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PostPosted: Fri May 28, 2010 6:02 pm 
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you know most of the new job based armor are still going to raise your eye brow like our artifact and relics

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PostPosted: Fri May 28, 2010 7:51 pm 
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If they are "tailored to how players play the job" then I'm probably going to hate the red mage set.

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PostPosted: Wed Jun 02, 2010 2:53 pm 
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15 Minute Difficult battles? Wonder what the prize will be.

Square wrote:
Moblin Maze Mongers Manufacture Monstrous New Maze: Adventurers Aghast! (06/01/2010)

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President Goldagrik and his grammatically-challenged gang of gil-grabbing dungeon delvers are back, this time with a new maze that promises thrills and chills for adventurers the world over!

Intrepid reporters have uncovered a voucher for the newly-formed "Revitalization Team." Nominally established to allow overextended adventurers to let off some steam, it would seem the Moblins' idea of rest and relaxation calls for pitting clients against the most fearsome foes ever to grace their dank and dusty caves.

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After choosing your foe, the "relaxation period" will commence. Challengers will have 15 minutes to pound away on their target to the best of their abilities. There will be no pushovers here, so you'll want to cooperate closely with your comrades. Fear not if you cannot fell your foe, however. You may still be eligible for a prize if Sadistiq deems that you have worked off sufficient stress in your attempt.

Still Crueler Challenges Await!

When your time is through, you'll want to show your member's card to Sadistiq once more. Prove your mettle, and you'll be granted the opportunity to take on even more fearsome foes.

An adventurer's life is far from easy. Why not take a few minutes to let off some steam Maze Mongers-style?


http://www.playonline.com/pcd/topics/ff11us/detail/5487/detail.html

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PostPosted: Thu Jun 17, 2010 11:42 am 
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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.

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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
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- 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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PostPosted: Thu Jun 17, 2010 2:25 pm 
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Tarutaru Murder Suspect
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Pretty nice additions. Its comforting to see that Square is maintaining effort in FFXI.

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PostPosted: Thu Jun 17, 2010 2:46 pm 
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Hurray for RDM getting nothing!
(in before RDM is already too strong! /cry)

Baramnesia! Combine the uselessness of self only bar spells with a status effect that has virtually no negative effect on us!

Protect5! 5 more points of defense {all right!}

Stone/Water 4! way to keep up with being an entire tier behind the real nuking jobs! Go go perpetual obsolescence!

Remind me again why Red Mage, who's AF weapon is FENCING Degan, and latent gear is FENCER's, relic is DUELIST'S and is generally understood to be a SWORD user, isn't on FENCER, but The typically axe using jobs are? Brilliant.

ok, done being angry, I'm just going to be bitter over in the corner with the thieves, ninjas, and bards.

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PostPosted: Thu Jun 17, 2010 3:26 pm 
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Joined: Mon Aug 04, 2008 12:31 pm
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IGNs: Main: Astrai (M)
Second: Umiraphame (E)
Mules: Feugh (T), Socent (G), Eume (H), Lioh (E)
welcome to the corner zyn!

not too excited about scholar either...

dark seems meh

and as long as blue's new spells aren't some asuran claws...

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PostPosted: Thu Jun 17, 2010 7:59 pm 
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At least Dancer getting Dual Wield gives me an excuse to leave Ninja where it is.

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PostPosted: Fri Jun 18, 2010 9:55 am 
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woot! I'm excited :lol:

you guys are way too negative.. think of the FUN of leveling 5 more levels on your favorite job :D

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PostPosted: Fri Jun 18, 2010 11:01 am 
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I've got 2 hopes I'm going to hold out for.
They add to composure (they said some existing abilities would be changed) to allow casting without interrupting melee swings.

And that Composure + Ascension will triple duration on everyone

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