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#1 Jun 28 2013 at 12:31 PM Rating: Good
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Okipuit wrote:

We will be adding the new special abilities for all jobs (which includes rune fencer and geomancer) in the version update following August's. Once we have an update on test server implementation, we'll be sure to let you know!

http://forum.square-enix.com/ffxi/threads/34868-What-ever-happened-to-new-special-abilties-%281HRs%29?p=449511#post449511

Last Test Server notes (November 22, 2012)

Gildrein wrote:

[dev1135] New Special Job Abilities

New special job abilities will be introduced.
* These special abilities will not share the same recast time as previous ones.
* The recast time will be decreased from two hours to one.

* The abilities displayed with a gray background have not been included in the November 22 test server update.



Job	Ability Name	Effect	Effect Duration


Warrior
WAR SP 2
Grants a 100% chance of activating Double Attack. 60 sec

Monk
MNK SP 2
Doubles your maximum HP and recovers health equal to this amount at the time of casting. 30 sec

White Mage
Asylum
Grants a powerful resistance to enfeebling magic and Dispel. 30 sec

Black Mage
Subtle Sorcery
Decreases enmity generated by magic and increases magic accuracy. 60 sec

Red Mage
RDM SP 2
Increases the accuracy of your next enfeebling magic spell cast. Effect expires when either 60 seconds pass or an enfeebling magic spell is cast successfully. 60 sec

Thief
THF SP 2
Steals one beneficial effect currently on an enemy, including previous special job ability effects.
In the event there are no beneficial effects on the target, the ability will miss and be considered cast.
(Added November 22, 2012) Instantaneous

Paladin
PLD SP 2
Damages enemies with your shield and drastically lowers their melee attack power and accuracy.
(Added November 22, 2012) Instantaneous

Dark Knight
Soul Enslavement
Auto-attacks absorb target's TP. 30 sec

Beastmaster
BST SP 2
Increases the likelihood of charming enemies and eliminates the recast time for Call Beast. When either Charm or Call Beast is used, the charmed monster/called pet will have 300 TP and there will be no ability delays for either Sic or Ready.
(Added November 22, 2012) 60 sec

Bard
BRD SP 2
Allows an additional song to be cast on party members. 180 sec

Ranger
RNG SP 2
Halves the delay on ranged weapons.
Grants a 100% chance of activating Double Shot and Triple Shot. 60 sec

Samurai
Yaegasumi
Evades all special attacks that deal physical or magic damage.
Enhances the potency of your next weapon skill every time you evade a special attack. 45 sec

Ninja
NIN SP 2
Increases your number of auto-attacks based on the number of your shadow images. 30 sec

Dragoon
DRG SP 2
Eliminates the recast time of jump abilities. 30 sec

Summoner
Astral Conduit
Eliminates recast times for Blood Pacts and fully restores MP upon activation. 30 sec

Blue Mage
Unbridled Wisdom
Allows unlimited casting of blue magic spells that use Unbridled Learning.
Additionally, Unbridled Learning will have no recast time. 60 sec

Corsair
COR SP 2
Reduces the recast time of party members' special job abilities, excluding yours, based on the number rolled. Instantaneous

Puppetmaster
Heady Artifice
Allows automatons to use a special ability that varies by head.

Harlequin Head: Mighty Strikes
Valoredge Head: Invisible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (will only affect the automaton and members of its master's party)
Spiritreaver Head: Manafont Mighty Strikes: 45 sec
Invicible: 30 sec
Eagle Eye Shot: Instantaneous
Chainspell: 60 sec
Benediction: Instantaneous
Manafont: 60 sec

Dancer
Grand Pas
Gives five finishing moves, resets flourish recast timers, and eliminates the cost of finishing moves. Effect ends either when its duration expires or is used three times. 30 sec

Scholar
Caper Emissarius
Transfers the whole party's enmity to a party member of your choice. Instantaneous


* Abilities implemented on the test server have provisional names, help text, and graphical effects. Actual effects of these abilities may be changed or adjusted.



