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 FFXI Job Changes! Abilities, Spells, Traits!

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Khalus Akuhei
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PostSubject: FFXI Job Changes! Abilities, Spells, Traits!   Thu Jun 17, 2010 2:19 pm

Man I feel PLD is getting the short end of the stick thus far, with only one new ability with a dern 10min cooldown...geebus! Still though I get Shell IV, and Phalanx which will help a lot!

This one line alone is so awesome though and its gonna make Brialyn jump for joy! No longer will she have to deal with stupid NIN, and can now sub THF and be fracking awesome! Heck everyone who is everyone subs Dancer at some point so having Dual Wield for every job plus the ability to heal it fracking incredible! NO more stupid NIN!!!!!

- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.



Quote :
No level cap increase is complete without an accompanying arsenal of new job abilities, traits, and magic spells. Come the June version update, adventurers will find themselves empowered with myriad new ways to smite enemies and support comrades in battle. As the icing on this scrumptious cake of additions, performance-enhancing tweaks are also being whipped up for certain existing job abilities.


The following job abilities will be added:

Restraint (WAR Lv.77 Ability Delay: 10 min. Effect Duration: 5 min.)
Enhances your weapon skill power with each normal attack you land, but prevents you from dealing critical hits.

Perfect Counter (MNK Lv.79 Ability Delay: 1 min. Effect Duration: 30 sec.)
Allows you to counter the next attack directed at you.

Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 min.)
Allows you to take damage with MP.

Despoil (THF Lv.77 Ability delay: 5 min.)
Steals items from an enemy while inflicting a status ailment upon it.

Divine Emblem (PLD Lv.78 Ability Delay: 10 min. Effect Duration: 1 min.)
Enhances the accuracy of your next divine magic spell and increases enmity.

Nether Void (DRK Lv.78 Ability Delay: 5 min. Effect Duration: 1 min.)
Increases the absorption of your next dark magic spell.

Double Shot (RNG Lv.79 Ability Delay: 3 min. Effect Duration: 90 sec.)
Occasionally uses two units of ammunition to deal double damage.

Sengikori (SAM Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to skillchains and magic bursts initiated by your next weapon skill.

Futae (NIN Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to your next elemental ninjutsu by expending two ninja tools.

Spirit Jump (DRG Lv.77 Ability Delay: 90 sec.)
Delivers a short jumping attack on a targeted enemy which suppresses enmity. Effect enhanced when wyvern is present.

Blood Pact: Rage "Holy Mist" (SMN Lv.76)

Deals light elemental damage to an enemy.

Blood Pact: Rage "Lunar Bay" (SMN Lv.78)
Deals darkness damage to an enemy.

Blood Pact: Rage "Night Terror" (SMN Lv.80)
Deals darkness damage to an enemy.

Bolter's Roll (COR Lv.76)
Increases movement speed for party members within area of effect.

Caster's Roll (COR Lv.79)
Enhances "Fast Cast" effect for party members within area of effect.

Tactical Switch (PUP Lv.79 Ability Delay: 3 min.)
Swaps TP of master and automaton.

Presto (DNC Lv.77 Ability Delay: 15 sec. Effect Duration: 30 sec.)
Enhances the effect of your next step and grants you an additional finishing move.

Divine Waltz II (DNC Lv.78 Ability Delay: 20 sec.)
Restores the HP of all party members within a small radius.

Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.

Libra (SCH Lv.76 Ability Delay: 1 min.)
Examines the target's enmity level.






The following adjustments will be made to existing job abilities:



- Beastmasters will be able to invoke the aid of six new creatures via the "Call Beast" ability by using the following items:

Cunning Brain Broth / Lucky Carrot Broth / Deepbed Soil / Wool Grease /
Vermihumus / Dancing Herbal Broth


- The level requirement for the samurai ability "Sekkanoki" will be reduced from 60 to 40.
- When dragoons use the "Spirit Link" ability, half of their wyvern's TP will be transferred to them.
- If a corsair's "Double-Up" ability produces a total of XI, the roll's effect duration will be extended to 10 minutes.
- Dancers will be able to perform the ability "Cure Waltz" on non-party members.
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.



Support jobs will be subject to the following ability restrictions:

- The white mage abilities "Afflatus Misery" and "Afflatus Solace" will be unavailable.
- The ranger ability "Shadowbind" will receive a penalty to accuracy.
- The ninja abilities "Innin" and "Yonin" will be unavailable.
- The scholar abilities "Accession" or "Manifestation" will triple rather than double the recast time for associated spells.



The following job traits will be added:

*The jobs column indicates the level at which the trait will first be learned. The degree of mastery will
increase in stages thereafter.

