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New Blue Spells Straight from the test server!!Follow

#1 Aug 29 2011 at 2:41 AM Rating: Excellent
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Ok Guys here are the new BLU Spells:

Barrier Tusk
Mortal Ray
Water Bomb
Heavy Strike
Dark Orb
White Wind
Sudden Lunge
THunderbolt
Harden SHell
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#2kimjongil76, Posted: Aug 29 2011 at 5:53 AM, Rating: Sub-Default, (Expand Post) Nice, wish i kne what some of those spells did and from what monsters. Thanks for the information.
#3 Aug 29 2011 at 6:26 AM Rating: Decent
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ImmortalAlchemist wrote:



Bolded hnm spells.
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#4kimjongil76, Posted: Aug 29 2011 at 7:05 AM, Rating: Sub-Default, (Expand Post) So all those are?
#5 Aug 29 2011 at 7:06 AM Rating: Good
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Geez, those are the HNM spells that are supposedly good enough to justify requiring a separate timer to get access to?

White Wind cool. Undecided about most others.
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#6kimjongil76, Posted: Aug 29 2011 at 7:21 AM, Rating: Sub-Default, (Expand Post) Hardened shell, thunderbolt and white wind would be only three that would be classified as HNM.
#7 Aug 29 2011 at 7:46 AM Rating: Excellent
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Here's the details on the spells:

Quote:
Heavy Strike: Damage varies with TP.
92BLU
STR+2
32MP
Type: Physical
Element: N/A
2 Set Points

Casting Time: 1 second
Recast Time: 30 seconds

Notes:
10 casts, naked except for Almace, buffless, and on Wild Rabbits: 1152, 1043, 1144, 1185, 1174, 1178, 1098, 1041, 1156, 1164

10 casts, STR gear, and buffless: 1324, 1488, 1510, 1484, 1511, 1513, 1342, 1500, 1515, 1448





Sudden Lunge: Damage varies with TP. Additional effect: "Stun."
95BLU
HP-5 MP-5 DEX +1 AGI +1
18MP
Type: Physical
Element: N/A
4 Set Points

Casting Time: 1 second
Recast Time: 12 seconds

Notes:
10 casts, naked except for Almace, buffless, and on Wild Rabbits: 378, 411, 276, 334, 303, 392, 400, 291, 393, 337

10 casts, STR gear, and buffless: 368, 419, 379, 366, 287, 324, 384, 424, 394, 331

Does not reduce caster's HP. The stun lasted for several seconds.





White Wind: Restores HP of all party members within the area of effect.
94BLU
HP+5 AGI +1
145MP
Type: Magical
Element: Wind
5 Set Points

Casting Time: 7 seconds
Recast Time: 20 seconds

Notes: Restored 706 HP with cruor buffs and no gear (2473 HP). Restored 844 HP with HP gear equipped (2692 HP). Restored 758 with Serpentes set. HP recovered is effected by cure potency and maximum HP, it is not effected by MND. Unknown if number of party members has any impact at this time.





Barrier Tusk: Reduces the amount of damage you take.
91BLU
HP+15 MP-15 VIT +3
41MP
Type: Magical
Element: Earth
3 Set Points

Casting Time: 6 seconds
Duration: 60 seconds
Recast Time: 60 seconds

Notes: There appears to be some type of extra effect attached to Barrier Tusk. With 427 blue magic skill, it cut 1000 needles' damage down to 850.





Water Bomb: Deals water damage to enemies within area of effect. Additional effect: Silence.
92BLU
MP +20 INT+4 MND+2 STR-3 VIT-3
67MP
Type: Magical
Element: Water
2 Set Points

Casting Time: 3 seconds
Recast Time: 32 seconds

Notes:
Naked, buffless, and on a Wild Rabbit: 348

INT gear (no MAB added, INT 78+28 MND74+20), buffless, and on a Wild Rabbits: 394

Full nuke set (MAB+36 INT78+56 MND74+41), buffless, and on a Wild Rabbit: 612

The silence effect lasted for 60 seconds.




Mortal Ray: Inflicts Doom upon an enemy.
91BLU
STR +2 MND +2
267MP
Type: Magical
Element: Darkness
4 Set Points

Casting Time: 8 seconds
Recast Time: 2 minutes 30 seconds

Notes: Gaze attack with incredibly low accuracy, probably based on the level of your target vs. your level. The doom effect appears to take 60 seconds to kill the target.