Edited, Jun 28th 2013 2:34pm by Szabo
#2 Jun 28 2013 at 2:07 PM Rating: Excellent
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ugh that RDM one still makes me cringe. If i need Elemental Seal ill sub BLM thanks.
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#3 Jun 28 2013 at 7:14 PM Rating: Decent
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Well, it wouldn't be RDM, if we didn't get the shaft.. Even if the ability were different from elemental seal, WTF do WHM and BLM get similar abilities at level 15 and we as a second 2-hour?
#4 Jun 28 2013 at 8:52 PM Rating: Decent
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I wouldn't say its the shaft, it is just a poor ability. Its not like there aren't any terrible 2HR abilities out there. At least by comparison to RDM's own Chain Spell.

Its just a lack luster ability, that serves at least a purpose. Its only poor because you can accomplish the same via subjob BLM and its on a 10 minute timer. If it had added potency and duration as well it would be a good ability. The only reason it makes me cringe is because they had an ability while strong, was awesome and it addressed a RDM weakness, while boosting one of its strengths.

Unfortunately, while not the shaft, its SE fearing of touching RDM in anyway that would possibly return it to its dominant role in moderate endgame events (it was never dominant in the intense events).

Win some you lose some....ability is decent, but the enhancing boost thing would have been better overall (despite its potential impact on endgame job relevance.)

Edited, Jun 28th 2013 10:54pm by rdmcandie

Edited, Jun 28th 2013 10:54pm by rdmcandie
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#5 Jun 29 2013 at 5:20 AM Rating: Decent
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That is the definition of the shaft. Not having a "great" 2hr is one thing, but getting another job's watered down ability as a 2hr, is indeed the shaft. I would rather have a 2hr ability that I would never use, than what is proposed(not necessarily, but it's a less slap in the face).

There's so much that SE could have done with that to make it worth something, like guarantee landing (regardless of immunity) for an increase potency and time. Or simply allow it to be usable for multiple spells for a 30 second duration.

Furthermore, it was originally supposed to be enhanced/buff oriented. WTF happened to that? Why the change? Where are my demi-god like abilities?
#6 Jun 29 2013 at 1:31 PM Rating: Excellent
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Despite the flaws of the old proposed RDM SP, it's more appealing than this garbage. And I've always said that if they really want to tie it to enfeebling, make it Saboteur+1 for 30-60s on all debuffs cast.
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#7 Jun 29 2013 at 2:31 PM Rating: Excellent
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Weren't the new SP abilities supposed to be released last summer? I had completely forgotten about them!
#8 Jun 29 2013 at 3:55 PM Rating: Good
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Honestly, I think the RDM one is better than THF. Aura-steal on a 1-hr cooldown that can miss, and at least half of what could be stolen would be useless. I have a feeling that it won't work on NM's, so maybe it might have some use in dynamis.
#9 Jun 29 2013 at 4:27 PM Rating: Decent
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seriha wrote:
Despite the flaws of the old proposed RDM SP, it's more appealing than this garbage. And I've always said that if they really want to tie it to enfeebling, make it Saboteur+1 for 30-60s on all debuffs cast.


What exactly is the difference between the new proposed SP and Saboteur?

Xantav wrote:
Honestly, I think the RDM one is better than THF. Aura-steal on a 1-hr cooldown that can miss, and at least half of what could be stolen would be useless. I have a feeling that it won't work on NM's, so maybe it might have some use in dynamis.


I would rather have Aura-steal, because you can't reproduce that with another Sj that you're likely to have subbed anyway if necessary.
#10 Jun 29 2013 at 5:57 PM Rating: Excellent
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Honestly, I think the RDM one is better than THF. Aura-steal on a 1-hr cooldown that can miss, and at least half of what could be stolen would be useless. I have a feeling that it won't work on NM's, so maybe it might have some use in dynamis.


I can't think of many mobs other than Dynamis that aren't NMs that can still use a SP ability, so... I would think it'd HAVE to be usable on NMs.
#11 Jun 30 2013 at 1:58 AM Rating: Excellent
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Almalieque wrote:
seriha wrote:
Despite the flaws of the old proposed RDM SP, it's more appealing than this garbage. And I've always said that if they really want to tie it to enfeebling, make it Saboteur+1 for 30-60s on all debuffs cast.


What exactly is the difference between the new proposed SP and Saboteur?

Sab has no effect on the MACC of the spell cast, which is partially what made all the immune mobs infuriating since double of 0 is still 0. And I'm still of the mind Immunobreak lessens the importance of the SP currently on deck, nor can I think of a recent combat scenario that requires something like an ES Sleepga from a RDM. So it's just all... blah.

