Haven't said much lately, but the word is finally out on the November 2013 update having the new Special Abilities (the "one-hours").
So, after, what, two years of waiting?, here they are...
WAR:  Blazing Rush:  Increases Double Attack rate.
That's _IT_?  Unless you mean it allows the WAR to bust whatever caps on DA rate that their gear give or something, that's all the WAR gets?
MNK:  Inner Strength:  Increases Max HP
Unless the harder Adoulin stuff is meant to be SO HARD that you literally need a MNK with over 9000 HP...  Not a very promising start.
WHM:  Asylum:  Massive party increase to enfeebling magic and Dispel.
So kinda half-Perfect Defense plus a little bit...  OK, this one makes more sense than the first two.
BLM:  Subtle Sorcery:  Decreases emnity, increases magic accuracy.
That sounds more a Job Ability than a one-hour!!
RDM:  Stymie:  Greatly increases next enfeebling spell.
RDM is _USELESS_!!!
THF:  Larceny:  Steals one positive status effect from the enemy.
Independent of Aura Steal and the like.  OK.  Has it's uses.
PLD:  Intervene:  Shield attack to greatly reduce attack power and accuracy of the enemy.
So an OFFENSIVE PLD 1-hour...  Interesting.
DRK:  Soul Enslavement:  Blood Weapon, except TP this time.
Weapon skill still has to hit.  :)
BST:  Unleash:  Shortens recast timers of Sic and Ready, increases chances of Charm.
Ummm...  No.
BRD:  Clarion Call:  Adds one more song effect that can be given to players.
The more songs, the more you are of worth to a large-scale hyper-game/Adoulin event.
RNG:  Overkill:  Reduces ranged attack delay, increases double and triple shots.
Nice for ranged fights, of which there are at least a few.
SAM:  Yaegasumi:  Evasion of techniques increased, TP bonus as you evade more.
So is this Weapon Skills or something else?
NIN:  Mikage:  Grants bonus number of attacks to main-hand weapon to the number of Utsusemi shadows you have.
So now we finally get Hundredhanded-Whateverhisnameis in Mamook's main effect...
DRG:  Fly High:  Shortens Jump recast.
Ergh.  Could be great, could be terrible.  Hope these SPs work on a different timer.
SMN:  Astral Conduit:  Reduces Blood Pact recasts.
SMN is becoming more and more useless with the Perfect Defense nerf!!  I mean, what, Garuda and spam Predator Claw???
BLU:  N. Wisdom:  More BLU spells become available.
Probably most of the Adoulin stuff and other overpowered stuff.  Which see the JA post-75, I think.
COR:  Cut Cards:  Reduces SP time for party members.
Note:  Doesn't take it to zero, probably.  Probably cuts it by a percentage/half or something.
PUP:  Heady Artifice:  Puppet uses it's SP, SP depends on the type of head.
Probably the list we had before.  One of the few initial survivors, it looks like.
DNC:  Grand Pas:  Flourishes cost nothing.
Isn't that part of Trance?  Ew....
SCH:  Caper Emissarius:  All party emnity goes to the party member of your choice.
Hmmm...
GEO:  Widen Compass:  Geomancer spells now have wider effect.
Again, that seems like a lesser Job Ability.
RUN:  English Name Unknown:  Greatly reduces magic accuracy of enemy.
Yeah, sure, whatever...
God, do most of these suck.
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