Dark Orb: Deals dark elemental damage to an enemy.
93BLU
AGI+2 MND+2
153MP
Type: Magical
Element: Darkness
3 Set Points

Casting Time: 9 seconds
Recast Time: 1 minute 12 seconds

Notes:
Naked, buffless, and on a Wild Rabbit: 710

INT gear (no MAB added, INT 78+28 MND74+20), buffless, and on a Wild Rabbits: 794

Full nuke set (MAB+36 INT78+56 MND74+41), buffless, and on a Wild Rabbit: 1217





Thunderbolt: Deals Lightning damage to enemies within the area of effect. Additional effect: "Stun."
138MP
Type: Magical
Element: Lightning

Casting Time:

Notes: Very low damage, but outstandingly long stun duration.





Harden Shell: Enhances defense.
20MP
Type: Magical
Element: Earth

Casting Time: 3 seconds
Duration: 90 seconds

Notes: +100% Defense


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Edited, Aug 29th 2011 8:47am by kenshynOnShiva
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#8 Aug 29 2011 at 8:36 AM Rating: Default
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So hardened shell and thunderbolt are the HNM ones?

Ok spells, wish hardened shell was normel, it go well with magic barrier.

I was hoping for a breath and multi hit spell as well. Oh well, next update.

Looks like head **** will finaily be replaced

Edited, Aug 29th 2011 10:38am by kimjongil76
#9kimjongil76, Posted: Aug 29 2011 at 8:48 AM, Rating: Sub-Default, (Expand Post) If you look at wikithe spell is defennse and magic defennse bonus
#10 Aug 29 2011 at 9:02 AM Rating: Decent
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TummieGaruda;4765158 wrote:
Hardened Shell is 100% Defense Bonus
Mortal Ray takes FOREVER to kill a mob


Acrid Stream + Demoralizing Roar + Empty Trash + Heavy Strike = Triple Attack
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#11 Aug 29 2011 at 9:38 AM Rating: Default
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kenshynOnShiva wrote:
TummieGaruda;4765158 wrote:
Hardened Shell is 100% Defense Bonus
Mortal Ray takes FOREVER to kill a mob


Acrid Stream + Demoralizing Roar + Empty Trash + Heavy Strike = Triple Attack


So Double Attack+10% will be replaced by Triple Attack+5% ? Not sure what SE is thinking, without more sufficient +TA gear this will actually be weaker.... Unless of course BLU/WAR still works.

Edited, Aug 29th 2011 11:45am by GagBag
#12 Aug 29 2011 at 10:07 AM Rating: Decent
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Idk if this is normal or not since I really don't remember trying this on an Imp, but I did EF+CA+QC for about 4.2k at 0%TP. The only thing I did was raise my cap to 95 and unlocked the new spells, didn't mess with any merits I didn't already have and wearing my current AF3+1 and elemental trial swords. I think the most I've ever gotten was maybe 3.5k on Qutrub in the Mire. Is this normal for imps?
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#13 Aug 29 2011 at 10:58 AM Rating: Excellent
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Asyrian wrote:
Idk if this is normal or not since I really don't remember trying this on an Imp, but I did EF+CA+QC for about 4.2k at 0%TP. The only thing I did was raise my cap to 95 and unlocked the new spells, didn't mess with any merits I didn't already have and wearing my current AF3+1 and elemental trial swords. I think the most I've ever gotten was maybe 3.5k on Qutrub in the Mire. Is this normal for imps?


At 95 you have more BLU skill which raises your base damage on spells. With Merits, Emp+2 Pants and AFv1 Body, and Tathlum I was sitting at ~450 Blu Skill
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Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#14 Aug 29 2011 at 11:45 AM Rating: Good
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kimjongil76 wrote:


So all those are?

But water bomb, barrier tusk sudden lunge are all regular monster spells. Heck sudden lunge was laybugs and I just killed 400 of them

Barrier tusk is the dinos in mix coast. water bomb frogs. Mortal ray froght roar mob.

I dont think SE will give all these as HNM spells and 0 91-95 spells.


