Friday, April 22, 2011

That looks....crazy broken.

They posted some Job Adjustments for the ludicrously long awaited Version Update finally. I'm a bit surprised to see what they are. But first...

King's Quest!

To briefly comment on the changes to Ground Kings: Great! I'm pretty sure that somebody did a detailed mock-up of almost exactly the announced system several years ago and it was floating around at the '06ish Fan Fest, but better late than never. Lowering Black Belt item drops seems kind of retarded, I ended up having to buy mine for 6 million gil because the drop rate on NQ HNMs and KS99s was horrid, but otherwise it's a positive.

I'm not sure if I'll do more KS30 spam for R3 or wait for this. They should probably add BS/KS drops inside Abyssea (or however they changed them due to Genkai Quest problems).

Job Adjustments: Dark Knight


They do know about Desperate Blows merits, right?
Because this looks crazy broken. ~25% Job Ability Haste 60% of the time?

Puppetmaster?!


As you may know, I've got my PUP90 and enjoy murdering the shit out of things with Stringing Pummel in Abyssea. So, I was delighted to see this.
For the non-PUPs the Heat Capacitor looks like a Meditate for Automatons. Using Fire Maneuvers provides a boost to an Autos STR and makes Attack boosting fire-based Attachments like Tension Springs provide larger percent bonuses. Unfortunately, having Fire Maneuvers up also affects which WS an Auto will use, and it's not always the better one. Tactical Switch swaps TP between Master and Automaton, so I think it'll be most useful either where you can't use Fire Maneuvers with a melee/ranged frame or with the mage Auto where the Master is meleeing.

Power Cooler looks to make the WHM Automaton slightly more MP efficient. Mana Booster (also an ice-based attachment) reduces the recast time between spells, so it's generally in use already. An Automaton running out of MP is usually not an issue with ADD (Activate-Deploy-Deactivate) fully restoring MP and Deus Ex Automaton allowing ADD even when Activate isn't up. So it's nice to have, but nothing amazing. On the BLM Auto it's not desirable as those Ice capacity slots are useful for damage.

Barrage Turbine is exactly what it sounds like. It'll probably give three plus the number of Wind Maneuvers, possibly based on level, shots of Barrage. And the occasionally makes it sound like a three or five minute recast timer. I don't use the Sharpshot frame much, so I don't see this as particularly useful.

Galvanizer looks pretty nice. There's not much in the way of useful Thunder Attachments for Mage Autos. For the melee and ranged ones Target Marker and/or Stabilizer(s) are usually used to provide an Accuracy boost, so countering attacks after Barraging at the start of a fight would be pretty handy.

The new weaponskills both look good. The first being a crit WS could potentially be amazing in Abby. The second being multi-hit should outperform Armor Piercer which is single-hit.

Job Traits


These look OK.
I'm not sure how Tranquil Heart will work, but having some innate Enmity- on Cure spells can't hurt. It'll help make White Mage even more awesomely broken. For subjobs only /WHM will probably give the Tier II trait at 90. /RDM probably will at 99. Unless Scholar gets Gravity nobody will care if /SCH gives the Tier II trait..

Stalwart Soul looks to...what the fuck is a "DKN Lv.45"? Fuck.

Ranged crits just get a 25% damage bonus, unlike melee attacks, so maybe Dead Aim will have them act more like melee ones?

Misc.


And there's this stuff.
The VIT change sounds good for Counterstanced Monks. Probably broken in an Emergency Maintenance awesome kind of way. (I'm calling it!) Also nice, because I like using the Atma of the Mounted Champion which gives VIT+50 soloing or when I'm not sure about having dedicated healing.

EXP loss change is something people have been bitching about for years. If you haven't read Pat's The Rise and Fall of Final Fantasy it's interesting, informative, and pretty entertaining to anyone who's a fan of (or hates, I guess) the FF series. His FF11 experience was ruined in sizeable part by the death penalty. Rhete hated much more of the game overall, but EXP loss was a part of it. Losing EXP after level 5 is kind of a steep difficulty/learning curve bump. So yeah, evilpaul approves this change.

Now if they can just add those Targeting the Captain attachments somewhere else or make them Synergy'able or something. Somebody post that on the Official Forum for me. :-P

1 comment:

  1. Let's hope they give the new WS decent skillchain properties so we can level 3 with something other than mage and Dragon Kick.

    Crit WS nice for VE - more dmg during brainless Dom Ops sessions.

    Now, if they could just fix the mage frames so if they don't cast a spell (because a mob dies) it resets the recast timer, that'd be swell.

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