Trait Jobs Effect
Crit. Atk. Bonus WAR Lv.78 Improves power
of critical hits.
THF Lv.78
DNC Lv.80

Crit. Def. Bonus PLD Lv.79 Improves
defense against critical hits.
BRD Lv.80

Tactical Parry NIN Lv.77 Grants bonus
TP when parrying an attack.
DNC Lv.77

Tactical Guard MNK Lv.77 Grants bonus
TP when guarding against an attack.
PUP Lv.80

Shield Def. Bonus WAR Lv.80 Reduces damage
taken when blocking an attack with a shield.
PLD Lv.77

Stout Servant BST Lv.78 Reduces damage
taken by pet.
PUP Lv.78

True Shot RNG Lv.78


Grants a damage bonus to
ranged attacks performed at an appropriate distance.
Blood Boon SMN Lv.60

Occasionally cuts down MP
cost of Blood Pact abilities. Does not affect abilities that require
Astral Flow.
Skillchain Bonus
SAM Lv.78
Improves
skillchain damage.
DNC Lv.45

Fencer WAR Lv.45 Increases rate
of critical hits when wielding with the main hand only. Grants a TP
bonus to weapon skills.
BST Lv.80
Conserve TP

RNG Lv.80
Occasionally
cuts down TP cost of weapon skills.
DRG Lv.45
DNC Lv.77

Occult Acumen DRK Lv.45 Grants bonus
TP when dealing damage with elemental or dark magic.
SCH Lv.78
Mag. Burst Bonus


BLM Lv.45
Improves magic
burst damage.
NIN Lv.80
SCH Lv.79


Divine Benison WHM Lv.50 Quickens spellcasting for
status ailment recovery magic. Grants a bonus to enmity reduction
Resist Amnesia

BST Lv.15
Gives you a
slight resistance against amnesia.
COR Lv.30
PUP Lv.15


The following magic spells will be added:

- White Magic
Cure VI: WHM Lv.80
Protect V: WHM Lv.76 / RDM Lv. 77 / SCH Lv.80
Shell V: WHM Lv.76
Baramnesia: RDM Lv.78
Baramnesra: WHM Lv.78


- Black Magic
Stone V: BLM Lv.77 / SCH Lv.79 (Addendum: Black)
Water V: BLM Lv.80
Aspir II: DRK Lv.78

- Songs
Foe Requiem VII: BRD Lv.76
Army's Paeon VI: BRD Lv.78
Knight's Minne V: BRD Lv.80

- Ninjutsu
Aisha: Ichi: NIN Lv.78
*Uses the ninja tool "Soshi".



More jobs will be able to learn the following spells:

- White Magic
Shell IV: PLD Lv.80
Phalanx: PLD Lv.77
Regen II: RDM Lv.76

- Black Magic
Stone III: DRK Lv.76
Stone IV: RDM Lv.77
Water III: DRK Lv.80
Water IV: RDM Lv.80



Several new blue magic spells will be added.








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Satha Kuuetsija

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Joined : 2010-02-05
Posts : 229

PostSubject: Re: FFXI Job Changes! Abilities, Spells, Traits!   Thu Jun 17, 2010 3:40 pm

The updates for samurai are complete BS lol

They have to fix skillchains before anyone will actually use them. Otherwise, "bonus to skillchain damage" is completely useless.

Although I will enjoy Bolter's Roll :p
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Soten Enki

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Posts : 478

PostSubject: Re: FFXI Job Changes! Abilities, Spells, Traits!   Thu Jun 17, 2010 6:41 pm

I was hoping for a 1 hit kill ability but I guess countering a single attack works? or not.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"There are some things that can beat smartness and foresight? Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot."  -Mark Twain
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Ondyne Kyrie

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PostSubject: Re: FFXI Job Changes! Abilities, Spells, Traits!   Thu Jun 17, 2010 11:32 pm

Bard got jipped. -.-

Not that I have a 75 brd anymore, but the bard in me whines.
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Satha Kuuetsija

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PostSubject: Re: FFXI Job Changes! Abilities, Spells, Traits!   Fri Jun 18, 2010 1:51 am

In my opinion, a lot of the jobs got jipped. I suppose there's still 19 levels for them to add SOME useful things though.
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PostSubject: Re: FFXI Job Changes! Abilities, Spells, Traits!   Sun Jun 20, 2010 4:35 pm

Khalus Akuhei wrote:
- The "Dual Wield" job trait will become available to dancers at level 20, with the degree of mastery increasing in stages thereafter.

OMG!!!!!!!! Hell yes!!!!! Onigiri Fan Faire
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Khalus Akuhei
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Posts : 4384

PostSubject: Re: FFXI Job Changes! Abilities, Spells, Traits!   Sun Jun 20, 2010 5:44 pm

hahahahah, thought you saw that last time you visited the other day! Know exactly how ya feel!
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