Smiley: banghead Smiley: banghead

Edited, Aug 29th 2011 1:46pm by Peimei
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#15 Aug 29 2011 at 3:29 PM Rating: Good
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Hopefully, barrier tusk doesn't count towards the -DT cap. If it does, I'd be much happier if it were phalanx. Meh, either way, I guess I wouldn't have to turtle up as much in certain situations.
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#16 Aug 29 2011 at 5:47 PM Rating: Default
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Erecia wrote:
Geez, those are the HNM spells that are supposedly good enough to justify requiring a separate timer to get access to?

White Wind cool. Undecided about most others.


Does anyone know the timer for the new ability that gives access to HNM spells? and are they co7unted toward your set list when you set spells? BMP? or Slots? Seems like if they fill your slots and you can only use very,Say, 5 minutes whats the point? just wasting slots and BMP on potentially better setups.
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#17 Aug 29 2011 at 9:20 PM Rating: Excellent
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Nihcru wrote:
Erecia wrote:
Geez, those are the HNM spells that are supposedly good enough to justify requiring a separate timer to get access to?

White Wind cool. Undecided about most others.


Does anyone know the timer for the new ability that gives access to HNM spells? and are they co7unted toward your set list when you set spells? BMP? or Slots? Seems like if they fill your slots and you can only use very,Say, 5 minutes whats the point? just wasting slots and BMP on potentially better setups.


The HNM spells are independent of your main spell set, and dont require any slots or BMP. The cooldown timer is 5 minutes and the ability allows you to cast a single spell from the HNM list, after which you will need to let the timer cool down before casting anymore HNM spells.

Edited, Aug 29th 2011 11:22pm by EricCantona
#18 Aug 30 2011 at 7:52 AM Rating: Decent
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Do we know the duration of Hardened shell yet?
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MNK: "OK we're gonna go in and get those items."
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MNK: "Plan? I was going to walk through the front door and start punching people."
#19 Aug 30 2011 at 8:22 AM Rating: Excellent
kimjongil76 wrote:
Hardened shell, thunderbolt and white wind would be only three that would be classified as HNM.

Honestly I dont think any on this list are HNM. As even hardened shell is EP mobs in abby mow. Every update we got 7-9 spells from 76-90. So why would SE add all these spells as HNM and no regular spells 911-95.


and White wind ona 5 minute timer, no one would rarely use it.


Only Harden Shell and Thunderbolt count as "HNM" spells unlocked through Unbridled Knowledge, which is why Peimei bolded those two specifically. White Wind and all the other spells that Tummie listed are normal spells that we have to set in order to use, same as all the previous spells we've ever obtained.

Though there are far easier places to obtain the "HNM" spells nowadays, initially those sorts of mobs could only be found in HNM situations. There weren't normal Adamantoise or Behemoths roaming around that people could just walk up to whenever they felt like and fight. Adamantoise and Behemoth were mobs that for the longest time only existed in an NM form and never had a normal mob variant (Behemoth still doesn't), so that's why they're considered "HNM" spells by the public.

Quote:
So hardened shell and thunderbolt are the HNM ones?

Ok spells, wish hardened shell was normel, it go well with magic barrier.

I was hoping for a breath and multi hit spell as well. Oh well, next update.

Looks like head **** will finaily be replaced


Breath spells in general aren't worth it, cause unless their formula was insane (like DMG = 2x or 3x current HP), they would fall short of our better non-breath nukes.

Multi-hit spells we have plenty of, and considering that currently some of our best physical DD spells are multi-hits (Quadratic Continuum and Goblin Rush, for example), it's nice to have a strong single hit spell, since that will help out against potentially future NMs that may have really high defense.

Lastly, Sudden Lunge's recast makes it too long to be a real replacement for Head Butt, given that it's a 12 second recast barring Fast Cast/Haste effects. A complementary spell to Head **** definitely, but not its replacement. Unless they were to tweak the recast time by a considerable amount for Sudden Lunge, Head **** is still going to be a spell to keep set.

Edited, Aug 30th 2011 10:30am by Vlorsutes
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#20 Aug 30 2011 at 9:07 AM Rating: Decent
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So I'll be the first to say Hardened shell will only be able to be learned from an nm.


Edit: Not stating a fact, just guessing.

Edited, Aug 30th 2011 11:08am by Peimei
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SSubZero wrote:

MNK: "OK we're gonna go in and get those items."
WHM: "Did you have a plan?"
MNK: "Plan? I was going to walk through the front door and start punching people."
#21kimjongil76, Posted: Aug 30 2011 at 11:29 AM, Rating: Sub-Default, (Expand Post) NO, I dont think so. Many urtles in abby nd they are not NM. But if we must. lol Genbu is soloable, and we will steal his secrets.
#22 Aug 30 2011 at 1:07 PM Rating: Good
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Peimei wrote:
Do we know the duration of Hardened shell yet?


