job abilities. Real magic tanking happens in final stage fights, Sky, Sea, Abyssea, Voidwatch, Dynamis, NNI, you get the picture.

SO how are we supposed to play a job that we spend millions of gil and hours of time refining a skill that really isnt required in the day to day playing of the job. It's called a paradox. This job was advertised and sold to provide elemental magical defence to self and others in fights. Until Runefencer can mitigate itself from the ja's and tp moves that are common everywhere, especially in SoA, then it will remain nothing more than a paper tiger. A half baked drk with some cool rdm spells and no self sustaining abilities without a subjob and a lot of support.

My observation would be this:

1) Give the job the ability to ride 1 or 2 of it's ja's similar to Sam Seigan/3rd eye to mitigate being overrun by physical attacks.

2) Understand that if you give Run a ja that will dramatically pull hate from the 2 handers in a physical fight,,,,,,,, lol dont make me wait another 10, or 5 minutes to put up a thing that only lasts for 30 seconds. This lends itself to every dd adn mage in the game saying LOL What!

3) Run is a great idea. Sombody just forgot to mention that very few people in ffxi ever and i mean ever setup a group of 6 or God forbid an alliance of 18 to do anythign anymore. Ergo lol What Legion........ ZNM....................ANNM....yes that was an endgame event once it lasted about a month.


I love this game more now a days to play with friends. Making new friends is also nice. Seeing everyone I have played with over a decade leave from boredom and/or frustration with SE listening /slap to complaints and suggestions is growing old.

You want us to play new content and new jobs and continue to spend money on your game please understand that when you brought in abyssea you basically killed HNMLS'. I dont miss them at all. I love cooperative play. You have to bring the game down to smaller party size and pick up groups now that you let the genie out of the bottle with Abyssea and Meebles.

End of Rant.................. Great to play with all my friends and acquaintences over the years. :)

Zepheron
04-21-2013, 09:48 AM
Runefencer Reality

I find it odd that there has not been anything said that invokes the obvious. I have leveled RUN to 99, bought the Dux set, FLume belt, Dark rings, emboldened protect5, Ate a taco, had perpetuance regen 5, phalanx, etc.. Then there comes the rub. IN all of SoA, there are very few mobs that use magic on us. The mojority of status effects put on us are via the mobs tp moves or its job abilities. Real magic tanking happens in final stage fights, Sky, Sea, Abyssea, Voidwatch, Dynamis, NNI, you get the picture.

SO how are we supposed to play a job that we spend millions of gil and hours of time refining a skill that really isnt required in the day to day playing of the job. It's called a paradox. This job was advertised and sold to provide elemental magical defence to self and others in fights. Until Runefencer can mitigate itself from the ja's and tp moves that are common everywhere, especially in SoA, then it will remain nothing more than a paper tiger. A half baked drk with some cool rdm spells and no self sustaining abilities without a subjob and a lot of support.

My observation would be this:

1) Give the job the ability to ride 1 or 2 of it's ja's similar to Sam Seigan/3rd eye to mitigate being overrun by physical attacks.

2) Understand that if you give Run a ja that will dramatically pull hate from the 2 handers in a physical fight,,,,,,,, lol dont make me wait another 10, or 5 minutes to put up a thing that only lasts for 30 seconds. This lends itself to every dd adn mage in the game saying LOL What!

3) Run is a great idea. Sombody just forgot to mention that very few people in ffxi ever and i mean ever setup a group of 6 or God forbid an alliance of 18 to do anythign anymore. Ergo lol What Legion........ ZNM....................ANNM....yes that was an endgame event once it lasted about a month.


I love this game more now a days to play with friends. Making new friends is also nice. Seeing everyone I have played with over a decade leave from boredom and/or frustration with SE listening /slap to complaints and suggestions is growing old.

You want us to play new content and new jobs and continue to spend money on your game please understand that when you brought in abyssea you basically killed HNMLS'. I dont miss them at all. I love cooperative play. You have to bring the game down to smaller party size and pick up groups now that you let the genie out of the bottle with Abyssea and Meebles.

End of Rant.................. Great to play with all my friends and acquaintences over the years. http://forum.square-enix.com/ffxi/threads/images/smilies/smile.png

Cljader1
04-21-2013, 01:01 PM
I really don't like the fact that run have a extremely hard time protecting itself against mobs that cast magic of multiple elements. Shields need to be improved because we really cannot complete at all with a aegis pld. We also need more effusions, run should have an effusion in which we consume runes for HP. Moreover Liement Ward should be 1 minute long in which run can absorb spells throughout the entire minute.

Delvish
04-21-2013, 01:04 PM
Runefencer Reality
Rant
/rant


^ Long double post ^

I wouldn't get too hyped up over RUN nor the things it is missing until we have the merits/JSE. Looking at my own gear between SAM/SCH/THF, I'm 70% JSE (SCH is closer to 90%), so don't count it out of the fight yet. Additionally are you referring to Wildskeeper Reives when you say very few mobs are magic based. I don't know much about them but I'm certain those boss mobs are going to have some pretty significant elemental properties if SE stuck to what they said about Adoulin being very elemental. Your typical Reive/skirmish mobs likely will not have similar elemental coordination because they're fodder. Tough fodder, but even silver plated fodder is still fodder.

