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View Full Version : RUN new SP ability



Babekeke
07-08-2013, 06:28 AM
We will be adding the new special abilities for all jobs (which includes rune fencer and geomancer) in the version update following August's. Once we have an update on test server implementation, we'll be sure to let you know!

An old quote, but it never got discussed in here, so what do people think RUN will get as it's new SP Abil? Also what do you actually WANT as a new SP Abil? I say that as what we want and what we get will be 2 completely different things lol.

Alpheus
07-08-2013, 06:46 AM
2 hour that makes 1 Rune have a potency of 3 stacked Runes and eliminates cooldown timer on Rune Enchantment and Effusion actions would be a nice contrast to the strictly defensive nature of RUN's current 2 hour. Call it Rapidfire Spellblade

Reaper
07-08-2013, 08:41 AM
since they haven't commented on it since that old post I would assume they mirror mimic pld's new SP and give them "reflect" for some amount of time(since last I heard pld's new SP is super reprisal)

Cljader1
07-08-2013, 06:45 PM
New RUN SP - all attacks aimed at the rune fencer will be transformed into magical damage which are based on the runes you harbor. That's the SP I would like to see

Nightfox
07-09-2013, 01:17 AM
I was thinking something like:

Omni Elemental:

Places an omni-rune on the user and surrounding party members.


Omni-Rune - grants resistance to all elements (200?), magic defense bonus (30?), and magic evasion (30?).


Range 30'

Stacks with 3 runes

Cannot be removed

Duration: 5m

Recast: 1hr

SpankWustler
07-09-2013, 02:42 AM
My only hope for the second SP is that it helps a Rune Fencer's whole alliance somehow. The worst magic damage and enfeebling effects in FFXI, like the worst anything and everything, are 10'-20' AoE.

As for what's likely...

Since Elemental Sforzo mirrors Paladin's Invincible, Rune Fencer's second SP might mirror Paladin's shield whacking attack and accuracy lowering SP thingy that was on the test server for a while. That is to say: "Deals magical damage and severely lowers the enemy's magic attack and magic accuracy."

Babekeke
07-09-2013, 03:53 AM
New RUN SP - all attacks aimed at the rune fencer will be transformed into magical damage which are based on the runes you harbor. That's the SP I would like to see

Lol this would be interesting as it would stack with Sforzo and basically make you 100% immune to all damage for the duration.

Babekeke
10-27-2013, 07:58 AM
Necro bump, I know, but apparently we're getting this JA in the next week or so. Yet we still haven't been told what it is, nor has it gone on the test server to see how badly bugged it is.

FaeQueenCory
10-29-2013, 07:11 AM
Necro bump, I know, but apparently we're getting this JA in the next week or so. Yet we still haven't been told what it is, nor has it gone on the test server to see how badly bugged it is.
You're using Logic again Babekeke!
LoL

On topic: I'd like something similar to SMN's new 2hr... a chainspell type deal similarly described by Alpheus... only w/o the potency buff.
Basically: Rune Enhancement recast = 0, effusion recast = 0.

Just think of the Gambit>Lunge shenanigans... Then maybe RUN could actually be hella useful in Delve... rather than "aw poo we don't have a drk... maybe a run? eh... w/e we're just plasm farming..." that it is now...

I'm kinda worried about how these new two hours will work... will they be a 1/1 merit? are they even still merit based???
And if they're like the meritWSs... how will more than 1/5 work?
We really need some hard facts about this next update.

Kote
10-30-2013, 09:42 AM
I still say if they want to add new two hour. They should make them quested via the origional NPC's that gave us our Artifacts, automaticly available to every job, or as a x/x merrit category. One merrit per ability max is "?", then folks would choose based on what they play the most.

Babekeke
10-30-2013, 03:32 PM
I was under the impression that every job was getting the SP2s, but that they would then be meritable. Like recast meritable down to 30 mins etc.

FaeQueenCory
10-31-2013, 12:08 AM
I was under the impression that every job was getting the SP2s, but that they would then be meritable. Like recast meritable down to 30 mins etc.
I was under the impression of a new merit category like the WSs...
>_>

We need more info.

dasva
11-02-2013, 09:09 AM
I know along time ago they mentioned something along the lines of meriting down both current 2hrs and sp2s but thought they might have rethought it when they just made them 1hrs anyways.


Side note depending on the potency runs could have a decent amount of potential

FaeQueenCory
11-03-2013, 12:39 AM
Having seen the new 2hr....
"meh"

It's ok...
It feels more RDM-enfeebley-mabob to me (shush, don't let the RDMs hear!).
But.... it's... something useable.
Would have preferred a more DD 2hr instead of a support style 2hr... buuuuut..... It's better than RDM's new 2hr.

And severe -Macc isn't bad...
Or it might be bad... Dunno the potency.
But it's kinda unneeded with Valliance/Vallation.........
Buuuuut... >_>
I dunno. I'm just underwhelmed by it.

dasva
11-03-2013, 04:37 AM
Well it sounds like it's not so much to help the RUN as everyone else in the alliance. Assuming it's fairly potent a single RUN might be able to more or less negate magic dmg/debuffs for a time. Almost like a perfect defense but without physical and as a debuff so it helsp everyone fighting the mob. Of course on the assumption that it is potent enough. If not then it's probably only going to be good for idk adl lol

Babekeke
11-08-2013, 12:01 AM
Well it sounds like it's not so much to help the RUN as everyone else in the alliance. Assuming it's fairly potent a single RUN might be able to more or less negate magic dmg/debuffs for a time. Almost like a perfect defense but without physical and as a debuff so it helsp everyone fighting the mob. Of course on the assumption that it is potent enough. If not then it's probably only going to be good for idk adl lol

I've not done enough ADL to be certain, but if you enfeeb the original ADL, do all the copies have the same debuffs on them? If so then this will be good for ADL, if not then not so good as all adds use TP/magic at the same time. Unless this ability is actually AOE and wasn't mentioned anywhere.

dasva
11-08-2013, 03:41 PM
Hmmm good point. Probably wouldn't be good then either unless it works oddly. Like I beleive it wont copy most debuffs but weird debuff stuff like th transfers over. Still I'm sure there might be something else where a not great potency might be useful for. Though still hoping it's a strong macc down

Babekeke
11-14-2013, 03:39 PM
Our new SP is basically the same as WHM's, but WHMs is better for a single party with multiple mobs, and ours is better for a single mob with multiple parties. Oh and ours will work on nukes too.

Kote
01-10-2014, 11:48 AM
Ok as I understand it Run's new 1hr serverely reduces a single mobs Magic Acc.. Now I'm told that one normal aoe move from the shark in wkr is aactualy a magical atk that rune can take alot less damage from. If that's the case then would this Ja also sereverely reduce the acc of magic based attacks/damage from Tp/melee as well?.

dasva
01-19-2014, 01:10 PM
If it's magic based dmg it most likely uses macc and this should help on it. I rarely get to use RUN so I can't speak for this ability in specific but I'm on pld alot and it's move is basically the same but for acc and it's a complete whiff fest against mobs that completely shrug off flash