When you say "large scale changes" I hope you mean the devs went back to the drawing board altogether and came up with something different, and useful, for bst.
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The point is that reducing them to one hour makes almost no difference at all when you look at how most two hours are used. It really has nothing to do with balance. By reducing the effectiveness of the "one hours" they are in effect making them useless for anything. How often do you use your 2hr?
The real issue here (whether they will admit it or not) is the development teams obvious lack experience doing anything in the game. It's pretty evident by the choices they make when nerfing things in general. Sometimes I wonder if they even play at all anymore...
Thank you very much for the update! I am looking forward to seeing what has been decided for the additional 2-hour abilities.!
Heh, Mighty Strikes could be used with a new JA that makes all of your swings DA?
... I small a WAR nerf incoming!
Normally, my most useful 2hr is Invincible on PLD. I use it for OSHIT moments.
Then I usually get hit by Thundaga V.
Where's your aegis, bro?
Greetings!
We are still organizing the information for how the effects of the new special abilities will change; however, I would like to go ahead and share the changes that were already implemented on the Test Server:
- Warrior
The effect will be changed to the following:
"While the effect is active, grants a 100% chance of activating Double Attack.” (Can be applied towards weapon skills as well)
- Black mage
In addition to the original effect, it will now also grant a large increase to magic accuracy.
- Samurai
In addition to the original effect, it will now also grant TP when evading attacks.
- Summoner
In addition to the original effect, when using the ability MP will be completely restored.
- Blue mage
In addition to the original effect, the recast timer for spells that can be used under Unbridled Learning will be removed.
*Currently the ability and status icon explanations have not changed, but the above changes to the effects have been reflected in the update.
Please test them all out and let us know your thoughts!
Good positive updates at least.
WAR is still kinda 'meh', unless people are actually going to make a separate gear set for whilst under this effect, but it's better than it was. Particularly Ukon owners getting TP a little faster, and an extra hit on every Ukko's.
SAM and SMN I'm surprised about because they were pretty dam good to start with.
BLM is acceptable, and BLU was required. Neither are particularly special though.
WAR = Good
BLM = Change it to MAB
SAM = Wasn't this good enough already? I mean really, it was already better than any other 2-hour basically, and your giving it even more?!
SMN = I thought this was pretty badass already too, but this makes sense to change, wish you did the same to Chainspell though seeing as its basically the same thing, just altered to fit the jobs needs...
BLU = I guess ok? Idk, not a BLU, never used the UL spells really because of their bad rep, so cant tell ya how I perceive it.
Camate~ is there any chance you could let me know what will happen to my RDM 2-hours? If you can tell me my buffs get +50% duration & potency Ill give you a big ol Savory Shank! I know how you King Behemoths love those! ~_^
War seems solid. There are certainly scenarios where it easily beats out Mighty Strikes, while in other situations Mighty Strikes would win. I can't see any complaints about it.
Blm seems situationally useful, for mobs with extremely high resist rates. Certainly an alternative to Manafont in times where it's a waste to cast the spells even if they're free.
Sam already seemed like it was near the top of the new abilities, but this seems fine when compared to the revamped War (as opposed to the pathetic original War).
Smn is a nice boost, and appropriate. Fill up the MP pool at the start so that you can actually use it, sort of like giving Sam 300 TP at the start of Meikyo.
Blu's improvement is similar to Tabula Rasa's removal of strategem reuse timers, and likewise appropriate for its purpose. As an SP it seems perfectly fine; the only issue is the value of actually using the UL spells.
Thank you for the update on these Camate! I am ecstatic about the 2-hours being reduced to 1-hours so they can see more play. I am also extremely interested and optemistic in what the results of stacking origional 2-hours (1-hours) with the new ones. If they can indeed be stacked... :rolleyes:
The changes to BLM and BLU look good, but well see how much magic acc this will be giving BLM. SMN getting their MP fully restored is nifty, maybe with the changes to Embrava giving MP we will start to see RDM and SCH magic burning with the help of Chainspell + this SMN 2-hour (1-hour)?... Just a thought. :p
I'm most I'm shocked about the buffs to SAM but it will still depend on the TP gained when evading, if its 1-3 like with some of the SAM gear that gives tp when you take a hit I'm not sure how much of a difference it would make. However with 2-hours (1-hours) having separate timers Meikyo Shisui + the damage boost and evading provided by this 2-hour (1-hour) will be impressive.
Warriors you guys lucked out with this being far better then your previous new 2-hour (1-hour now) proposed by SE, even if you have your double attack capped out. :D WAR/SAM with 100% double attack, its already high TP gain + this = WS spamage. Not to mention that this and Mighty Strikes will be on a 1-hour timer and can be stacked with Mighty Strikes! This will result in multiple Ukko's Fury with 4 hits rather then 2 with all 4 landing crits. Would still like to know the duration of this new 2-hour (1-hour).
