Oh I know, I don't think its good either... like I said, special TPs for each pet or a HNM pet is the way they should go with it, this has so few good uses... ><;
Oh I know, I don't think its good either... like I said, special TPs for each pet or a HNM pet is the way they should go with it, this has so few good uses... ><;
I enjoy that everything on this list will be good or bad based on implementation and situation of use, but people are taking it as bad news.
I'm a RequieSCAT-MAN!
Just got home from work, want to say regarding PUP 2hour.
WIth Mobs, During Chainspell and Manafont, Universal recasts are set to 0, So they cast over and over, Its absolutely pessimistic to the point of being sadistic to assume that the Automaton's will not adopt the same behavoir.
have some degree of faith in SE.
Also, after re-reading the THF 2hour, It looks like a Massive Trick attack... Rather it will be a JA like say, EES Where its one shot one kill, or a Permanent effect for a small time, It remains to see.
Honestly, if its a 1-shot Attack, It better be f**ktons stronger than a 300%TP Rudra's or 99 Mandau Mercy Stroke (If its Stackable with SA/TA, Which it should be).
I just got home from work also.![]()
My opinions and suggestions are as followed:
2-hours that sound good:
SMN - No blood pact limits sounds amazing.
WAR - Non-elemental damage could be useful on certain damage resistance mobs.
MNK - It's not better than hundred fists, but I can see it being great against monsters that attack non-stop. MNK already almost counters most attacks with counterstance up.
WHM - Better than Benediction for monsters that spam Doom, Charm or Breakga. Amazing if it stops enemies' special attacks from causing additional effects like Weakness, Muddle, Amnesia, and Encumbrance.
BLM - Nuking with less enmity sounds fun.
THF - Sounds like Eagle Eye Shot to me. I like how they are making the enmity for it go towards the player in front of them.
DRK - Sounds amazing for Ragnarok/Caladbolg users.
SAM - A tough competitor with Meikyo Shisui. I can still see it useful for certain occasions over Meikyo Shisui.
DNC - Sounds better than Trance.
SCH - I can see it good in certain occasions where/if a tank is ever actually needed. With the enmity system broken, most people just zerg everything in content nowadays.
2-hours that could be potentially good:
RDM - Dependent on buff enhancement. RDM soloers may love it.
BRD - It sounds like good debuff ability. It could possibly increase BLMs damage by a considerate amount in nukes. Wait for test server testing.
NIN - Wait for test server testing for parry amount.
DRG - Sounds good for soloers, but it doesn't really help out DRGs in party/alliance situations.
RNG - Better than Eage Eye Shot depending on the duration.
COR - Sounds great, but I wish it would also make the recast timer of Phantom Roll instant while the ability is up or if you bust, no bust would appear and you could re-roll immediately.
2-hours that need revising:
PLD - Horrible. How about changing it to cap the enmity of the PLD and resetting the enmity of all party/alliance members on the designated monster instead? Or have the designated monster's attention only on the PLD while the ability is in use.
BST - It could be useful for soloing if you can use the ability on charmed monsters as mentioned, but besides that it sounds horrid.
BLU - The recast timers of the spells accessible from Unbridled Learning along with their damage and effects make this ability useless. BLU's main problem, in my opinion, exists with the wait in between spells being set. Why not make an ability that lets all spells useable while it is active? You don't have to activate all job traits with the spells if it would seem too overpowered. Instead, only the original job traits from spells that are already set would be active. Lastly, there was a discussion long ago on the forums about an ability to turn into a Soulflayer for a limited amount of time with enhanced stats, Magic Attack, and Magic Accuracy.
PUP - As others have already mentioned, the two hours need to be changed up. The idea of the implication of 2-hour abilities to automatons is a giving though.
While I like the idea behind the PUP 2 hour, I'm not sure any of the puppets would use them as even close to as effectively as the jobs that already have them, which means they're not really "Two hour" abilities in terms of power. VE, Stormwaker and Soulsoother's could be be useful in a pinch while soloing (and might even be somewhat fun there), but that's about it.
Mighty Strikes for Harle, if anyone ever used it, on a VE frame with three wind maneuvers up, MIGHT do something (though I doubt it) if it didn't just die instantly (with the Harle body, it would waste time casting during its Mighty Strikes... Oh yeah, you paralyze that monster instead of hitting it with your weaker but still guaranteed crits, Harle!) and all of String Shredder landed. Maybe.
