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Job Adjustments and Additions Part I & II

Posted: Thu 2009 Mar 26 16:07 EDT
by Yevna
Source: http://www.playonline.com/pcd/topics/ff ... etail.html
Job Adjustments and Additions Part I (03/26/2009)

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.

That concludes the list of changes scheduled for the white mage job in the upcoming version update. Other jobs set to receive fine-tuning will be introduced in the very near future, so keep watching this space!

Re: Job Adjustments and Additions Part I & II

Posted: Mon 2009 Mar 30 15:56 EDT
by Yevna
Source: http://www.playonline.com/pcd/topics/ff ... etail.html
Job Adjustments and Additions Part II (03/30/2009)

In this second half of the announcement on job adjustments and additions planned for the April version update, we present to you a delectable array of changes that are bound to change the way you buff and summon!

Red Mage

The new job ability "Composure" and a new line of En- type magic spells will be added.

- Composure
(Lv.50 Ability Delay: 5 min. Duration: 5 min.)
Increases accuracy and lengthens recast time. Enhancement effects gained through white and black magic you cast on yourself last longer.

- Notes
Activating Composure will impose a recast time penalty upon all magic, songs, and ninjutsu.

- En- Type Spells
Enfire II (Lv.58) / Enblizzard II (Lv.56) / Enaero II (Lv.54) / Enstone II (Lv.52) / Enthunder II (Lv.50) / Enwater II (Lv.60)
Adds elemental damage to your initial attacks (subsequent blows by characters for whom multiple attacks are possible do not receive this effect). Each successive activation increases elemental damage strength up to a predetermined limit. Reduces the target's resistance against the associated element.

Example) Enfire II: Adds fire damage to your initial attacks and reduces the target's resistance against water.

Summoner

Changes are scheduled for the following Blood Pact abilities:

- The effective range for Blood Pact: Ward area of effect enhancing and healing abilities will be increased and become equivalent to that of white magic spells such as "Protectra."

- Blood Pact: Ward "Hastega"
The Blood Pact: Ward ability "Hastega" will be adjusted to nullify the effects of Slow in the same manner as the white magic "Haste."

- Blood Pact: Rage
Meteor Strike / Geocrush / Wind Blade / Grand Fall / Heavenly Strike / Thunderstorm
Both damage and TP-based damage dealt by the above abilities will be increased.

Re: Job Adjustments and Additions Part I & II

Posted: Mon 2009 Mar 30 20:55 EDT
by Cett
All i know is Composure is good for.... Pulling trains for FLOWWWWW

Re: Job Adjustments and Additions Part I & II

Posted: Mon 2009 Mar 30 21:56 EDT
by Arthars
was so funny whm get one entire page.........and rdm get like 1/4 page, and then smn gets 1/8 page............

tbh, i think the biggest adjustment smn needs, is the bug regarding BPs and losing the recast timer

ward range..................is meh.........like it matters ._.

composure sounds like a velocity shot

Re: Job Adjustments and Additions Part I & II

Posted: Tue 2009 Mar 31 10:25 EDT
by RedIce
composure blows balls for anything but soloing EP-EMs melee style. Longer refresh/haste/phalanx/en2!!!!!!!!!!zzz/spikes and a little acc. Unless the acc is overwhemling high and allows rdm to melee with the.. well melee and the en2's damage is rediculously high, these 'melee' updates are garbage.

Huge slap in the face to rdms again. lol I hate SE.

Re: Job Adjustments and Additions Part I & II

Posted: Tue 2009 Mar 31 16:00 EDT
by Cett
lol arth it ain't a bug if smn's are out of range and lose their BP , its forces the player to try harder, I like the merit BP dmg increase concept :P and the range is like making smn less lazy too...



overall... new avatar pls

Re: Job Adjustments and Additions Part I & II

Posted: Thu 2009 Apr 02 08:56 EDT
by Arthars
wtf is try harder lmao

a bug is a bug, its been acknowledged by SE as a bug already and they already have plans to fix it, so that if a BP doesnt come out (im not talking about out of range obviously, the bug can still occur even mobs is right infront of you), you dont lose the recast

unless your saying that casting avatar out and immediately spam a BP(ward or rage, 5/10 times will fail and lose recast) as fast as you can, is actually not the right way, and the actual way to try harder is to cast avatar, wait a little, and then use a BP, i have nothing to say lol

Re: Job Adjustments and Additions Part I & II

Posted: Thu 2009 Apr 02 12:23 EDT
by Cett
well my mis understanding as i've never been subject to this bug haha. :P

Re: Job Adjustments and Additions Part I & II

Posted: Fri 2009 Apr 03 10:23 EDT
by Arthars
theres more bug i can name

ask coco about avatar out > astral flow = no SP BP on list, even if you spam macro, there is no avail

i got it myself 1 every 10 flow

Re: Job Adjustments and Additions Part I & II

Posted: Fri 2009 Apr 03 11:40 EDT
by Reinika
I experienced this bug for the first time yesterday doing golden salvage with Kira.

whm/smn >> garuda >> aerial armor >> nada -1min

I was like 'wow that's annoying'