Hey gang,
Just a heads up that we've been working on correcting the copy and paste-related errors that appeared throughout the "Item"-related section of the patch notes. We'll continue looking through the list and making fixes as needed.
As for the questions related to specific parts/changes/adjustments, we'll be working to get clarification where possible to pass along to everyone.
Bad Bayohne, are you the one responsible for all the copy and pasted maps too before getting reassigned to the Community Team =)
Player
Looks like someone was up late typing all this out.
It happens, carry on, keep up the awesomeness Bay.
Hi Nakiamiie,2 of the "biggest" Weaponskills for Gladiator are most effective as a Rear Attack? I can understand one, maybe, in case they lose aggro and it's a chance to do something chasing down a mob from behind, but 2 of their biggest Weaponskills grant bonus only from behind? Huh?
Perhaps it's a move to make the Tank move (someone else stuns a target, the Gladiator runs behind and uses WS, but still).
Maybe that explains Marauder's provoke?
Good point. That might also explain this Pugilist ability (Taunt):
Taunt - Temporarily focuses the target's attacks on you.
This certainly creates more synergy between various classes and more coordination. It makes the Pugilist very useful to turn a Mob and allow others to get in Back Attacks. So for Gladiator, I could see Pugilist using Taunt, and then get in their Weaponskill Combo.
It certainly makes things more interesting (but also more dangerous potentially). It still is a bit sad that the Gladiator's biggest weaponskills seem to be very situational, and a bit counter to their main role (to tank and gain all aggro on a mob).
But if it works w/ Taunt, this could be quite fun.![]()
Hi Bayohne,Hey gang,
Just a heads up that we've been working on correcting the copy and paste-related errors that appeared throughout the "Item"-related section of the patch notes. We'll continue looking through the list and making fixes as needed.
As for the questions related to specific parts/changes/adjustments, we'll be working to get clarification where possible to pass along to everyone.
Thanks for the clean up effort.One typo still appearing in the Items section right now (after your post) is this one under Items:
≪The Maelstrom≫
Storm Private Second Class
ItemDetails
Storm Private Second Class Unique Untradable Gladiator’s Arm
Requires GLA
Required Level 40Damage: 59 Delay: 2.5
Accuracy: +8
Parry: +5
I don't think the "Item" is supposed to be called "Storm Private Second Class".![]()
Thanks for the fixes.
Kinda fitting, those screenshots. A groveling pugilist, a happy cnj and a despairing gld
Nothing new here, that's the way it works now, too.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
If we're talking about typos here, under Carpenter, Improvise is listed twice.Hey gang,
Just a heads up that we've been working on correcting the copy and paste-related errors that appeared throughout the "Item"-related section of the patch notes. We'll continue looking through the list and making fixes as needed.
As for the questions related to specific parts/changes/adjustments, we'll be working to get clarification where possible to pass along to everyone.
I love everything this patch has to offer. It looks like a more balanced gameplay setting.
My one question however. As a Gladiator, looking at how stats work, it seems like I have four stats to focus on (VIT/STR/MND/DEX). Each give me a benefit to my class, I only wonder how I should properly gear myself. I guess testing the new mechanics will give me a better idea. Probably hold off putting points in my character till I get a better idea from others.
I forget if I posted how excited I am to see boar hide drop from more boars/hogs! Preferably the ones in Ever Lakes so that we can aaaall share. Rather than those two spots in Treespeak making up virtually all of the new boar hide in 1.19.
Yay for +success with secondary tools.
Aw man on the single yield for ore and matter.
Yay on the the bait/lure and fish combo +success and shorter wait. Shamelessly awaits Vespie's new fishing guide.
/happy is so happy!!! I can't wait to see a lalafell do it! /grovel looks like someone got hit in the nether regions. I imagine some combination of /grovel and /disappointed will be used to make candid shots.
Gladiator 14 ~ Flash?! Increases target's enmity. Ineffective during Mardi Gras and nudists.
I'm curious about the damage boosts for Pugilist on things like Blindside, where MND seems to play a factor?
Lowered requirement over all on cross class abilities with later abilities being exclusive. I like this. Don't have to cross-level up as much to take away the abilities. New players usually want to stick with one class and be able to perform well. When they have to switch to level up sub-jobs or other classes to perform on a decent level, it's a bit discouraging (regardless of the XP pace).
It's like playing MMORPG X, but to tank on my fighter, I need to make alts for champion, breaker, berzerker, and house master.
Anyhew, I like these patch notes! Think I forgot to express that earlier.
Hello everyone! I just wanted to make an appearance in here to let you know that the Square Enix Music Blog was updated with some samples of the new BGMs from patch 1.20!
http://blog.jp.square-enix.com/music/cm_blog/soken/
Just hit the play button on the bottom of the post to give them a listen. Enjoy! ^_^
Bethany "Rukkirii" Stout - Community Team
Thank you for the clarification on point 8. I will definately be practicing with it to find out for sure.As to point 8, the TP cost of Weapon Skills used in a combo (following the first) are waved. Not only does that make TP a none issue for timing, it also injects a substantial gap in damage between those that are practiced in their combo use and those that are not. The ability to chain 2-3 weapon skills for the cost of one is going to make things quite interesting.
As for concern 3, I would say that the adjustments made to the classes themselves are a suitable alternative to changing the Ifrit fight mechanics. It will depend greatly on whether players are willing to experiment with the new abilities, or stick to their established routines. The potency of the new abilities will have to wait to be seen, but from the looks of it, SE has done well in offsetting the LNC's ability to stay out of harms way with defensive or healing abilities on other classes. I suspect that, even while taking the AoE damage from Ifrit, some other class or even classes may knock LNC off of it's high horse. Hmmm, pardon me, I seem to have mixed my metaphors.
As for point 3....it has been my experience that people will always stay with what has worked unles change is forced upon them. So long as the current popular party set ups are effective that is what people will want. I hope I am wrong and you are right, we will see.
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