Last point id like to touch on is, when can we expect updates for the next batch of changed 2-hours (1-hours) including: RDM, THF, PLD, BST, BRD, RNG, NIN, DRG, and COR? And on a slight side note to my piers in the forums... Will you call 2-hour abilities 2-hours or 1-hours now? :o
To me they are 2-hours, have been since I started & will probably continue to be called that by me unless something more catchy comes along, 1-hours doesn't sound quite right, I mean if anything it sounds like they should be called hour abilities, and that just doesn't sound good, kinda bleh. Special Abilities sounds to eh, formal or just long, so need a new term before I plan to stop calling them 2-hours.
'SP' abilities.
Yeah but that doesn't sound to good either imo. :(
SP stands for Special, I think, so you could call them that if you want?
I'd recommend re-thinking the Dancer 2-hour too. It's approximately the same as the BLU one (now) except that we're limited to using three flourishes and they can cast as many spells as they want.
I don't think the DNC ability will be limited to 3 finishing moves, as far as I'm aware the DNC ability will grant 5 finishing moves while reseting all the recast timers. In addition I believe it will not consume finishing moves for the duration of the effect allowing DNC to spam so long as their timers will allow them to do so and then still have 5 finishing moves afterwords. Information pulled from bellow.
Cut out the coding from the quoted text to spare myself the hassle of sorting through it.
Well, they didn't list it as adjusted and the previous release was limited to 3 Flourishes (not Finishing Moves).
Edit: I just went to the test server and confirmed it. Grand Pas still wears off after three Flourishes.
Ok maybe I'm misreading but "separate timers" means they BOTH can be used right? Or does it just override the other 2hr when you use it?
Oh? Then I agree that it should not be limited to the amount of flourishes the DNC has. I much prefer the unlimited finishing moves for the duration of the ability.
I read it the same way as you Infidi, I do hope that these abilities won't overwrite one another.
Oh hey :O! That WAR 2hour is the one i suggested.
Coincidence? Absolutely!
Will i take it as such? Not a chance.
Hell yah an Idea i suggested got implemented.
Camate would you please ask the dev team if they are still considering being able to merit these recasts down to 30 minutes? And could you also ask if this will apply to the old SP abilities as well as the new ones?
For reference here's the original post:
http://forum.square-enix.com/ffxi/th...l=1#post359060
Thanks in advance!
Truly, good news for everyone, and not even the kind of "good news" that Professor Farnsworth might deliver.
The revised Warrior ability is as close to perfect as any alternative or compliment to Mighty Strikes will ever be, I think. Sometimes one is better, sometimes the other is better, using both at once will be beastly if the plan to keep recasts separate does not change; perfect.
The rest of the changes are not as drastic, but each change compliments the purpose of the ability changed and adds usefulness. In the case of the Blue Mage SP, the change brings it from "unusable" to "very situational" which I think is a relatively large change.
If some of the other new SP abilities at the bottom of the pile, such as Dancer and Beastmaster, were to receive changes or additions comparable to these, that would be super-awesome.
.... i gotta wonder why the heck is SAM's getting boosted even further wasn't Perfect Dodge/dodge elemental attacks/Attack boost enough why do they need another bonus with it....
Hmm. Honestly, the ability to use them simultaneously makes me concerned that the combo could be considered overpowered. While I'm sure it's lots of fun, it seems like it could put war -too- far ahead, given the right config.Quote:
Just tried the WAR ones. They don't overwrite each other ^^. Can be used at same time.
Is it the norm to have a 6 or 7-hit when using resolution? ~53STP req'd for a 6-hit probably even less with guarantee'd DA on the WS and without needing DA gear for TP phase that's probably easy to get, but...
Perma double-attack prefers an odd number of hit setup (5 or 7) or you're spilling over on TP. If 7-hit is the norm for a res setup with ragna then this is a great option for ragna wars, but Ukon wars will be losing out unless they specifically gear for a 5-hit just for the duration of this ability. Mainly by dropping some DA geat for sTP.
2 attack rounds between WS is a vast improvement over 4-5 (4, assuming DA would usually proc once, 5 without), but not gearing for a 5-hit and still needing 3 attack rounds instead of the old 4-5 isn't a vast improvement. Obviously the extra hit on WS is good though.
hmmm blus sounds nice but they probably also need to lower all the magical UL spells casting timers down to melee spells casting times as well.... as well as add some spells broken enough to be worth spamming >.>;
One thing they need to fix so far as I know with RDM at least is duration. Even if you can stack Chainspell with the new one I would really hate to have to stack them just to fully buff myself in time.
MNK = ewwww
Congratulations wars!...umm SE can you allow drks new special ability to drain on weaponskills??
With the special abilities to overlap such as WARS makes me wonder if they can tweak DRKS if both act like an EN-style attack en-drain or en-abs-tp there will be zero way for both to be active at the same time as enspell type effects can only have one active at any time.