I did a brief test of both Thunderbolt and Hardenshell in Abyssea Altep on dolls. The duration for Hardenshell seemed to be around 30-40 secs (couldn't get exact being I still haven't set everything up macro's and such in there and was working from the menu's manually.... and it is +100% defense). Thundrbolt hit the dolls for around 700 dmg each. As mentioned before they are linked to the ability Unbridel Knowledge(spelling).. and the timer for it is 5 min's. Will be interesting to see if SE keeps the settings with it when it goes live.
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#23 Aug 30 2011 at 1:22 PM Rating: Excellent
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Fancy shmancy cocoon then.

Does Unbridel Knowledge have a duration or does it only last until you use a single spell?
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#24 Aug 30 2011 at 3:56 PM Rating: Decent
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A solid "meh" to unbridled knowledge as of now.
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#25 Aug 30 2011 at 5:26 PM Rating: Excellent
Erecia wrote:
Fancy shmancy cocoon then.

Does Unbridel Knowledge have a duration or does it only last until you use a single spell?


From what I've seen it's a one-shot deal as opposed to Scholar's Addendum effect remaining active for a few hours.
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#26 Aug 30 2011 at 8:36 PM Rating: Decent
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Is Heavy Strike a critical hit or is it chance of crit with CA? Asking because if its just an incredibly strong single it attack, when you could stack it with SA for some really crazy damage. Basically a replacement for VC / BT. Otherwise its just ~ok~.
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#27 Aug 30 2011 at 8:38 PM Rating: Decent
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From what I read yesterday on BG, they said it's a spell that can crit naturally... just like BLU physical ranged spell.
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#28 Aug 30 2011 at 10:42 PM Rating: Good
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They con IT+ to a 95.
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#29 Aug 31 2011 at 12:51 AM Rating: Good
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Any word on new spell combos besides Triple attack?
Just got on the test server myself, so I haven't really had the chance to mess about.

Edit:
Well,
Sudden Lunge works with the rest for Store TP.



Edited, Aug 31st 2011 2:55am by AshokaPrime
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#30 Aug 31 2011 at 6:21 AM Rating: Decent
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Could someone tell us how many set points we get now. Did they give us anything extra or is it just the standard 5 points?
#31 Aug 31 2011 at 9:36 PM Rating: Excellent
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saevellakshmi wrote:
Is Heavy Strike a critical hit or is it chance of crit with CA? Asking because if its just an incredibly strong single it attack, when you could stack it with SA for some really crazy damage. Basically a replacement for VC / BT. Otherwise its just ~ok~.
According to testing on FFXIAH, Heavy Strike is a guaranteed critical hit with a 2.25fTP and 75% str mod, basically making it a juiced up version of true strike. And has a Fragmentation SC property.

Also, Sudden Lunge has a longer recast, but apparently it has a stupidly long stun duration, with some people saying that at ~50% fast cast (6~7 second recast), they would get stuns that lasted longer than the recast of the spell. Also, it doesn't reduce your HP like it does for mobs.

Thunderbolt deals less damage than charged whisker, but also comes with it's usual absurdly long stun (10~12 sec). And it has a 3.5 sec cast time, so basically lol.

Harden Shell is a 90 second duration, so it's sort of like Cocoon on roids. Also you can diffusion it.

Barrier Tusk is currently -15% DT that applies separately after normal PDT/MDT, rather than actual phalanx.

White Wind heals an amount based on your MAX hp, and is not affected by mnd (cure potency still applies, though). I think the formula was (3(max HP)/5), but I'm not 100% on that

Mortal Ray is basically a new 1000 Needles; very low macc, 60 second doom clock, and it wears off if wander to far from what you cast it on

Water bomb's silence lasts ~60 seconds, but idr what the damage was listed as.

Dark Orb is just a generic single target dark elemental nuke.

