Wow just noticed that part after an reread, now i know why PGL INT is so high lol -.-Quote:
Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
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Wow just noticed that part after an reread, now i know why PGL INT is so high lol -.-Quote:
Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
Maybe I need to try it first, but I suddenly don't want to play a mage anymore, which was the only type I wanted to play...
Go into passive mode and stand there just observing. Woop.
Amen.
1. MP pot : Ether
2. Pray your pt have bard for mp recover and dont even pray, PT will have bard (next patch)
3. 5 toggle that consume MP are element dmg and kick and the one prevent move or use skill will be remove after use a skill so np. At best you only active 2 and the 3rd will be on and off
4. ∟PGL WS 8 : Melee attack. Chance to absorb MP when executed from the right or left of the target.Combo: PGL WS 5, Bonus: Chance to increase Absorb MP effect.
so no, Mp wont be issue with PUG, just use stuff right
It looks awesome!!
I'm going to love my archer-bard!!! :D
Thank you very much for this wonderful change Yoshi-P!
edit: I know jobs just come in 1.21, still, that gives me the time to get used to the new archer actions.
I think this thing has a few typos. For one, why are there 4 fire spells for THM/BLM? I thought we were trying to avoid redundant abilities. Second, why do CON, THM, and BLM all have sleep spells? This is especially confusing since they actively mention CON being able to put mobs to sleep, whereas don't make that same mention for THM. Maybe I'm wrong, but I can't help but think that they made a mistake there.
Either way, still excited for PUG, MNK, and BRD.
I can see what they are doing with how they split the elements between Con and thm.
Traditionally in offline FF, whm generally gets Aero spell. Blm traditionally gets Fire, Blizzard, and Thunder. Water and Earth spells sometimes showed up but they were usually learned much later on and weren't used as much as these three basic ones.
So it seems they are trying to make it more like the tradtional FFs which I think is pretty cool. Although I'd love to hear how they are going to clear up this from a lore standpoint, lol.
The Changes to the DoWs sound great!
However DoM got raped pretty badly. It seems to me Yoshi wants to make them just as generic as Mage Jobs in any other MMO. Giving them random spells and make them all have the same amount of Spells and abilities. We will have to see how it works out but DoMs lost a lot of charm in my opinion.
BLM gets convert - BLM Abl. 1 O Switches current HP and MP values.
ARC gets refresh - BRD Mag. 1 O Self AoE Gradually restores the MP of all party members within range.
WHM gets benidiction - WHM Abl. 2 O Instantly restores HP of all party members.
Con is getting Stone as well as Aero.
Actually i think they look better all you do on thm is cast sac and some debuffs and stand there, wishing your spells didn't do 20 dmg to Ifrit.
thm changed alot compared to the rest,now its basically blm and cnj is whm.
Something I realized here:
Does this mean Archer's auto-attack is becoming a ranged auto-attack where they'll continuously fire arrows every few seconds? Unless we can move as we shoot I predict continual animation lock issues and really, nobody's going to want to party with an Archer for now on.Quote:
ARC Auto-attack - Ranged attack. Does not consume TP.
Conjurer: "I'm sleeping the mob! Hold on!"
Archer shoots it with an arrow and wakes it up.
Conjurer: "Dude WTF?! I said I was sleeping it!"
Archer: "It wasn't me! Auto-attack did it!"
IMO Ranged Attacks have to be the worst form of auto-attack to give unless it can be toggled outside of disengaging the enemy. Not only will we be wasting precious arrows repeatedly (Unless arrows are done away with and made unlimited, I so hope not!) but we'll break every sleep effect, every bind effect dealt to an enemy because we can't stop firing our bows.
I imagine it'll be an action on our bars. When you press it you start auto-attacking. Press it again and auto-attack stops.Quote:
ARC Auto-attack - Ranged attack. Does not consume TP.
I am with you. So far, the only fighting class I really enjoyed was Pugilist. At first glance, I am very unhappy that PGL is now going to rely on a lot of mp based moves. I didn't level PGL to be a magic user class, but a pure fighting class. It was, for me, a huge disappointment to read these mp based changes.
Restoring MP using the evasion based action is ok solo, but will likely be highly problematic during any party content. There needs to be at least one more option that does not rely on a mob trying to hit me during a party situation.
Uh, I didn't say they shouldn't have auto-attack, just not as a ranged version. Most people have common sense to turn away or run away from the enemy soon as it's slept and thus prevent auto-attack. With an Archer soon as you turn around you're going to shoot the enemy whether you want to or not. And again as I said it sticks you in a state of animation-lock (The prime reason nobody wants Archer for even Ifrit besides damage.) since you gotta stop and nock an arrow each time. Now if they let you shoot while moving then it solves that issue yet there's still the effect that you're using up your arrow supply. Of classes only Archer has to spend gil to deal damage.
And some types of arrows alone can get extremely expensive. Cobalt Arrows were running for about 130G per arrow in the market wards on Besaid in Ul'dah, 126K or so for a single stack last I checked. To those who don't play Archer as their main class it may not seem like a big deal, but to those who do, it is.
Again, unless they change it, not possible. Currently firing an arrow forces you to turn around. But there's still like I said, the issue of the animation lock.
Few things to point out after rereading once more, Why does THM need 4 AoE fire spells 1 from BLM 3 from THM.
The DEF spell CNJ has they should include magic def with hat spell as well.
Or disengage? I didn't think pressing the active mode button was hard. Virtually every other archer in mmos have their form of auto attack as well. I don't see why this is an issue.
Looking at Lancer/Dragoon, I'm slightly disappointed at the loss of a lot of our direct AoE (which may change) As well as the loss of Lifesurge, but I like most the other changes as they are seen on paper. But let's see how it actually plays.
For those complaining about MP pools and "needing" a refresher:
This is a cross-class skill.Quote:
CON Abl. 2 Temporarily halves enmity and gradually restores MP.
Mage elementals are slightly concerning. We'll have to see how it plays out. Maybe they are re-designing the elemental pairings. THM missing the "6 Elements" is a concern too. Perhaps a trait could be: Ice <--> Water.
I will miss Speed Surge as a LNC. Gaining Dark Knight type skills is rather interesting.
I thought lnc still has an skill that grants hp to draining to atks but it just consumes tp now
If exp parties are going to be anything like they are now, BRD is most definitely not going to be required no matter what other jobs you have in the group. Raids and Dungeons might be a different matter, however. I could see a BRD being required (by the community, but not by design) for some of the longer boss fights if they are ever implemented.
Life surge looks pretty intact to me:
Quote:
LNC Abl. 3 O Consumes TP to grant an Absorb HP effect to auto-attacks, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 2.
Hmm. LNC for me has always been about control. Control of the enemy's position and yours, control of the enemy's TP and yours, control of your attack speed, crowd control, etc. Some TP control might be left, but only for yourself not the enemy. Control of position is not there. Crowd control...well, two aoe ws, need I say more? No way to reduce enemy movement or speed, or change yours for that matter. In exchange for removing all that we get...high damage. Whoopee.
In effect: LNC went from support/DD to high dmg DD.
Naturally, specifics aren't known yet but it looks like LNC has been severely nerfed from what its concept used to be. :/
These are all actions a pug can use to get mp back.
Quote:
PUG Abl. 4 - Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
PGL WS 8 - Melee attack. Chance to absorb MP when executed from the right or left of the target.Combo: PGL WS 5, Bonus: Chance to increase Absorb MP effect.
CON Abl. 2 - Temporarily halves enmity and gradually restores MP.
THM Mag. 2 - Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.