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Job Adjustments and Additions Part I (03/26/2009)
Lakshmi.Galvaya
Server: Lakshmi
Game: FFXI
Posts: 1489
By Lakshmi.Galvaya 2009-03-26 07:38:36
I love how the Raise3 is a shorter recast than Raise2, also that they're both the same MP as Raise 1 now. And that RR3 is 70 instead of 75, I can now de-level to 74, and not have to worry about a snowball effect of EXP loss!
Pandemonium.Kajidourden
Server: Pandemonium
Game: FFXI
Posts: 993
By Pandemonium.Kajidourden 2009-03-26 07:38:48
Kctempest said: Does SE ever actually...test their new spells in a closed area off the grid with a party setup? "Here lets just throw in some random ideas for whm this time and see how they like. M W A H A H A !" Lol, im sure they do... but they'd require A LOT of time to fully test out adjustments in the same manner that the player base would, so they have to work with trial and error
Pandemonium.Kajidourden
Server: Pandemonium
Game: FFXI
Posts: 993
By Pandemonium.Kajidourden 2009-03-26 07:39:55
Kvazz said: Haseyo said: You mean, a Haste/Refresh cycle isn't fun?! Your character looked so happy that last Dyna run though D: Haha D: ofcourse that's fun, meriting on RDM is teh ***! /sigh :P Until you've merited on BRD..... gtfo lol
Midgardsormr.Frobeus
Server: Midgardsormr
Game: FFXI
Posts: 1498
By Midgardsormr.Frobeus 2009-03-26 07:43:16
Drizzit said: - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds.
Now, I'll take that R3 and I don't want to hear a damn word about it!!
Bahamut.Danagon
Server: Bahamut
Game: FFXI
Posts: 130
By Bahamut.Danagon 2009-03-26 07:43:25
BST update would be lovely
Server: Odin
Game: FFXI
Posts: 6473
By Odin.Blazza 2009-03-26 07:44:14
Kajidourden said: Kctempest said: Does SE ever actually...test their new spells in a closed area off the grid with a party setup? "Here lets just throw in some random ideas for whm this time and see how they like. M W A H A H A !" Lol, im sure they do... but they'd require A LOT of time to fully test out adjustments in the same manner that the player base would, so they have to work with trial and error Pretty sure they do, they have an off-line test server I believe. Obviously they can't test for every eventuality, but they test things as much as they can, and then monitor them after release to make sure people aren't doing 2K holy and such.
Server: Odin
Game: FFXI
Posts: 6473
By Odin.Blazza 2009-03-26 07:44:50
Frobeus said: Drizzit said: - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds.
Now, I'll take that R3 and I don't want to hear a damn word about it!! You'll still be getting R2 or R1 in a dynamis wipe thanks to shitty weakened recast
Lakshmi.Avinne
Server: Lakshmi
Game: FFXI
Posts: 57
By Lakshmi.Avinne 2009-03-26 07:49:36
- White magic "Raise II": MP consumption reduced from 200 to 150. Casting time shortened from 20 to 14 seconds. - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds.
Now this gives those lazy mofos who haven't lvled /SCH more reason to avoid it! :P
LOL, jk, but I REALLY am excited for this update. Makes me excited to play WHM again!
Pandemonium.Kajidourden
Server: Pandemonium
Game: FFXI
Posts: 993
By Pandemonium.Kajidourden 2009-03-26 07:51:00
For me... the second ability involving turning damage into benefits dosen't make a whole lot of sense except maybe for soloing... or does that apply to the entire party? i may have overlooked something while reading it
Cerberus.Saiya
Server: Cerberus
Game: FFXI
Posts: 372
By Cerberus.Saiya 2009-03-26 07:55:59
Korpg said: - Auspice (Lv55) Reduces TP dealt when striking an enemy for party members within area of effect. When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.
Absorb TP without the TP absorbed....unless it drains TP all the way to 0, I don't see this as being useful at all. I think you're reading it wrong. When you hit a mob, the mob gains TP. This effect reduces the amount of TP the hits give the mob, they don't drain the mob's TP. For zerg strategies and mobs with very dangerous AoEs, this could prove invaluable!