I'd link to the thread where I read all this, but I can't remember which one it as and I cba to go find it. Basically though, blue got a bunch of fun new toys, as well as a @#%^ing bazooka (heavy strike hits hard, but is totally unaffected by Sneak Attack).

norax wrote:
Could someone tell us how many set points we get now. Did they give us anything extra or is it just the standard 5 points?

bonus +5 at 95, for a total of 60.

edit: I don't normally pay attention to him, but is that kimjongil guy really that stupid? if so, I need to read the blu forum more, because I haven't laughed so hard at someone on alla in a long time Smiley: laugh

Edited, Aug 31st 2011 10:41pm by Jinte
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#32 Aug 31 2011 at 10:07 PM Rating: Decent
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Lady Jinte wrote:
saevellakshmi wrote:
Is Heavy Strike a critical hit or is it chance of crit with CA? Asking because if its just an incredibly strong single it attack, when you could stack it with SA for some really crazy damage. Basically a replacement for VC / BT. Otherwise its just ~ok~.
According to testing on FFXIAH, Heavy Strike is a guaranteed critical hit with a 2.25fTP and 75% str mod, basically making it a juiced up version of true strike. And has a Fragmentation SC property.

This sounds better and better. More reason to SS instead of GH for CDC user?

Quote:
Also, Sudden Lunge has a longer recast, but apparently it has a stupidly long stun duration, with some people saying that at ~50% fast cast (6~7 second recast), they would get stuns that lasted longer than the recast of the spell. Also, it doesn't reduce your HP like it does for mobs.

Any words about the base macc compared to Head Butt/Temporal Shift? I know I used Temporal Shift on some of the NM back in 75 day because it has higher base macc compared to Head Butt.

Quote:
Thunderbolt deals less damage than charged whisker, but also comes with it's usual absurdly long stun (10~12 sec). And it has a 3.5 sec cast time, so basically lol.

There better be a good use of this later.

Quote:
Water bomb's silence lasts ~60 seconds, but idr what the damage was listed as.

What's the base magic accuracy of this? Can it land easily on NMs?

On the road to 95-99, I'm hoping we can get a natural damage spell with a decent Slow add effect (like how Delta Thrust have plague add effect). It's been long since sprout smack day.
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#33 Sep 01 2011 at 1:05 AM Rating: Good
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Lady Jinte wrote:

Also, Sudden Lunge has a longer recast, but apparently it has a stupidly long stun duration, with some people saying that at ~50% fast cast (6~7 second recast), they would get stuns that lasted longer than the recast of the spell. Also, it doesn't reduce your HP like it does for mobs.


I can confirm this to be true. With full 3/5 AFv3+2, Homam Hands&Feet, Twilight Belt, and Animating Wail, the recast on Sudden Lunge was 9 seconds. The thing with the spell itself is the stun duration can be as little as 5 seconds and as great as 20-23 seconds (I observed low 20's on various different occasions). So with the proper fast cast traits/gear I believe that it actually can fully replace head butt.
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#34 Sep 01 2011 at 1:48 AM Rating: Decent
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5 seconds gives you good enough time to recast utsusemi ichi without worry, isn't it ? The extra 0.5 casting time (compared to head butt) may actually be the real problem if you want to stun stuff at precise moment.

EDIT: Mavi Bazubands +2 actually can cut more seconds (Blue magic spellcasting time-12%) than Homam Manopolas, if you can sacrifice the +4 acc on it.

Edited, Sep 1st 2011 7:51am by VZX
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#35 Sep 01 2011 at 6:48 AM Rating: Good
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VZX wrote:
5 seconds gives you good enough time to recast utsusemi ichi without worry, isn't it ? The extra 0.5 casting time (compared to head butt) may actually be the real problem if you want to stun stuff at precise moment.


I thought the same thing, but couldn't actually bring myself to post that half a second was a drastic increase. It seems like latency at any particular moment would play a bigger role than that. But my instinct is with you.

I actually kind of like that the stun duration of head **** tends to match up with the recast. Very, very rarely have I been able to recast head **** and had the stun not wear off at that point. It can make it easier to stun lock.

Then again there are always the instances of:

The <t> is no longer stunned. 
<me> casts Head Butt. 
The <t> takes n damage.
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#36 Sep 01 2011 at 2:03 PM Rating: Good
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VZX wrote:
5 seconds gives you good enough time to recast utsusemi ichi without worry, isn't it ? The extra 0.5 casting time (compared to head butt) may actually be the real problem if you want to stun stuff at precise moment.

EDIT: Mavi Bazubands +2 actually can cut more seconds (Blue magic spellcasting time-12%) than Homam Manopolas, if you can sacrifice the +4 acc on it.

