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  1. #1
    Player Siiri's Avatar
    Join Date
    Mar 2011
    Posts
    233
    Character
    Siiri
    World
    Bismarck
    Main Class
    WHM Lv 99
    These seem really weak as a whole. What happened to the person who designed embrava?
    (8)

  2. #2
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Quote Originally Posted by Siiri View Post
    These seem really weak as a whole. What happened to the person who designed embrava?
    He or she got massive schooling on scholary subject as "BARANCE"!!!! and how to please stop giving player a really really good two hours and one that is actually deserved to be called 2 hour job ability. So yeah, we are getting craptastic mostly useless new thing, except you know, Samurai is once again getting a new JA that is actually extremely potent.
    (1)

  3. #3
    Player Kavik's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    254
    Character
    Kavik
    World
    Fenrir
    Main Class
    PLD Lv 99
    Job Effects
    WAR Regular attacks will become non-elemental and grants a drastic increase in accuracy.

    ^-- Meh, mnk already has this in Formless strikes, this would be a good new JA for war, but not a 2hr.

    MNK Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.

    ^-- This seems redundant to what mnk already has. Bolded section: you are introducing a new tank sometime within the next 6-12 months and you are giving a unintentional tank job something that increases their enmity by a large amount? That's just a fuck you to anyone trying to tank, scenerio, mnk pulls hate, hits this 2hr for whatecer reason, looks whose the tank for the rest of the fight unless they die.

    WHM Grants party members protection from status ailments.

    ^-- Um barspells? ^ reads to me as AoE Fealty which is largely useless and would be even more so useless only every 2 hrs. This would be epic as a new regular JA however.

    BLM Grants a drastic decrease in enmity generated by magic attacks.

    ^-- with enmity douse this is not really an issue anymore. Unless enmity douse is down, then u need to be intelligent and not go batshit with spells.

    RDM Grants an increase to the effect and effect duration of enhancing magic.

    ^-- why? As most people have said, unless you make them AoE it's pointless.

    THF Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front of them.

    ^-- Current enmity? Enmity developed during this 'assault'?

    PLD Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.

    ^-- Add in a increase in enmity cap while this is active and i could see this being REALLY useful.

    DRK Steals an enemy's TP through regular attacks while the effect is active.

    ^-- Not a drk personally but knowing that drk is a DD job and this would let u spam more ws, i could see it being useful

    BST Absorbs the pet and recovers both HP and removes status ailments. Also, the player will receive a Reraise effect.

    ^-- no, just no. Let us use tp abilities without the tp restriction or take off the recast on tp abilities or something.

    BRD Drastically reduces the magic defense, magic evasion, and INT/MND of the target.

    ^-- .... meh, you COULD let us have 3 songs for one brd?

    RNG The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.

    ^-- Not a rng but only useful thing there is no ammo consumed.

    SAM All damage caused by physical special abilities will be evaded. Additionally, weapon skill damage will increase as
    more special abilities are evaded.

    ^-- This seems like a tank ability, not a sam ability.

    NIN Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.

    ^-- Nin already got this... they don't need an another ability for it?

    DRG Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.

    ^-- It'd have to be a lot... like make the pet entirely impervious to dmg.

    SMN The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.

    ^-- Overpowered a tad.

    BLU While the ability is in effect, blue magic from Unbridled Learning can be used continuously.

    ^-- As a regular blu this is f'ing epic.

    COR Grants the ability to use up to 3 Phantom Roll effects.

    ^--- ... yay?

    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

    ^-- Eh better then overdrive, not by much though.

    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.

    ^-- Dnc does not really have long enough recast timers to worry about flourish timers, the finising moves would come down to duration.

    SCH Will direct enmity of all party members to an indicated player.

    ^-- Like pull everyone elses enmity off and put it on say the tank? Or make all future enmities directed at that person? If the latter that would help with tanking problems and make sch very useful in a tank situation.
    (3)
    FFXI forever! 99 PLD THF DRG DNC WHM SCH BRD BLM BLU BST
    Burtgang Excalibur Aegis Ochain


  4. #4
    Player Teraniku's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    672
    Character
    Teraniku
    World
    Shiva
    Main Class
    WHM Lv 99
    Quote Originally Posted by Kavik View Post

    SMN The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.

    ^-- Overpowered a tad.
    Then take Chainspell away from RDM while you're at it, that's all this is, A SMN version of Chainspell.
    (0)
    Last edited by Teraniku; 08-03-2012 at 01:46 AM.

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