Akihiko Matsui wrote:
In the next version update we will be making the job adjustments outlined below.
There are still aspects that have not been finalized, but please look it over as an outline of things to come. Once I have more concrete details I will be sure to share them with you all.
• Elemental magic adjustments
We will be making the adjustments outlined here.
• One-handed weapon status modifier adjustments
During the version update on March 27th, we performed adjustments so that "The maximum amount of damage dealt based upon the attack-to-defense ratio is now the same for both one-handed and two-handed weapons." As a next step to this, we will be adjusting the way in which status modifiers are applied.
• Pet job adjustments
As long as characters are not increasing in level (fundamentally), pet job levels as well will not increase, so we are making it possible to further enhance pets through the equipment players wear. Below are the different plans we have for each of the pet jobs:
• Beastmaster
Addition of new familiar pets
• Dragoon
Addition of polearms that have stats to increase the parameters of wyverns.
• Summoner
Addition of grips that have stats to increase the parameters of avatars.
• Puppetmaster
Addition of animators that have stats to increase the parameters of automatons.
• Geomancer and rune fencer adjustments
Addition of artifact equipment, merit points, and limit break quests.
http://forum.square-enix.com/ffxi/threads/33461-Job-Adjustments-for-the-Next-Version-Update?p=432138#post432138
Camate wrote:
Geomancer and Rune Fencer Artifact Equipment
As we mentioned previously, artifact armor for both geomancer and rune fencer will be implemented during the next version update.
The plan is to release this new equipment for level 99 and I would like to explain why the development team decided to do this.
First, one reason is that Adoulin content is for level 99+ and as such the monsters in those areas are extremely high level, and trying to acquire level 50-60 gear in these areas just doesn't make sense.
The other major reason is that most of you are looking forward to wearing these new artifact armors to do battle with the monsters that lurk in Adoulin areas, so the development team made the decision to implement them at the proper level in which they can be used.
Item-level wise we are planning for these to be at least level 105, but as it is still in development, it may change.
With that said, the quest difficulty will match the item-level, so you might feel a bit nostalgic having to organize parties to hunt down this gear, much like you all had to do back in the day for your first artifact sets.
http://forum.square-enix.com/ffxi/threads/34368-Geomancer-and-Rune-Fencer-Artifact-Equipment?p=442044#post442044
Okipuit wrote:
Quote:
Does this mean that RUN and GEO won't get Relic armor and Empyrean armor?
In the next version update, only geomancer and rune fencer artifact armor will be added.
As Camate mentioned previously, this gear is for level 99 (item level 105), so while the term artifact is used, you can consider that it will be more powerful than that of the level 50-60 artifact for other jobs.
We'll keep you posted on information about other equipment for these jobs as it becomes available!
http://forum.square-enix.com/ffxi/threads/34368-Geomancer-and-Rune-Fencer-Artifact-Equipment?p=442939#post442939
Camate wrote:
Greetings geomancers!
To get a little more specific and build on what Okipuit mentioned previously, in the next version update we will be performing the below adjustments to geomancer in addition to adding a merit point category.
• Shortening of the casting time for geomancy spells (indi and geo)
• Addition of the job trait “Clear Mindâ€
• Addition of the job trait “Max MP Boostâ€
• Adjustment to the level in which the “Conserve MP†job trait is learned
• Addition of the spells “Sleep†and “Sleep IIâ€
*To go along with the addition of Sleep and Sleep II enfeebling skill will also be added.
http://forum.square-enix.com/ffxi/threads/33579-Suggestions-for-improvements-to-Geomancer?p=439962#post439962
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Gildrein wrote:
[dev1151] Job Adjustments: Rune Fencer
• Rune Fencer has been added to the Categories under Merit Points.
• Group 1
• Rune Enhancement Effect
Increase potency of runes harbored by 2 points.
• Vallation Effect
Add a magic defense bonus to Vallation and a magic defense bonus to Valliance of 1 point per harbored rune.
• Lunge Effect
Increase the accuracy of Lunge by 3 points per harbored rune.
• Pflug Effect
Enhance the likelihood of resistance activating by 1 point per harbored rune.
