Job Adjustments

 Though the August version update is still a ways off, Square Enix is sparing no expense in enticing players, for several new job adjustments for Final Fantasy XI have been announced! Among the planned changes include a new job trait for Warriors, Paladins, Rune Fencers, and Ninjas, adjustments to enmity generation by various actions and gear, increasing the potency of Blue Mage and Geomancer spells, increases to automaton weapon skill damage for Puppetmasters, and much more!

What do you think is the biggest adjustment planned? Let us know all about it over on the ZAM forums!

From the official Final Fantasy XI forums:

[dev1225] Job Adjustments

  • The maximum amount of enmity accruable by job abilities, magic, and equipment will be increased.
  • The following jobs will undergo adjustments.
    • Warrior
      • The job trait “Max HP Boost” will be added.
        Warriors will receive this trait at level 30, with the effect increasing stages at levels 50, 70, and 90.
    • Thief
      • The recast time of the job ability “Mug” will be decreased from fifteen minutes to five minutes.
    • Paladin
      • The job trait “Max HP Boost” will be added.
        Paladins will acquire this trait at level 45, with the effect increasing at level 85.
      • The amount of enmity accrued when using the following job abilities will be increased.
        Shield Bash / Rampart / Palisade
    • Dark Knight
      • The casting time of the following spells will be decreased from two seconds to 0.5 seconds.
        Absorb-ACC / Absorb-Attri / Absorb-STR / Absorb-DEX / Absorb-VIT / Absorb-AGI / Absorb-INT / Absorb-MND / Absorb-CHR / Absorb-TP
    • Ninja
      • The job trait “Max HP Boost” will be added.
        Ninjas will receive this trait at level 20, with the effect increasing stages at levels 40, 60, 80, and 99.
    • Dragoon
      • Wyverns’ defense, magic defense, and subtle blow effects will be increased.
    • Blue Mage
      • The attack power of physical blue magic spells will be increased.
      • Job abilities, magic, food, and equipment that affect physical attack will now be reflected in the attack power of physical blue magic spells.
        * With regard to those effects that raise physical attacks by a percentage, the attack of physical blue magic spells will vary based on the strength of the weapon wielded in the main hand.
    • Puppetmaster
      • Weapon skills used by automatons will undergo the following adjustments.
        • The attribute modifiers of the following weapon skills will be increased.
          String Clipper / Arcuballista / Slapstick / Daze / Knockout / Bone Crusher / Armor Piercer
        • The TP-related modifiers of the following weapon skills will be increased.
          Chimera Ripper / Arcuballista / Cannibal Blade / Daze / Knockout / Bone Crushers / Armor Piercer/ Magic Mortar
        • The damage-related modifiers of the following weapon skills will be increased.
          Chimera Ripper / Arcuballista / Slapstick / Daze / Knockout / Bone Crushers
        • The attack-related modifier of String Clipper will be increased.
    • Rune Fencer
      • The job trait “Max HP Boost” will be added.
        Rune fencers will receive this trait at level 20, with the effect increasing stages at levels 40, 60, 80, and 99.
    • Geomancers
      • The potency of the following geomancer spells will be increased.
        Indi-Fury / Indi-Barrier / Indi-Wilt / Geo-Fury / Geo-Barrier / Geo-Wilt
      • The effect equipment has on the following geomancy spells will be increased.
        Indi-Fury / Indi-Barrier / Indi-Fend / Indi-Precision / Indi-Voidance / Indi-Focus / Indi-Attunement / Indi-Wilt / Indi-Frailty / Indi-Fade / Indi-Malaise / Indi-Slip / Indi-Torpor / Indi-Vex / Indi-Languor / Geo-Fury / Geo-Barrier / Geo-Fend / Geo-Precision / Geo-Voidance / Geo-Focus / Geo-Attunement / Geo-Wilt / Geo-Frailty / Geo-Fade / Geo-Malaise / Geo-Slip / Geo-Torpor / Geo-Vex / Geo-Languor

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