Cljader1
04-21-2013, 01:21 PM
SE I offer a suggestion, wards by themselves should offer a static level of magic protection against all elements, runes with the wards should offer more protection against a specific element. But popping a ward should adleast provide some level of protection against all elements.

Zepheron
04-21-2013, 01:47 PM
@ Delvish

Very sorry about the long double post. If you remember when ToA came out, blu, pup, cor were kings of the domain and the content was built around showcasing their respective abilities. Sure the content was hard, but the jobs arose to the task at hand before they came out with JSE, mid game and end game content in that area. What gets me most is that these jobs were put together adn the content was made to be hard for all 99. The 2 new jobs are placed at an extreme disadvantage in their own back yard. Rives are what they are. I am speaking of trying to fight the ordinary mobs in the new zones. I play all the previous 20 jobs and have them all geared. Being an old school rdm who did things rdm/nin I expected more from Runefencer. The elemental resitance as it now stands cant even handle a T elemental in SOA! How do they expect the job to hold up against the boss fights?

They advertised a slightly less than equivelent to pld for tanking mobs. So far, with time, effort, proper support and gear, I can't see it as even close. And I like the job!

Tirantus
04-21-2013, 03:03 PM
@ Delvish

Very sorry about the long double post. If you remember when ToA came out, blu, pup, cor were kings of the domain and the content was built around showcasing their respective abilities. Sure the content was hard, but the jobs arose to the task at hand before they came out with JSE, mid game and end game content in that area. What gets me most is that these jobs were put together adn the content was made to be hard for all 99. The 2 new jobs are placed at an extreme disadvantage in their own back yard. Rives are what they are. I am speaking of trying to fight the ordinary mobs in the new zones. I play all the previous 20 jobs and have them all geared. Being an old school rdm who did things rdm/nin I expected more from Runefencer. The elemental resitance as it now stands cant even handle a T elemental in SOA! How do they expect the job to hold up against the boss fights?

They advertised a slightly less than equivelent to pld for tanking mobs. So far, with time, effort, proper support and gear, I can't see it as even close. And I like the job!
No offense, but you and I must of been playing a different game when ToAU came out. Blu, cor, and pup were kings of nothing on release.

Pup was utterly broken for a LONG time, blu was popular, but ultimately not particularly adept next to other DD's, cor was only wanted when you couldn't find a brd.

Sch and dmc were in similar positions when they were first released. Dnc was shut out of end game out the gate due to required meleeing for it's abilities with little damage output. Sch was an above average healer and nuker that was missing all the staple spells to excel at either roll.

Tsukino_Kaji
04-22-2013, 03:33 AM
Greetings!

I’d like to give everyone a heads up on the adjustments to rune fencer that we have planned for the upcoming version update. The main focus will be the adjustment of rune fencer’s job abilities, and the planned changes are listed below.
*Please keep in mind that this is still being worked on and is subject to change.


Rune Enchantment
The effect values for elemental resistances granted from runes will be increased.


Vallation
Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes.


Pflug
Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes.


Valiance
Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (3 minutes).


One for All
Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (30 seconds).

You need to get rid of the 3 "spike spells" and give RUN their own unique spike spell that dose damage based on your active runes.

This is the most important one:
RUN needs a 10~30 second JA that when used before activating a rune enhancement, it automaticaly gives you 3 instances of that rune.

RUN needs to be put on more then just the elemental weapon paths for magian trials(Same for GEO.), particualry OAT. The fact that it is the same base trials as the empyreans is not a viable excuse. Nor is the fact that you'd have to subtract the job from the weapon on branching trials as this has already been done.

Cljader1
04-22-2013, 06:05 AM
You need to get rid of the 3 "spike spells" and give RUN their own unique spike spell that dose damage based on your active runes.

This is the most important one:
RUN needs a 10~30 second JA that when used before activating a rune enhancement, it automaticaly gives you 3 instances of that rune.

RUN needs to be put on more then just the elemental weapon paths for magian trials(Same for GEO.), particualry OAT. The fact that it is the same base trials as the empyreans is not a viable excuse. Nor is the fact that you'd have to subtract the job from the weapon on branching trials as this has already been done.

Don't get rid of my ice spikes, between that and flash its the only way I get spells off mid fight.

Tsukino_Kaji
04-22-2013, 04:17 PM
You'd have ice spike if you had ice runes up.

Delvish
04-22-2013, 09:32 PM
Spikes based upon runes would be interesting, however you would likely lose the paralyze and Stun that come from Ice and Shock spikes respectively. The spikes themselves are not worth much on their own unless the enemy attacks quickly, and even then you'd be in trouble. The add effect truly helps in these scenarios.

Darthmaull
04-22-2013, 10:24 PM
You'd have ice spike if you had ice runes up.