Remora.Kindle
Server: Remora
Game: FFXI
Posts: 458
By Remora.Kindle 2009-03-26 07:59:27
OMG Being whm main myself i'm so pumped for this!!!
Server: Asura
Game: FFXI
Posts: 209
By Asura.Hatheron 2009-03-26 08:13:08
I have been leveling SCH with many of my LS buds, and I've been kinda feeling guilty about being able to be just as effective as a WHM when synced below 70. In fact, up to this point, SCH has been a bit more effective than WHM due to Sublimation.
TBH, I'm glad that SE is coming out with nice updates for WHM. Not only does it empower WHMs and make them feel unique again, but it also helps make SCHs feel more unique as well. I forsee SE dropping the recast/casting time/cost of AM spells. Time to level the playing field.
I wanna see how these new abilities help WHM with hate control. Of course, this may be SE's attempt to get WHM in the front lines. It seems that they want WHM to take more damage. I'm not sure how many WHM (or party leaders) are going to be willing towards WHM melee. We'll have to see, I suppose. :/
Bahamut.Danagon
Server: Bahamut
Game: FFXI
Posts: 130
By Bahamut.Danagon 2009-03-26 08:21:53
needs to make pro and shell V a scroll and have a merit move that ships 99% of WHM hate onto a pt member / 1 upgrade = 50% 2 = 60% etc ftw
Midgardsormr.Frobeus
Server: Midgardsormr
Game: FFXI
Posts: 1498
By Midgardsormr.Frobeus 2009-03-26 08:34:22
Danagon said: needs to make pro and shell V a scroll and have a merit move that ships 99% of WHM hate onto a pt member / 1 upgrade = 50% 2 = 60% etc ftw That would be so broken
Server: Sylph
Game: FFXI
Posts: 2617
By Sylph.Hitetsu 2009-03-26 08:45:12
XD Yeah, awesome though >.>
I'd like to see a "Weakened-less Raise".
Server: Fairy
Game: FFXI
Posts: 5645
By Fairy.Xxnumbertwoxx 2009-03-26 08:48:37
Yay! Maybe I'll start pushing hard on my WHM again now lol
Ramuh.Kiriyu
Server: Ramuh
Game: FFXI
Posts: 3195
By Ramuh.Kiriyu 2009-03-26 08:50:19
:Q !!!! Makes me want to lv WHM. Hot.
Phoenix.Miemo
Server: Phoenix
Game: FFXI
Posts: 230
By Phoenix.Miemo 2009-03-26 08:52:24
Frobeus said: Danagon said: needs to make pro and shell V a scroll and have a merit move that ships 99% of WHM hate onto a pt member / 1 upgrade = 50% 2 = 60% etc ftw That would be so broken Agreed. But in general WHM do look hawt now. I know ill toy with it some more now atleast :) (semi retired whm)
Diabolos.Aphy
Server: Diabolos
Game: FFXI
Posts: 217
By Diabolos.Aphy 2009-03-26 08:52:41
Avinne said: - White magic "Raise II": MP consumption reduced from 200 to 150. Casting time shortened from 20 to 14 seconds. - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds.
Now this gives those lazy mofos who haven't lvled /SCH more reason to avoid it! :P
LOL, jk, but I REALLY am excited for this update. Makes me excited to play WHM again! SE says "/sch sj for whm??!! NEVER!!!! We want all whm's to /smn! Lets lower the MP cost but give no form of refresh! BRILLANT! haha but in all seriousness, moar powa to the whm/smn! Thats how I leveled my whm :x I hate being dependent on brds and rdms.
Gilgamesh.Alyria
VIP
Server: Gilgamesh
Game: FFXI
Posts: 13080
By Gilgamesh.Alyria 2009-03-26 08:54:16
well my mule will be getting all this so im happy for my mule :)
Server: Garuda
Game: FFXI
Posts: 6310
By Garuda.Wooooodum 2009-03-26 09:10:51
Hitetsu said: XD Yeah, awesome though >.>
I'd like to see a "Weakened-less Raise". The spell is already in the data files, since that Galka White Mage in campaign uses it. Never say never!
Midgardsormr.Frobeus
Server: Midgardsormr
Game: FFXI
Posts: 1498
By Midgardsormr.Frobeus 2009-03-26 09:12:51
They should add a 1 min effect to benediction, that any raise cast while this effect is on will result in no weakness.