So, sure, even if SE did do what I proposed, it'd just be a DoT buffed Dia, stronger Slow, Para, Blind, Addle, and if we're lucky, maybe Gravity could even land. Of course, this also segues into my sentiment that if SE really wanted RDM to be THE enfeebler, it needs more enfeebles. Bonus points if they actually do damage on top. But for now, SE would rather have BLU and GEO be more varied enfeeblers.

Edited, Jun 30th 2013 3:58am by Seriha
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#12 Jun 30 2013 at 4:59 AM Rating: Good
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Seriha wrote:
Almalieque wrote:
seriha wrote:
Despite the flaws of the old proposed RDM SP, it's more appealing than this garbage. And I've always said that if they really want to tie it to enfeebling, make it Saboteur+1 for 30-60s on all debuffs cast.


What exactly is the difference between the new proposed SP and Saboteur?

Sab has no effect on the MACC of the spell cast, which is partially what made all the immune mobs infuriating since double of 0 is still 0. And I'm still of the mind Immunobreak lessens the importance of the SP currently on deck, nor can I think of a recent combat scenario that requires something like an ES Sleepga from a RDM. So it's just all... blah.

So, sure, even if SE did do what I proposed, it'd just be a DoT buffed Dia, stronger Slow, Para, Blind, Addle, and if we're lucky, maybe Gravity could even land. Of course, this also segues into my sentiment that if SE really wanted RDM to be THE enfeebler, it needs more enfeebles. Bonus points if they actually do damage on top. But for now, SE would rather have BLU and GEO be more varied enfeeblers.

Edited, Jun 30th 2013 3:58am by Seriha


I've argued for years that RDM was never the "Master of Enfeebling" as people proclaimed. But with all of the psuedo enfeebling upgrades, it puts RDM in a even more confusing category. At least people were "pleasantly fooled" in the past, but now people are starting to see how there is so much more to be desired to be considered the "Master of Enfeebling".

Honestly, I think SE doesn't know what they want to do with RDM. Their "front-line" update failed. The "demi-god" enhancing buffs never came. Now we're getting "out enfeebled" by other jobs while obtaining minimum enfeebling updates.
#13 Jun 30 2013 at 11:23 AM Rating: Excellent
Almalieque wrote:
seriha wrote:
Despite the flaws of the old proposed RDM SP, it's more appealing than this garbage. And I've always said that if they really want to tie it to enfeebling, make it Saboteur+1 for 30-60s on all debuffs cast.


What exactly is the difference between the new proposed SP and Saboteur?


All Saboteur does is increases the potency and/or duration of the next Enfeebling magic spell you cast. As said, it doesn't increase the magic accuracy on the spell whatsoever. This new SP ability is seemingly just an Enfeebling Magic Elemental Seal.
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#14 Jun 30 2013 at 12:05 PM Rating: Decent
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Almalieque wrote:
I've argued for years that RDM was never the "Master of Enfeebling" as people proclaimed. But with all of the psuedo enfeebling upgrades, it puts RDM in a even more confusing category. At least people were "pleasantly fooled" in the past, but now people are starting to see how there is so much more to be desired to be considered the "Master of Enfeebling".

Honestly, I think SE doesn't know what they want to do with RDM. Their "front-line" update failed. The "demi-god" enhancing buffs never came. Now we're getting "out enfeebled" by other jobs while obtaining minimum enfeebling updates.


I always thought they could just remove te abiliy to cast paralyze, slow, Dia, Gravity, from other jobs.

It never made much sense to me that Whm had enfeebling skill in the first place

That way it wouldn't be the choice between Dia II or Dia III, Para or Para II, Slow or Slow II for smaller increases. It would be, Dia, Para, Slow might be useful for this fight....lets bring a RDM.
#15 Jun 30 2013 at 1:12 PM Rating: Excellent
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Still likely SCHs and BLMs would be subbing RDM, so not really anything gained there. And I'm not really keen on the "let's remove things from other jobs to make another one more useful" line of thinking. There are a lot of ideas out there, and I'm not just patting my back because I've thrown some out in the past. We just get situations where things we've proposed wind up on other jobs, people jumping into RDM threads claiming OP or that the job needs/deserves nothing, and a dash of SE being paranoid about the old days because they failed to (re)act then.
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#16 Jun 30 2013 at 10:09 PM Rating: Good
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That thief one...