Ice Spikes are more helpful then the spike from a rune. You won't always want an ice rune up but you can at least have the spike spell up while fighting and still get the paralyze effect.

Tsukino_Kaji
04-23-2013, 03:20 AM
This is the most important one:
RUN needs a 10~30 second JA that when used before activating a rune enhancement, it automaticaly gives you 3 instances of that rune.On closer concideration, this JA should be a 1~3min timer.

Rwolf
04-23-2013, 05:51 AM
I agree that RUN's defensive side needs to be bolstered more. The job needs more than magic evasion to be a successful tank. It just takes hits too hard and too often from anything difficult.

Using Paladin as an example since they've already started mirroring the job (example: PLD has the highest defense bonus and protect 5 but shell 4. RUN has the highest magic defense bonus has plenty of magic defense as well and physical defense capabilities. I would be completely fine if they just made Rune Fencer the evasive counterpart, magic and physical evasion.

I'd personally like to see Rune Fencer become the anti-caster job. So even if it's not tanking itself, just bringing it is enough

-Barlight & Bardark (no reason not to have them, not being in the same so far is not a counterpoint)
-Possibly other barstatus spells such as Charm, Stun, Dispel
-Possibly lowering recast of Ward: Liement
-Natural Evasion Bonus or if wanting something not carbon copied from other jobs, then Parry Bonus trait.
-Maybe meritable or natural spell interruption down.
-Reworking of Blink to scale number of shadows with enhancing magic.
-Increase the potency of avoiding an attack with foil given it's short duration. (I find I'm more likely to avoid a TP attack with Flash rather than Foil. Given that it only protects me versus how Flash protects anyone, it should be more accurate.)
-More gear with +parrying or +evasion combined with haste gear for TP. (a more evasive/parrying/resistance version of the PLD empyrean set would be nice.)
-Riposte: Attacking after a successful parry (could be a spell, job ability or trait)
-Reflect? (I know players have clamored in the past for RDM or PLD to have it (myself one of them), but it might fit in with the whole parrying/countering magic)
-Devouring Magic: Some ability to remove a buff from a monster and heal the Rune Fencer.
-Spell Amensia: The ability to temporarily silence a target for a few seconds, locking the ability to cast that spell for an amount of time.

Just pitching ideas. The adjustments listed are a good start but I agree there needs to be something more to make it a viable tank on more difficult events, especially with most of them casting multiple elements.

Ophannus
04-23-2013, 06:04 AM
Natural Evasion Bonus or if wanting something not carbon copied from other jobs, then Parry Bonus trait.

http://wiki.bluegartr.com/bg/Inquartata

Cljader1
04-23-2013, 07:50 AM
I Got It! "Counter Magic" JA 15% activation rate

Job Ability

Counter Magic - the player sets a specific enhancing spell, that has a chance of automatically countering a physical or magical attack. The countered magic casting time is instantaneous and cost no mp. Duration 5 minutes, recast 5 minutes.

Yinnyth
04-23-2013, 09:17 AM
Using Paladin as an example since they've already started mirroring the job (example: PLD has the highest defense bonus and protect 5 but shell 4. RUN has the highest magic defense bonus has plenty of magic defense as well and physical defense capabilities. I would be completely fine if they just made Rune Fencer the evasive counterpart, magic and physical evasion.

Evasive tanking is sorta thief and ninja's thing though. Plus, evasion tanking sucks as a whole without shadows. I think RUN's role is more a matter of reactive tanking, so I'd rather see them get some very quick JAs/spells which give very potent, but very short duration buffs or debuffs (like flash, for example).

Rwolf
04-23-2013, 11:38 PM
http://wiki.bluegartr.com/bg/Inquartata

Wow, can't believe I ignored Inquartata lol. /fail I hope they add more tiers of it and gear to be a noticeable king of parrying like how THF and NIN are with evasion.

Rwolf
04-23-2013, 11:49 PM
Evasive tanking is sorta thief and ninja's thing though. Plus, evasion tanking sucks as a whole without shadows. I think RUN's role is more a matter of reactive tanking, so I'd rather see them get some very quick JAs/spells which give very potent, but very short duration buffs or debuffs (like flash, for example).

I agree, I'd like to see something new in the ways of tanking. I'm intrigued with very potent but short duration buffs/debuffs. It would be nice if Rune Fencer got something similar to Cocoon/Harden Shell because their defense is very bleh.

It seems like SE wanted to go the role of enhancing tank. Basing theory on how most of their spells are enhancing magic and they get so much regen instead of cures. Highest tier of any auto- trait, auto-regen 3 and regen IV.

Foil definitely needs some work like higher evasion versus tp moves, even with timing it right before a TP move I haven't seen myself dodge one yet with capped skills. Flash though, I've definitely avoided TP moves. Would be nice if they got their own unique "spikes" spell.

Yinnyth
04-24-2013, 05:34 AM
I would personally like them to add a Blink II spell which, instead of giving you shadows, gives a % chance to blink an attack for the full duration of the spell.

Parrow89
04-27-2013, 01:48 PM
But what about our AF and Merits for this upcoming update?