Server: Garuda
Game: FFXI
Posts: 6310
By Garuda.Wooooodum 2009-03-26 09:14:13
I was thinking that. A spell that removes weakness would be pretty game breaking, so there would have to be extreme limitations to basically stop a group of White Mages clearing an alliance's weakness in one minute.
Server: Asura
Game: FFXI
Posts: 209
By Asura.Hatheron 2009-03-26 09:15:16
Frobeus said: They should add a 1 min effect to benediction, that any raise cast while this effect is on will result in no weakness. ^This is genius. Absolute genius. Seriously.
Server: Siren
Game: FFXI
Posts: 10387
By Siren.Enternius 2009-03-26 09:16:19
Woo, WHM can now compete with SCH. Too bad RDM trumps them both every time.
Do want to point a few things out:
First off, Cura is not a weak version of Curaga. It's an MP-less spell that increases in potency the more you yourself get hurt.
Second, Esuna is not just AoE Erase. It's an AoE Erase that increases in potency the more you get hurt.
Long story short, the above two JAs are mostly useless in parties but I can assume WHMs will be able to find a niche in the front lines. Oh, and did I mention they look AWESOME?
@Auspice: It's about damn time! As ANY endgame tank for ANYTHING will tell you, all of you non-NINs and non-MNKs give the NM waaaaay too much TP. Also, looks awesome!
To sum it all up, WHM will not become the wtfsupersaiyanuberhealer than SE wants it to be. It won't even change WHM playstyle all that much. It will, however, make WHM that much more accessible in parties. Again, WHMs won't get invited over RDMs just because of this update, but they'll get closer.
Gilgamesh.Alyria
VIP
Server: Gilgamesh
Game: FFXI
Posts: 13080
By Gilgamesh.Alyria 2009-03-26 09:16:53
@ woody If a spell like that exist they would just not even have raise. It would be no point to cast raise and then use another spell to remove weakness. Maybe they can add that to a cor ability :) How you can sometimes get a 2 hour back, maybe add a ability to try and get weakness off :P
Server: Garuda
Game: FFXI
Posts: 6310
By Garuda.Wooooodum 2009-03-26 09:18:11
I still want some form of COR haste, but it won't happen ;-;
Pandemonium.Luignata
Server: Pandemonium
Game: FFXI
Posts: 505
By Pandemonium.Luignata 2009-03-26 09:23:27
Wooooodum said: I was thinking that. A spell that removes weakness would be pretty game breaking, so there would have to be extreme limitations to basically stop a group of White Mages clearing an alliance's weakness in one minute. - Sacrifice (Lv65) Transfers one enfeebling effect from target to yourself. Casting Sacrifice while Afflatus Solace is activated grants a bonus to the number and variety of enfeebling effects transferred. It's unlikely, but what if Sacrifice also transferred weakness?
Server: Kujata
Game: FFXI
Posts: 591
By Kujata.Houshisama 2009-03-26 09:26:50
WHERES MY HASTEGA!?!?!?!? really though whm being my first and only 75 so far; this makes me ridiculously happy.... ive never had problems keeping up in merit parties and i dont even have /sch.... so i dont think a refresh type thing is necessary although it would be nice. auto refresh trait i would accept as a consolation for a refreshing JA or spell
Server: Kujata
Game: FFXI
Posts: 591
By Kujata.Houshisama 2009-03-26 09:31:21
Enternius said: Woo, WHM can now compete with SCH. Too bad RDM trumps them both every time.
Do want to point a few things out:
First off, Cura is not a weak version of Curaga. It's an MP-less spell that increases in potency the more you yourself get hurt.
Second, Esuna is not just AoE Erase. It's an AoE Erase that increases in potency the more you get hurt.
Long story short, the above two JAs are mostly useless in parties but I can assume WHMs will be able to find a niche in the front lines. Oh, and did I mention they look AWESOME?
@Auspice: It's about damn time! As ANY endgame tank for ANYTHING will tell you, all of you non-NINs and non-MNKs give the NM waaaaay too much TP. Also, looks awesome!
