
In this second half of the announcement on job adjustments and additions planned for the April version update, we present to you a delectable array of changes that are bound to change the way you buff and summon!
Feast your eyes on the details here.
Hello, I don't think we've met before...
- Composure
(Lv.50 Ability Delay: 5 min. Duration: 5 min.)
Increases accuracy and lengthens recast time. Enhancement effects gained through white and black magic you cast on yourself last longer.
- Notes
Activating Composure will impose a recast time penalty upon all magic, songs, and ninjutsu.
Doesn't change much, anything RDM could melee effectively before was stuff you don't need an accuracy boost for. Anything you couldn't hit well before was something you'd need /NIN shadows for, and this ability is certainly not going to help there.
Enhancing buffs getting a longer duration makes it good for straight-tanking weak stuff through Phalanx/Stoneskin/etc, but again you need low flash and Stoneskin recasts if you plan on fighting something remotely difficult.
Guessing that it'll add something in the region of +10 acc, double recasts and add maybe +10 seconds onto spell durations, I'm going to say DO NOT WANT. Also if you're meleeing in a small group with this ability, people are still going to expect you to refresh/haste them, so you might get 3 hits in before the mob is dead. I was hoping for something to allow spells on OTHERS to last longer as well, so it didn't screw up buff cycles.

- En- Type Spells
Enfire II (Lv.58) / Enblizzard II (Lv.56) / Enaero II (Lv.54) / Enstone II (Lv.52) / Enthunder II (Lv.50) / Enwater II (Lv.60)
Adds elemental damage to your initial attacks (subsequent blows by characters for whom multiple attacks are possible do not receive this effect). Each successive activation increases elemental damage strength up to a predetermined limit. Reduces the target's resistance against the associated element.
Example) Enfire II: Adds fire damage to your initial attacks and reduces the target's resistance against water.
These have been in the .dats for ages, so no surprise here. I never was excited about them to be honest, and always expected them to be expensive enspells (at least 4 times the MP cost) that do a little more damage than the originals when they implemented them finally.
Oh wait.
(subsequent blows by characters for whom multiple attacks are possible do not receive this effect)
Sorry, less damage than the originals when using a multi-hit weapon (not like most RDM's main sword is a Joyeuse or anything crazy like that, right?). Oh god I hope they're not going to do this with normal enspells as well (incoming joyeuse/justice sword nerf?)...
Only thing that makes these enspells useable is the increasing damage over subsequent hits, which suits long melee RDM fights. Don't know why they bother with the lowers elemental resistance thing, because you're not going to melee anything that will be resisting you or anyone else. Not impressed.
Also SMN gets a little buff, and a nice picture of ifrit.

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