...glad I cancelled by subscription last week.
#17 Jun 30 2013 at 11:33 PM Rating: Excellent
It's a lot better than the original SP2 they were going to give Thief, and this one does have potential to be really useful in some tense situations. To be able to completely steal an enemy's SP ability has potential, whereas the original was little more than a beefed up Trick Attack.
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#18 Jun 30 2013 at 11:54 PM Rating: Decent
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Professor Shock Vlorsutes wrote:
It's a lot better than the original SP2 they were going to give Thief, and this one does have potential to be really useful in some tense situations. To be able to completely steal an enemy's SP ability has potential, whereas the original was little more than a beefed up Trick Attack.


Imo, both Trick Attack 2 and Aurasteal -1 (Aurasteal can steal 2 buffs) are pretty garbage.

New SP2 sounds cool to some people, but I can't think of any practical application in SoA. Not to say that no monsters there will ever use SP1....but they haven't added any yet.

And most SP1 either can't be stolen with this ability or are mostly irrelevant from a "priority to remove" stand point. Throw in a few more that are coded differently for mobs so it just can't work.

They appreciate our understanding and are sorry for the inconvenience...

It might be cool for Mighty Strikes in Legion ....if that was still going to be a thing by the time these get realesed...my guess it won't be.

So for 99.9% of the game it's Aurasteal -1. The .01 % where it does anything at all, it doesn't really help us much. You will bring one TH b*tch to legion anyway. I can't see this ability adding much value to THF.

Its all pretty "meh" to me. Not going to keep anyone passionate about THF from canceling a subscritpion...certainly won't bring them back. Doesn't address any of the number of issues plaguing the job in endgame.

I'm not sure what, if anything, it will accomplish (I don't think the devs do either....but thats another arguement altogether)

I would have picked super duper trick attack over this one considering how few the opportunities will be to use it.

Edited, Jul 2nd 2013 6:51pm by Nebo1
#19 Jul 01 2013 at 2:22 AM Rating: Decent
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Professor Shock Vlorsutes wrote:
It's a lot better than the original SP2 they were going to give Thief, and this one does have potential to be really useful in some tense situations. To be able to completely steal an enemy's SP ability has potential, whereas the original was little more than a beefed up Trick Attack.


So Thief's SP2 is based around...stealing another classes SP? Wow, how impressive...

And how often does that happen in a burn-phase when you're trying to kill something? Thief needs a DD-based SP, should essentially get Impetus+hundred fists, increased attack/acc/crit/haste as you attack for 45s.
#20 Jul 01 2013 at 4:26 AM Rating: Good
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SirEaglestrike wrote:
So Thief's SP2 is based around...stealing another classes SP? Wow, how impressive...

And how often does that happen in a burn-phase when you're trying to kill something?

I can't say much about modern-day burns, not still playing the game and all, but historically almost every hard NM / BCNM strategy has involved avoiding or sucking up their 2-hour. If this existed in, like, 2006 or so it, would have been utterly amazing. So it may simply be a case of too little, too late.
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#21 Jul 01 2013 at 10:39 AM Rating: Decent
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Atleast for Paladin it seems interesting. I wonder if the new SP2's shield attack is boosted by Aegis.

Atleast it seems like it could have some use. Either Invincible, or weaken opponent stats in a shield attack. It's a nice choice. Opposed to what other jobs have atleast. Both abilities are semi-useful, opposed to just one of the two SP's, or even none of the SP's...
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#22 Jul 01 2013 at 12:18 PM Rating: Decent
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So, um, congrats to SMN, BRD(i think) & MNK. Those look good!

SCH - It seems to have a lot of potential, but how much is unclear, over the past few years, it seems that monsters that use a hate reset TP move have increased quite a bit. But still, not bad.

BST - The idea of 'instant pet ready to TP move' seems like a good theory, but something about it doesn't feel right. At least it isn't the other new '1 hr' they were going to give us - that pet absorb thing- that was pretty garbage.
#23 Jul 01 2013 at 1:26 PM Rating: Good
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The bst one could possibly be nice if the added effects on pet TP moves didn't have almost floored accuracy and the damaging ones were not all crap. Let's see if the new pets are totally crap or not.
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