To sum it all up, WHM will not become the wtfsupersaiyanuberhealer than SE wants it to be. It won't even change WHM playstyle all that much. It will, however, make WHM that much more accessible in parties. Again, WHMs won't get invited over RDMs just because of this update, but they'll get closer. - its ***like this that pisses me off.
The upcoming April version update will boast a wealth of adjustments and additions to a selection of jobs. Today, it is our pleasure to outline the benefits that this will bestow upon white mages—the altruists of Vana'diel.
Job Abilities
Two complementary new job abilities are scheduled to be added, with ability delay set low for both so that white mages can optimize their usage for the ever-changing tactical needs of the battlefield.
- Afflatus Solace (Lv40 Ability Delay: 1 min. Duration: 2 hrs.) Inspires you to draw strength from the healing spells you cast.
- Afflatus Misery (Lv40 Ability Delay: 1 min. Duration: 2 hrs.) Inspires you to draw strength from the damage you take.
- Afflatus Solace While Afflatus Solace is activated, the amount of HP you restore via Cure spells and the job abilities Benediction and Martyr will be recorded up to a limit determined by your character's level. This accumulated amount will determine the bonus value granted to specific spells.
- Afflatus Misery While Afflatus Misery is activated, the most recent damage you sustain will be recorded up to a limit determined by your character's level. This damage amount will determine the bonus value granted to specific spells. Unlike Afflatus Solace, it is non-accumulative and overwriting.
*Notes The effects of both Afflatus Solace and Afflatus Misery are mutually exclusive. Activating one while the other is in effect will result in the nullification of the one originally in effect. Using either Afflatus Solace or Afflatus Misery when the same ability is already activated will reset all recorded values up to that point.
Magic
The introduction of the above job abilities will see a number of changes made to existing spells, with new spells set to make an appearance in Vana'diel for the first time.
- Sacrifice (Lv65) Transfers one enfeebling effect from target to yourself. Casting Sacrifice while Afflatus Solace is activated grants a bonus to the number and variety of enfeebling effects transferred.
- Cure / Cure II / Cure III / Cure IV / Cure V Casting the above Cure spells while Afflatus Solace is activated grants the target the effect of Stoneskin for a short duration. The Stoneskin effect attained via this method is not stackable with and will not overwrite the white magic spell "Stoneskin" or Blood Pact: Ward ability "Earthen Ward."
- Elemental Resistance Spells Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.
- Holy Casting Holy while Afflatus Solace is activated grants a potency bonus to the spell based on the amount of HP you restore. The record of accumulated HP is reset upon use.
- Cura (Lv40) Restores HP for party members within area of effect. Casting Cura while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
- Esuna (Lv61) Removes one enfeebling effect from yourself and party members within area of effect. Casting Esuna while Afflatus Misery is activated grants a bonus to the number and variety of enfeebling effects removed.
- Auspice (Lv55) Reduces TP dealt when striking an enemy for party members within area of effect. When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.
- Banish / Banish II / Banish III / Banishga / Banishga II Casting the above Banish spells while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain. The record of damage taken is reset upon use.
Other Changes
In addition to the abovementioned adjustments and additions, the following changes will also take place:
- White magic "Banish II": Slight increase to magic accuracy. Casting time shortened from 3.75 to 2.5 seconds. - White magic "Banish III": Slight increase to magic accuracy. Casting time shortened from 5.5 to 3 seconds. - White magic "Banishga II": Slight increase to magic accuracy. - White magic "Raise II": MP consumption reduced from 200 to 150. Casting time shortened from 20 to 14 seconds. - White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds. - White magic "Reraise": Learning requirement reduced from Lv33 to Lv25 for WHM, and Lv40 to Lv35 for SCH. - White magic "Reraise II": Learning requirement reduced from Lv60 to Lv56 for WHM, and Lv75 to Lv70 for SCH. MP consumption reduced from 175 to 150. Casting time shortened from 8 to 7.5 seconds. - White magic "Reraise III": Learning requirement reduced from Lv75 to Lv70 for WHM. MP consumption reduced from 200 to 150. Casting time shortened from 8 to 7 seconds. - Job ability "Martyr": Ability range increased to be equivalent to Cure spells.
http://www.playonline.com/pcd/topics/ff11us/detail/4266/detail.html
All i can say is.......(in the words of Will Smith Prince of Belair) DAMM
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