• Gambit Effect
Shorten recast time by 10 seconds.
• Group 2
• Battuta
Increases the likelihood of parrying and deals counter damage after parrying dependent upon harbored runes.
Recast: 5 min. Increase chance of parrying by 4 percent and increase counter damage by 4 points per rune harbored.
• Rayke
Expends runes to reduce elemental resistance of the target.
Recast: 5 min. Increase duration of effect by 3 seconds.
• Inspiration
Grants a “Fast Cast†effect to Vallation and Valiance.
Increase cast speed by 10 percent.
• Sleight of Sword
Grants a “Subtle Blow†effect during Swordplay.
Increase the maximum value of Subtle Blow by 5 points.
http://forum.square-enix.com/ffxi/threads/34606-dev1151-Job-Adjustments-Rune-Fencer
Gildrein wrote:
[dev1150] Job Adjustments: Geomancer
• Geomancer has been added to the Categories under Merit Points.
• Group 1
• Full Circle Effect
Increase the amount of MP returned by 5 percent.
• Ecliptic Attrition Recast
Shorten recast time of Ecliptic Attrition and Lasting Emanation by 10 seconds.
• Life Cycle Recast
Shorten recast time by 10 seconds.
• Blaze of Glory Recast
Shorten recast time by 20 seconds.
• Dematerialize Recast
Shorten recast time by 20 seconds.
 
• Group 2
• Mending Halation
Causes your luopan to vanish and restores HP of party members within area of effect.
Recast: 5 min. Increase amount of HP restored by 5 percent.
• Radial Arcana
Causes your luopan to vanish and restores MP of party members within area of effect.
Recast: 5 min. Increase amount of HP restored by 3 percent.
• Curative Recantation
Grantsa healing effect to Full Circle.
Increase amount of HP healed by 5 percent.
• Primodial Zeal
Shortens casting times of elemental magic spells while under the effects of Collimated Fervor.
Shorten cast time by 10 percent.
http://forum.square-enix.com/ffxi/threads/34430-dev1150-Job-Adjustments-Geomancer
Camate wrote:
Greetings everyone,
I have a bit of information to share with you about in regards to rune fencer and geomancer artifact equipment.
• About the quest to obtain artifact equipment
The quest monsters you will need to fight in order to obtain rune fencer and geomancer artifact equipment will be a trigger popped monster.
In the next version update we will be adding item level 106 weapons and armor which can be purchased with Bayld, so by possessing these items, or Skirmish grade weapons (level 105), these quests can be undertaken with less than 6 people.
As many of you have been wondering, just like previous artifact equipment quests, these new quests will begin with the artifact weapon. Rune fencers will receive a nice shiny great sword, while geomancers will receive a club and bell. These will be roughly the same item level as the equipment.
• Item level for rune fencer and geomancer artifact equipment
Previously we had mentioned that the item level for rune fencer and geomancer artifact equipment would be 105; however, due to the fact that we will be implementing the Bayld items mentioned above, we have decided to change the level to 109.
• Rune fencer and geomancer job-specific equipment
We'll introduce relic and empyrean armor for rune fencer and geomancer in the future.
http://forum.square-enix.com/ffxi/threads/34368-Geomancer-and-Rune-Fencer-Artifact-Equipment?p=445861#post445861
Camate wrote:
Greetings beastmasters!
Apologies that I have no images to share, but I can tell you that we will be adding 3 new types of pets (a rabbit type, chapuli type, and crab type) that can be obtained through synthesis recipes, as well as another pet which can be obtained by Mweya Plasm!
http://forum.square-enix.com/ffxi/threads/34273-We-need-new-Jug-pets-for-seekers.?p=445882#post445882
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Okipuit wrote:
We are planning to make it possible to climb those alluring vines! However, before you imagine yourself swinging from vine to vine and climbing all over Morimar Basalt Fields, you will need to acquire the correct survival skill.
http://forum.square-enix.com/ffxi/threads/32884-Those-rope-like-vines-clearly-meant-for-climbing-up-cliffs-in-Adoulin....?p=431260#post431260
Edited, Jun 17th 2013 4:18pm by Szabo