I wonder if any of the pet jobs will get the ability to call a second pet would be pretty sweet but i'm not sure they could even code that given how awkward it would be to control both of them
id like for pup, for the auto to go into a berserk type mode... for mages it would cast either defensive or offensive spells kinda like a chain spell type thing... until mana is depleted... and for the melle/rng frame it would be ws's back to back to back for the 1min.... or soemthing to that extent
Knowing the limitations of Auto-AI I doubt the magic half of that would be great, Degs. They'd get out about 4-5 crap damage nukes (due to lack of Ice Maneuvers to activate Ice Maker) and then be out of mp. Back to back ws would be an interesting idea but unless they got a defensive boost like they do with Overdrive I would see Sharpshot getting maybe 3 ws off (granted I'm not complaining about 3 2k damage ws in under a min) before it got itself eaten due to having too much hate.
Anyone else think of the pale gate rune from Suikoden 3 when reading this? XD
I could see smn getting an ability like bst's 2 hour that buffed their current pet after use.
Blm maybe the "MP Turbo" type ability from other FFs (spend more mp to increace damage)
Rng hundred fists but with ranged attacks
i still say sam's new 2hr should be Seppuku...
or a move that will haevy damage a mob, if it misses, the sam dies.
:x
I would think if it missed the sam would live since seppuku involved cutting open ones abdomen :P Still an interesting concept, maybe like ninja's but instead of doing damage it gives your party members a large ammount of regain.
I would think something like "Immense/Immeasurable Power" for DRk would be great, to double the damage of your ws's, but cut off skillchain potential. It would only last about 30-45 seconds, but dealing double the damage to keep drk up to speed would be worth it for zergs.
In group situations, Perfect Dodge for thf seems sort of meh. If you are soloing and get into trouble, it's ok. Perhaps a Perfect Dodge adjustment could be that when a thf uses it, everyone in a certain radius gains it. So run up to other tanks/DDs and pop a perfect doge, and no one can take a melee hit for a little while.
Or they could give you the ability to 'dodge' magic as well, since there is such a thing as magic evasion. If they stacked both of those-- AoE Perfect Dodge and dodging both melee and magic, it would make your party/alli/whatever invincible for a few seconds. Could be useful! But maybe too powerful, it would annoy the plds. They like to be invincible without some puny thf helping them along. xD
And if a group 3 merit for dnc was to be able to cast a reraise waltz on a dead alli member, even if it had a gazillion minute recast, that would be kinda cool.
My impression would be that the new abilities would not be enhancements to the current ones, but rather altermatives suited for different situations.
I think, mostly, that the old 2-hours were saved for "OH SHI-" moments. Just look at Perfect Dodge, Trance, Invincible, Chainspell, and Benediction. We don't really see them used too much anymore, generally, because nothing is really THAT important to win the first time anymore. With Abyssea, you can just get up and try again with a minor time delay, maybe a loss of KIs if you wipe, and some exp deduction. It was much different back in the day with storyline fights and battlefields, where much more rode on our success (FRICKIN ACP FINAL BOSS).
The new 2-hours would probably be more enhancement based, or related to damage boosts as opposed to emergency ones like before.
Sch really doesn't need another 2hour lol. They adjusted ours now so that its perfect. Unless they open up both addendum similar to enlightenment, but with no penalties, maybe? idk...seems like kind of a waste, since I barely use enlightenment anyways.
As far as blu goes. I would think just a massive dmg boost to spells during the duration of the new 2hour. Azure Lore's changes with spell self SCs made it pretty nice, when before it was rather useless.
Sam, idk. I liked the Cosmic Elud w/e idea...thats kinda neat, but 30s is too short for that I think.
Pup, I like the berserk mode idea. WS chaining on the puppet would be fun. And in the mage berserk mode, make the spells cost less (not 0, but just reduced).
Cor new 2 hour... an extra roll effect and double potency. That's really gotta be it. Cor's screamed they weren't a buffer like brd, well there ya go... SV for rolls lol. I personally like DD cor's who know how to buff, over cors that just buff and nothing else. I don't think cor is quite like rng in terms of shooting (except in the case of fire shot with WF), but they do well. And I think their buffs should never have been similar to bard in the first place. They get some nice, unique buffs. That's what makes cor, cor.
SMN: Astral Burst.
Effect: Reduces Blood Pact ability delay to 0. A SMN's Manafont, as it were.
Duration: 1 minute.
PLD: Unyielding Strikes.
Effect: Focuses target's emnity directly towards user. Every action performed when the ability is active generates maximum emnity.
Duration: 1 minute.
Previously, we stated that we are developing something to the effect of “merit point category 3,” and we have an update to share with you all. (As stated in the previous post, this is in an early stage of development)
“Merit Point Category 3” is intended to strengthen two-hour abilities and we are also working toward adding new two-hour abilities (*)
*What are new two-hour abilities?
We are planning to implement them to the test server in March 2012.
Please look here for a more detailed implementation schedule.
The new two-hour abilities are scheduled to have completely different effects, rather than enhanced current two-hour ability effects.
The new two-hour abilities will share the same recast timer with current two-hour abilities and we want players to choose them based on the situation.
Here is a revised order of test server implementation:
Raise the level cap to 99
Raise the maximum limit for merit points
Adjust merit points groups 1 and 2
Add new two-hour abilities
Add merit points group 3
We will let you know once we finalize all of the details.
I just wanted to follow-up with a bit more information related to two-hour abilities.
I believe I mentioned in individual job threads that we would be looking into the revamps of two-hour abilities for some jobs. With that said, we are in fact looking into making adjustments to currently existing two-hour abilities before we implement the new two-hour abilities.
Please just keep in mind that it will be a bit in the future before either of these things are done, so based on this please continue to give us your feedback.
Heya everyone! We were able to get more information from the dev. team about the merit point cap increase.
We are looking into the below three types of merit point cap increases:
1. Increase the amount of merit points you can have at a given time (current is 20)
2. Increase the category caps (HP/MP to 12, etc.)
3. Increase other item caps (Enmity + to 5, etc.)
Hopefully this answers some of your questions. We'll keep you posted when we receive more information. ^_^