Matsui here.
I'd like to inform you all about the new special abilities that will be implemented in the November version update.
In this update, we will be adding new special abilities for all 22 jobs.
Below is a list of the abilities for each job:
- Warrior
- Brazen Rush
Increases your double attack rate.
- Monk
- Inner Strength
Increases your max HP.
- White mage
- Asylum
Grants party members a powerful resistance against the effects of dispel and enfeebling magic.
- Black mage
- Subtle Sorcery
Lower enmity generated from spells and increase spell accuracy.
- Red mage
- Stymie
Greatly increase the accuracy of your next enfeebling magic spell.
- Thief
- Larceny
Steals one beneficial effect from an enemy.
- Paladin
- Intervene
Greatly lowers an enemy's attack power and accuracy with a strong shield bash.
- Dark knight
- Soul Enslavement
Grants a TP drain effect to melee attacks.
- Beastmaster
- Unleash
Increase Charm rate and reduces the recast time for Sic and Ready.
- Bard
- Clarion Call
Increases the number of songs that can be cast on party members by one.
- Ranger
- Overkill
Reduces the delay for ranged attacks and increase the rate for double shot and triple shot.
- Samurai
- Yaegasumi
Evades abilities. Additionally, TP is gained depending on the number of abilities evaded, and grants a bonus to weapon skill damage.
- Ninja
- Mikage
Grants a bonus to main weapon attack rounds based on the number of shadows.
- Dragoon
- Fly High
Reduces the recast time for Jump.
- Summoner
- Astral Conduit
Reduces the recast time for Blood Pacts.
- Blue mage
- Unbridled Wisdom
Special blue magic spells will become useable.
- Corsair
- Cut Card
Reduces the recast time for party members' special abilities.
- Puppetmaster
- Heady Artifice
Automatons use special abilities. The special ability used will differ depending on the head equipped.
- Dancer
- Grand Pas
Allows you to use Flourishes without consuming finishing moves.
- Scholar
- Caper Emissarius
Focuses enmity on a targeted party member.
- Geomancer
- Widened Compass
Expands the range of geomancy spell effects.
- Rune fencer
- Odyllic Subterfuge
Significantly reduces an enemy's magical accuracy.
Thank you so much for all the feedback on the new abilities up until now. I'd like to comment separately on some abilities that had a lot of feedback.
Quote:
- Red mage
- Stymie
Greatly increase the accuracy of your next enfeebling magic spell.
We've received feedback that the effect is too small for this to be a special ability, but the development team feels that it has a lot of potential, and will be implementing it with the current specifications.
Regardless if they are boss-grade monster or not, the monsters introduced after Adoulin have been created to not have complete resistances as much as possible except those that have cumulative resistance to petrify and terror. Depending on the monster, they may have high resistances and despite using Elemental Seal spells may be resisted at a high rate; however, by using Stymie it will be possible to enfeeble these kinds of monsters, this can lend itself to opening up different strategies depending on how it is used.
However, we feel it's problematic that "Slow" is ineffective against monsters such as Matamata and Harpeia whose regular attacks are treated as special abilities, so we will be making adjustments to the system and make it so that "Slow" becomes effective.
Quote:
- Ninja
- Mikage
Grants a bonus to main weapon attack rounds based on the number of shadows.
After looking into everyone's concern about the TP fed to enemies with an increase in attack rounds, we've added a strong subtle blow effect in order to reduce the amount of TP given to enemies. While under the effects of Mikage, the subtle blow cap will be increased significantly, so you will be able to largely reduce the amount of TP given to enemies by the combination of equipment and job traits.
Quote:
- Puppetmaster
- Heady Artifice
Automatons use special abilities. The special ability used will differ depending on the head equipped.
We've made adjustments to increase the amount of enmity generated by the Valoredge's Invincible making it easier to keep an enemy on them. Moving forward we will be keeping an eye on the situation for each head's special ability effect and making adjustments accordingly.
While we looked into the requests we received to give puppetmasters their own special effect instead of other jobs' special abilities, as Camate commented
here previously, we wanted to deviate from the shared effect of "Overdrive" and after considering both originality and practicality, we decided to adopt the current ability.
Also, while this is slightly off-topic from new special abilities, in the December version update we will be making adjustments to "Overdrive" and making it so you receive three maneuvers worth of an effect from a single maneuver. We'll still be keeping the maximum amount of maneuvers for a single element at three, so it won't be possible to go above this, but we will be making it so you can simultaneously increase the number of maneuvers for three elements to the maximum.
I mentioned that we were looking to perform the adjustments to "Overdrive" at the same time we added the new special abilities, but due to scheduling, it unfortunately will be one month later than the special abilities. I apologize to all of you who were anxiously awaiting the adjustment, but please give us just a bit more time.
I understand that there is feedback for further adjustments, but as all of the stats and direction for each ability has already been decided, we will be implementing these in the November version update. Moving forward, we'd like a greater range of feedback, including players who haven't participated in Test Server testing, and we will be making balance adjustments as needed, so please try using these new special abilities in a variety of situations.