Suddenly, I know how that little Japanese man who lives in an emoticon and flips over tables feels. I give up on cleverly formatting a response to include the cells.
Also, I was hoping that the power of Embrava and Perfect Defense were indicators that the Development Bros had learned how to make super-duper awesome two-hour abilities. That hope just died of complications from a respiratory infection while bed-ridden in a nursing home, suffering from dementia and only visited by its children once a month.
That said, I think a lot of them are pretty cool even though they're not amazing.
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WAR - Regular attacks will become non-elemental and grants a drastic increase in accuracy.
This will be extremely useful for between 1-5% of the situations a Warrior would normally be in, such as fighting Naraka in Legion and probably some stuff I can't remember. This would actually be one of the better ones if it didn't have to compete with Mighty Strikes, which is pretty damn mighty.
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MNK - Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.
Assuming the Development Bros know that Counters currently grant 0 enmity, I could see this being good for what it is. Still, a tanking ability that works best with limited support or incompetent support is unlikely to compete with damage-dealing ability that works best with limited support or incompetent support.
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WHM - Grants party members protection from status ailments.
Much better than Benediction in this day and age. I bet it will still be worse than Perfect Defense, although the duration could make all the difference here.
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BLM - Grants a drastic decrease in enmity generated by magic attacks.
Something that increased damage would be more useful, since Mana Font does not do that.
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RDM - Grants an increase to the effect and effect duration of enhancing magic.
so much depends
upon
a red mage
ability
given a high
potency
alongside the duration
increase.
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THF - Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front of them.
I like major damage!
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PLD - Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.
This sounds worse than Invincible for the few situations that players would bring a Paladin to handle. Although, if this reflects a LOT of damage, I have to think someone could find some use for it. There is always a place for heavy damage if a job is already along to do other stuff.
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DRK - Steals an enemy's TP through regular attacks while the effect is active.
This could be amazing and this could be horrible. If this is Absorb-TP on every swing, it will be amazing. If the effect is more like the additional effect on Twilight Knife, it will be horrible.
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BST - Absorbs the pet and recovers both HP and removes status ailments. Also, the player will receive a Reraise effect.
I assume the Reraise is in the place of the offensive buffs granted by Spirit Surge, and this has no offensive side. If that is the case, this is truly an execrable ability. Run Wild has found a drinking buddy. A drinking buddy who suffers from crippling alcoholism and a failing liver.
If there's no offensive buff, this ability is not good. Not good at all. It's bad. Very bad. BAD END.
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BRD - Drastically reduces the magic defense, magic evasion, and INT/MND of the target.
Very few things are killed using magic damage and Soul Voice is a pretty solid 2-hour, so I'm not sure when anyone would use this. It could have an awesome potency and an awesome duration, and I still can't think of when it would be used.
This doesn't sound like a bad ability, but I doubt there's any niche for it.
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RNG - The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.
This sounds much better than Eagle Eye Shot, partly because Eagle Eye Shot is so bad. Not a bad addition to Ranger for folks who still use Ranger for zerg-type stuff.
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SAM - All damage caused by physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.
This sounds great. GOOD END.
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NIN - Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.
This is less awful than Mijin Gakure. That is the nicest thing I can say.
Something that increased damage would be better.
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DRG - Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.
This sounds beyond pointless for group activities. Depending on the duration, it might be worthwhile for soloing or in a duo?
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SMN - The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.
It's no Perfect Defense, but I was expecting something much worse. This could be epic for Shock Squall...which is generally only used in the same situations as Perfect Defense...so...uh...Good for finishing something off with five Predator Claws or Heavenly Strikes while in a very small group, I guess.
This isn't bad, but again, it's not Perfect Defense.
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BLU - While the ability is in effect, blue magic from Unbridled Learning can be used continuously.
Most of the Unbridled Learning spells aren't even worth casting once every five minutes, so I don't see the point of this. If those spells were adjusted, this ability could be lot of fun.
As it stands, this ability sounds worse than any two-hour ability ever. It has a chance to get a lot better as more monsters are introduced in Seekers of Andoulin, but I won't hold my breath.
Seriously, this one is bad. Worse than the Beastmaster thing. Worse than waking up on the floor of a public restroom. The worst.
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COR - Grants the ability to use up to 3 Phantom Roll effects.
Everything depends on the duration and, more importantly, the mechanics. This could be epic. It could also fall flat.
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PUP - Automaton will use special abilities. Special ability usage will depend on the automaton head.
Harlequin Head: Mighty Strikes
Valoredge Head: Invincible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (Will only apply to the master and automaton)
Spiritreaver Head: Manafont
Really awesome concept but the execution is really clumsy.
This would be infinitely more useful if Mighty Strikes were moved to Valoredge, and Eagle Eye Shot as well as Benediction-lite were replaced by something else. Benediction-lite, in particular, is really bad.
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DNC - Grants maximum amount of Finishing Moves and the recast time of all Flourishes will be reset.
Additionally, while the ability is in effect, Finishing Moves will not be consumed.
This is really nice. What Trance is to Dancer's atrophied healing side, this ability will be to Dancer's relatively healthy stuff-hitting side. Not amazing or game-breaking, but this sounds very nice.
I'd like to think that the Development Bros' bitterness after Byrth and roughly one-hundred other people made fun of their newborn Ternary Flourish helped motivate them while they making this. Shaking their fists at the sky with vengeful thoughts in their minds, the Development Bros set out to make a time when all flourishes are useful.
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SCH - Will direct enmity of all party members to an indicated player.
This is interesting, and surprisingly strong given how timid the Development Bros usually are with enmity, but it's not Embrava. This is not Embrava.
EMBRAVA.