Job and Battle System Adjustments (03/06/2008)

defiant

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http://www.playonline.com/pcd/topics/ff11us/detail/2942/detail.html

A number of job and battle system adjustments have been scheduled for the next version update.

New Magic and Job Abilities
2942_3.jpg

A host of new magic and job abilities will be added to a number of jobs for the next version update.
For example, teleport spells for the white mage, a warp spell for the black mage, sneak ninjutsu for the ninja, elemental spirit MP absorption ability for the summoner, and new automaton weapon skills for the puppetmaster.

2942_4.jpg

Additions and adjustments are also in store for the two new jobs introduced in the Wings of the Goddess expansion.
For the dancer, adjustments will include shortened ability delay to six seconds for all waltzes used when trance is in effect. Adjustments for the scholar will see an increase in the maximum number of charges available for stratagems, and a reduction in charge time.

Apart from job abilities, new status-specific status icons will be also introduced to further enhance playability.

Shortened Immobility Duration
The issue whereby certain restoration magic causes the character to become temporarily immobile, will be addressed. Up until now, casting cure on a character immediately after they initiate the attack command will result in that character becoming unable to move until spellcasting is complete, even after they have assumed battle stance. This immobility duration will be reduced drastically with the next version update.
 
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Cool we can now warp people to the past. It's not mentioned but they mentioned it in another update about warping to Home Nation in past, can only assume it's that =p

Cure spell locking adjustment is cool, but to bad still locks for casting other stuff :\

SCH sounds sexier.
 
you better not be fkin making this up, this sounds like a compilation of everything we actually wanted to hear from SE lol

-benny
 
you better not be fkin making this up, this sounds like a compilation of everything we actually wanted to hear from SE lol

-benny

But youknow... player base will always want more ^^

I'm still hoping they expand weapon merits again
 
Shortened Immobility Duration
The issue whereby certain restoration magic causes the character to become temporarily immobile, will be addressed. Up until now, casting cure on a character immediately after they initiate the attack command will result in that character becoming unable to move until spellcasting is complete, even after they have assumed battle stance. This immobility duration will be reduced drastically with the next version update.


Thank fucking god!
 
A host of new magic and job abilities will be added to a number of jobs for the next version update.
For example, teleport spells for the white mage, a warp spell for the black mage, sneak ninjutsu for the ninja, elemental spirit MP absorption ability for the summoner, and new automaton weapon skills for the puppetmaster.

about damn time..
 
you better not be fkin making this up, this sounds like a compilation of everything we actually wanted to hear from SE lol

-benny

http://www.playonline.com/pcd/topics/ff11us/detail/2942/detail.html

Yup! It's real! Time to bust out the champage/sparkling cider.

Though my lingering question is this: What about blink & stoneskin here folks? As insanely awesome as it is to improve the stratagems which was very badly needed, would you as a BLM go /SCH with more stratagem use even though it meant no blink/ss?

That and for PUP... adding more WS for the doll while cool... I don't think will remove the "lol" stigma. Give the master B in h2h and destroyers might be more effective in dispeling it.
 
I don't think they tweaked it at all /sch but I could be wrong. You would get the lower recast time for the stratgems but I think you will still be stuck with one charge. Guess we will have to wait and see to find out.
 
All this is stuff they mentioned before @fanfest and in interviews. It's nice to see an official announcement though.
 
I don't think they tweaked it at all /sch but I could be wrong. You would get the lower recast time for the stratgems but I think you will still be stuck with one charge. Guess we will have to wait and see to find out.
I bet you're right, maybe 2 at 40 still, 3 at 60, 4 at 70 or 75. I'm hoping for 2 at 37 though.
 
I'm so glad to see that they're considering taking the jamfest down a notch, lol. I don't know if it was just me or if it felt like I was getting jamming and animation breaks now more than ever.

The WHM added effect terrorize on the Haste or Cure spells almost made me feel like I was playing a turn based strategy game sometimes. This is a horribly sexeh change, kitteh approves. Maybe I can get a short video of a jamming spree or animation lockout when swapping gear sets in an XP party before they change it, lol.
 
have missions been mentioned?

-ara
 
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