Job Adjustments (12/01/2006)

Today's Topics will discuss the upcoming job adjustments planned for paladins, dark knights, blue mages, corsairs, and puppetmasters.

 

Paladin Adjustments

With high defensive capabilities and enmity generation in mind, we will be adjusting the effect of the paladin job abilities Sentinel and Rampart.

Sentinel
The effect of Sentinel will be changed from an increase in defense to straight damage mitigation.
Also, all actions taken while Sentinel is in effect will generate additional enmity, allowing the paladin to more easily gain and maintain an enemy's attention.

Rampart
In addition to the defense bonus granted to party members within the area of effect, Rampart will now also provide a "Magic Shield" that will absorb a certain amount of magic damage in the same manner as the spell "Stoneskin."

Shield Mastery
In addition to granting a TP bonus, the Shield Mastery job trait will also prevent interruption to spell casting when an enemy's attack is blocked with a shield.

 

Dark Knight Adjustments

The casting time for Absorb spells will be reduced from 4 seconds to 2 seconds to increase their utility in battle.

 

Blue Mage Adjustments

Changes will include more monsters available from which to learn blue magic, as well as additional spells, and adjustments to recast times.

New Blue Magic
In addition to spells attainable from the newly introduced soulflayers and the Poroggo, there will be new spells made available for mid-level players that have healing and dispelling effects.

Existing Blue Magic
The recast time for enfeebling blue magic spells such as "Chaotic Eye" and "Frightful Roar" will be reduced.

 

Corsair Adjustments

Corsair adjustments in the upcoming version update will mainly focus on the Quick Draw ability. Also, with the addition of the Rapid Shot job trait, ranged attacks will become a more viable combat tool for the Corsair.

Quick Draw Accuracy
A corsair's AGI will now affect the accuracy of Quick Draw. This will make it possible to improve the accuracy of Quick Draw by increasing the relevant attributes.

Quick Draw Recast Time
The recast time for Quick Draw will be reduced from 3 minutes to 1 minute.
In accordance with this change, the Group 1 merit point ability Quick Draw Recast will now reduce recast time by 2 seconds instead of 6 seconds.

Light Shot and Dark Shot
Light Shot and Dark Shot will be changed to have the following enfeebling effects instead of inflicting damage:

- Light Shot: Sleep
- Dark Shot: Dispel

*The Quick Draw additional effect of increasing the potency of enfeebling effects will remain unchanged.

 

Puppetmaster Adjustments

Several new automaton weapon skills will be introduced. High-level automatons will have new weapon skills available for use in various situations.

- Melee Type
Inflicts melee damage on a target and drains an amount of HP in proportion to the damage dealt.
- Ranged Type
Inflicts ranged damage on a target and occasionally has the additional effect of Stun.
- Magic Type/Standard Type
Inflicts melee damage on a target and occasionally has the additional effect of greatly reducing evasion for a brief period of time.

* * *

A new text command [/ignorepet] will also be introduced that will allow you to ignore the pets of others, including automatons, avatars, and charmed monsters.
The text command can be used in the following way:

/ignorepet: Displays current status when no subcommand is specified
/ignorepet on: Ignore pet targets
/ignorepet off: Allow pet targets

*While using [/ignorepet on], you will be unable to target others' pets.
*You will always be able to target monsters' pets, player character's pets in PvP, and Fellows regardless of the ignorepet command.

Comments

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Me love you long time SE!
# Dec 01 2006 at 11:50 AM Rating: Decent
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421 posts
Guess they fired the guy that hated plds in SE and put someone with some sense in charge!
very nice!
# Dec 01 2006 at 11:24 AM Rating: Decent
I can only see good coming from these new changes. Sentinal giving damage reduction is a better idea than buffing DEF imo, and being able to stop a spell from being interrupted by blocking it with your shield is great. I, as a Blue Mage, am glad they're giving the job a mid level cure spell, along with a dispel spell too. It's hard to solo spells as anything but sub White Mage because the only cure spells BLU get until the mid 50s is Pollen and Healing Breeze, so this will help that out a lot. Also, I hope that the new dispel effect will be single target, because worrying about hitting another monster with Giest Wall is sort of nerve racking, and at sometime can impare you from using it. It'll also be nice to see more PUP Weapon Skills since that was one of the complaints that I got from friends that played them.
Paladin Adjustments
# Dec 01 2006 at 10:42 AM Rating: Good
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2,890 posts
The effect of Sentinel will be changed from an increase in defense to straight damage mitigation.

hmm this sounds like that thread about giving pld -% to damage taken. Wonder what they mean by that exactly. Giving rampart AOE stoneskin for magic damage is pretty cool too. I can see that coming in handy when mobs pop nasty blaze spikes or something.

Those absorb spells took way to long to cast imo
I would love to see drks using those spells more often. Cool

puppetmaster
# Dec 01 2006 at 10:37 AM Rating: Decent
I have not played puppetmaster so perhaps I am ignorant in this way.
However, although the addition of marionette weaponskills is helpful, it doesn't really seem to make PUP any more helpful to an EXP party than they are right now. I think what puppetmasters crave to have changed is the amount of damage potential their pet has. They spend so much gil on attatchments but these dont provide the same satisfaction that other jobs get such as a high damage weaponskill or a powerful nuke.
I am a DRG main and so I appreciate the struggle that puppetmasters have with a desire to play a job that they find fun, but at the same time feel that their job is thankless and doesnt provide any in-game perks. SE took a long time to improve Dragoon, too long I think when it was clear that changes needed to be made. I hope for the sake of puppetmasters that the development team evens the playing field and gives Puppetmasters something to bring to a party that makes the job desirable. Off the top of my head, these benefits could include the ability to close/open any kind of skillchain, perhaps an ability that temporarily increases the nuke power of the puppet to a high level (for magic bursts).
There are so many jobs in FFXI that it would be nice to see a great variety of jobs being leveled, not everybody just leveling WHM BLM RDM NIN and PLD, which are the jobs with easy-to-see benefits that make a players life easier in-game.
Rate up SE ^^b
# Dec 01 2006 at 10:22 AM Rating: Decent
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442 posts
Paladin Adjustments

Quote:
With high defensive capabilities and enmity generation in mind, we will be adjusting the effect of the paladin job abilities Sentinel and Rampart.

Sentinel
The effect of Sentinel will be changed from an increase in defense to straight damage mitigation.
Also, all actions taken while Sentinel is in effect will generate additional enmity, allowing the paladin to more easily gain and maintain an enemy's attention.

Rampart
In addition to the defense bonus granted to party members within the area of effect, Rampart will now also provide a "Magic Shield" that will absorb a certain amount of magic damage in the same manner as the spell "Stoneskin."

Shield Mastery
In addition to granting a TP bonus, the Shield Mastery job trait will also prevent interruption to spell casting when an enemy's attack is blocked with a shield.


Bravo SE!!

Quote:
*While using [/ignorepet on], you will be unable to target others' pets.


Could have used this long long ago. Better late than never though. What a happy happy day.

Rate up SE ^^b
# Dec 01 2006 at 10:57 AM Rating: Decent
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315 posts
I have only partied with PUP one time (not because of bias, just but no opportunity). I had to watch what the automation casted very closely. It would frequently cast the same spells as I would or cast the dreaded bio over my dia. I was told the PUP has no control over the magic it casts. This is something I wish SE would fix. It was very annoying. I can tell a BLM or DRK to not cast BIO II, I can't stop an automation :(
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