Wednesday, October 30, 2013

New SP's: So, after all this time, this is what we get...

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.


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.


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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