As far as Benediction, I'm most disappointed in that one even if it's potentially useful. Why the hell give PUP a two hour that is directly inferior to another job's ability with the same name and still treat it like it's a "Two hour" power? I mean, really. It's not like you can use all of them at the same time. If you're going to do that, SE, just give it a different power instead. Or you could make it a real joke by naming it "Weakened Two Hour." At least Stormwaker will probably chain cast, VE will be invincible from physical damage, Spiritreaver will cast with no mana cost and Harlol will get guaranteed crits like the jobs their powers come from (even if the result is a lot weaker in all cases). But Soulsoother won't be getting the WHM's Benediction. It can achieve essentially the same thing by casting Cure VI on the master while the master uses Repair, with a three minute cooldown.
The DRK one could be hit or miss depending on duration if its just an ABS-TP for lets say 30 secs like Blood weapon it'll seem very meh but if it lasts as long as say Mighty Strikes it will be a great addition.
SAM if i am reading it correctly seems like an Invincible+ an attack boost
It really is just SMN's chainspell, It'll still cost a fkton of MP to blow the BP's off, and there's still the 3-4 Seconde Charge time each Avatar has on BP's.
It'll be a nice ability for sure, but overpowered? F**k no, Unless you wanna get into Victory Smite, Ukko's Fury, Mighty Strikes + Upheaval, Etc etc etc, because those are significantly more broken than this new SMN 2hour, and they can (Bar MS/Up) be used on command by any player with a iota of dedication.
As a long time DRG, I see the new two hour as the wyvern evolution I recall seeing rather frequently, just without giving us a full on Wyrm. This also all depends on the buffs it's supposed to get. It could be great, but as of right now, it seems like Spirit Link +1. I do see some potential here, as I am resistant to use Spirit Surge because it means I lose the Jump TP bonus on spirit and soul jumps.
SAM's 2hr seems amazing, one of the best laid out so far, rivaled only by the SMN one. In a zerg, (Provenence Watcher comes to mind) you're going to have more tp accumulation that really Meikyo would just be a drop in the bucket. But this 2hr grants immunity to all physical tp moves from the mob, so in a sense SAM gets a mini invincible. Top that off with any mob spamming TP during the duration of this new 2hr directly impacts your WS damage. SAM again gets a lot of love from the devs -- not that I'm complaning.
NIN for me is where the question of a shared timer becomes key. Because I love Mijin. The ability to erase weakness is invaluable. I always like to have it strategically available for just in case shit hits the fan. But if the 2hr timers are linked, I would question as to why I would blow that recast on something I already have every 5 minutes, and my utsu macro has already made my recast 23~24 seconds with haste. Assuming it stacks, 12 second utsusemi: ni would be great, but you already have 5 shadows that offer a lot of protection from single attacks. AoE attacks render this point moot regardless. Unless the intent here is for NINs to spam the elemental wheel again, but why? 100% Ninja tool expertise? okay... in two hours solo in dynamis I only manage to use an average of 30-40 shihei with Augmented Koga +2 and 1 point in NTE. If the concern was tool conservation, they shoulda left 100% NTE on Yonin. I don't really see a point to a defensive 2hr for NIN. We already have two A- defensive skills, which personally provide me with a lot of attack negation overall, an amazing parry stance, and access to LOADS of evasion gear. Couple that with 4/5 Shadows, this new 2hr is incredibly redundant. Same with PLD, any serious PLD already has an Ochain or at least plans on making one. I mean most of these seem to be a reshuffling of 2hr assignments (DRG gets Famliar, BST gets Spirit Surge, SMN gets Meikyo/Chainspell, THF gets EES, SAM gets Invincible, PUP gets 6 more choices in 2hrs). Why couldn't we just get a form of Mighty Strikes to give us some use in a zerg or something, like while shadows are up.
Some of the other ones are a bit interesting; DRK in particular. Revival of the KC zerg? Imagine if this takes the amount of TP on a 1:1 damage. The mob could potentially be neutered in terms of TP spamming. If these new 2hrs do not share timers you could start with BW and end with the new 2hr and could fit within a Souleater time frame.
SCH would be benefit from separate timers as well, because as stated by everyone here, who would chose anything over Embrava? On fights where PLDs are needed he could potentially never lose hate. One thing that saddens me though is I see no place for a RDM in a large party situation.
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