Edited, Sep 1st 2011 7:51am by VZX


This is correct, however I didn't have time to go back to the moogle and get the +2 hands lol. But yeah you can get the casting down pretty far and the stun is a lot better/reliable than headbutt it seems, but I haven't had a chance to test on NM's which I will do later tonight when I try to Stunlock Pascertpot.
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Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#37 Sep 02 2011 at 10:24 AM Rating: Decent
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Honestly I didn't have a problem with Sudden Lunge at all, I was fighting some Imps and they were staying stunned for quite a long time beyond the recast point, so when they finally did come to I just hit them with another SL. I have to admit though that there were a few instances where it wore right away but its not like I've never experienced that with HB.
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Belisi - 90 Sch/Cor/Whm


#38 Sep 03 2011 at 9:50 AM Rating: Decent
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12 seconds base recast is still acceptable... BLM stun have base recast 45 secs; And like I said the problem might be the 0.5s longer cast time and probably animation lock. Does it have long animation time like Delta Thrust?
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#39 Sep 18 2011 at 1:01 PM Rating: Good
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shame that barrier tusk only lasts 60 secs :/
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Pld64/Cor50/Rdm50/War45//Thf38

Square Enix when ToAU first went live wrote:
The TP information included in "physical" blue magic spells is
only applicable when using the job ability "Chain Affinity."
#40 Sep 18 2011 at 6:37 PM Rating: Decent
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And it's a really shame too that they decided to keep the badly-nerfed -acc Heavy strike on live servers.
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Princess ThePsychoticOne wrote:
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#41 Sep 19 2011 at 6:03 PM Rating: Decent
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Do you need to learn the spells from the new JA like normal spells? (thunderbolt/harden shell)
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#42 Sep 19 2011 at 6:34 PM Rating: Good
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VZX wrote:
And it's a really shame too that they decided to keep the badly-nerfed -acc Heavy strike on live servers.



Come on though, 30-ish MP and 2 set points for an auto-crit spell was a bit much.

They should of left it's acc alone and made it a 90+ MP spell and 3~4 set points. Now you pretty much need sushi or casting in acc gear to reliably land it.
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RoTZ: Complete DM: O
CoP: Complete AN: O
99 SAM, RDM, BLU, WAR, PLD, DRK

lolgaxe wrote:
Nothing in this game is impossible if you set yourself to the task of actually doing it. Even dumb people can only hold you back for so long.


Lucinus wrote:
when you're hefting something that deadly, you don't miss - mobs get the **** out of the way instead...
#43 Sep 19 2011 at 9:45 PM Rating: Good
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Quote:


Come on though, 30-ish MP and 2 set points for an auto-crit spell was a bit much.

They should of left it's acc alone and made it a 90+ MP spell and 3~4 set points. Now you pretty much need sushi or casting in acc gear to reliably land it.


they should have left it alone. while in abyssea we are pretty godly, outside we could use a couple high damage spells that dont cost a lot of mp to cast. we dont really need another quad, we need another delta thrust for outside. and really, 1 big spell every 30 seconds isnt really that bad compared to other jobs.
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#44 Sep 20 2011 at 5:28 AM Rating: Decent
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figster wrote:
Quote:


Come on though, 30-ish MP and 2 set points for an auto-crit spell was a bit much.

They should of left it's acc alone and made it a 90+ MP spell and 3~4 set points. Now you pretty much need sushi or casting in acc gear to reliably land it.


they should have left it alone. while in abyssea we are pretty godly, outside we could use a couple high damage spells that dont cost a lot of mp to cast. we dont really need another quad, we need another delta thrust for outside. and really, 1 big spell every 30 seconds isnt really that bad compared to other jobs.


Its 15s and it's 3~5 big spells every 30s if your properly geared.

BLU's have one of the highest burst DPS in the game if not being ~the~ highest. Your just run out of MP if you keep it up longer then 3~5min. In that period of time whatever it was your fighting should be dead.
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RoTZ: Complete DM: O
CoP: Complete AN: O
99 SAM, RDM, BLU, WAR, PLD, DRK

lolgaxe wrote:
Nothing in this game is impossible if you set yourself to the task of actually doing it. Even dumb people can only hold you back for so long.


Lucinus wrote:
when you're hefting something that deadly, you don't miss - mobs get the **** out of the way instead...
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