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View Full Version : Dun dun da dun..dun dun DUN! (WHM Update)



Lionx
03-27-2009, 12:47 PM
http://lvlup.tsunami-art.com/WebComic/Images/LVLUP000161.jpg


Update notes if you havent seen it yet: FINAL FANTASY XI Official Web Site (http://www.playonline.com/pcd/topics/ff11us/detail/4266/detail.html)


*jizz*

Also Bonanza is back along with a new trailer for the expansion.

FINAL FANTASY XI (http://www.playonline.com/ff11us/addon/)

Rostum
03-28-2009, 12:25 AM
Holy sweet Jebus on a stick!

Del Murder
03-28-2009, 03:17 AM
Pretty big update! I wonder what more is to come.

Rostum
03-28-2009, 10:40 PM
Hopefully they make WAR awesome.

ThePheonix
03-28-2009, 10:53 PM
The update is quite interesting, here is my analysis of it based on what we know for sure from this (along with some extrapolation):

To start of, it's quite clear that the update seems to be centered on the addition of the 2 'stance'-like abilities - Afflatus Solace and Afflatus Misery.


- Afflatus Solace
(Lv40 Ability Delay: 1 min. Duration: 2 hrs.)
Inspires you to draw strength from the healing spells you cast.

While Afflatus Solace is activated, the amount of HP you restore via Cure spells and the job abilities Benediction and Martyr will be recorded up to a limit determined by your character's level.
This accumulated amount will determine the bonus value granted to specific spells.


- Afflatus Misery
(Lv40 Ability Delay: 1 min. Duration: 2 hrs.)
Inspires you to draw strength from the damage you take.

While Afflatus Misery is activated, the most recent damage you sustain will be recorded up to a limit determined by your character's level. This damage amount will determine the bonus value granted to specific spells. Unlike Afflatus Solace, it is non-accumulative and overwriting.

These two are very different from most previously implemented 'stance' abilities in that they don't provide any general effects such as dark/light arts or Hasso, instead they are more like Seigan and grant specific bonuses to specific spells; however they also have a memory for amount cured/last amount of damage taken which modifies their bonuses.


Now let's examine the specific effects of these abilities along with the new spells...


Afflatus Solace

-New {Solace-affected} Spell-

:mog: Sacrifice

Sacrifice (Lv65)
Transfers one enfeebling effect from target to yourself.
Casting Sacrifice while Afflatus Solace is activated grants a bonus to the number and variety of enfeebling effects transferred.
The description seems to be more or less the same for all languages from what I can tell using Google translate and my not-so-awesome French, Important points would be: Casting time, recast, does it work with divine veil, mp cost... pretty much everything about his is important since at first it doesn't sound too useful... however, if it can transfer any negative status, it can be quite useful.
So far, from the available information we can't say much about it without making some assumptions, however some should be fairly safe:
-it will most likely transfer at least statuses cured by -na spells
-with Afflatus Solace active, at the very least a decent amount of the statuses cured with erase should be transferable, and at least 2 effects at a time will be transferred.
-the description says "Transfers one enfeebling effect from target" not Party Member(seems to have similar meaning to the Japanese version), however in the German and French versions it seems to imply otherwise

From here we see some uses:
1. Removes multiple spell effects from the target, so more effective that Erase if the effects are not too debilitating for the Whm (blind + bio for example), especially when the next point is considered...
2. If it can be cast on characters outside of your party, it can be used as an erase (a good example is slowII or similar slow effects that need to be erased before haste can be applied)
3. If the Whm is already inflicted with those negative statuses, you will not be hurting yourself yet still removing the target's negative statuses (I cannot be sure that it will work like this, but if it is allowed, it can be useful for some AOEs and/or using the spell multiple times)



-Old {Solace-affected} spells-

:mog: CureI/II/III/IV/V

Casting the above Cure spells while Afflatus Solace is activated grants the target the effect of Stoneskin for a short duration.
The Stoneskin effect attained via this method is not stackable with and will not overwrite the white magic spell "Stoneskin" or Blood Pact: Ward ability "Earthen Ward."
Clearly, this is quite a useful addition to cures, not only increasing the mp efficiency of the spells, but also quite possibly making it much easier to cast Utsusemi:ichi, etc without interruption. Useful for all situations a whm could be in, only time it could be bad is if you get slept and the stoneskin effect will not let Sublimation wake you up immediately. Could be extremely useful for soloing with any sub.
Most likely this will (as a minimum):
-Not last more than 10~15 sec,
-not stack with Stoneskin effect from previous cures,
-depend on amount cured, and
-depend on the cured amount stored by Afflatus Solace.
and it will still be very useful, and a very welcome addition.

:mog: Elemental Resistance Spells

Elemental Resistance Spells
Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.
All the translations seem to stress the word magic defense and not resistance, which would lead us to believe that the effect is similar to that of the Blessed Briault (http://wiki.ffxiclopedia.org/wiki/Blessed_Briault), adding Magic Defense Bonus for the appropriate element with the bar-spell on. A nice addition.


:mog: Holy

Holy
Casting Holy while Afflatus Solace is activated grants a potency bonus to the spell based on the amount of HP you restore. The record of accumulated HP is reset upon use.
Fairly self-explanatory, currently it can deal some notable damage, however nothing compared to any decent Elemental nuke (even Whm casting Drain with Dark Arts will do more damage in most cases); should this be capable of using the stored cured amount to boost the damage at least 2~3x, it would be potent enough to cast every now and then (as it seems to be the only spell affected by the cured amount stored in Solace, and resets it). For example, the bonus damage could be a fraction of the cured amount that is stored, in which case it could make this quite useful in many situations... or just to have some fun with 1k+ Holy every 15 min :D




Afflatus Misery

-New {Misery-affected} Spells-

:choc: Cura

Cura (Lv40)
Restores HP for party members within area of effect.
Casting Cura while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain.
The record of damage taken is reset upon use.
Quite likely this will be self-target only, however none of the versions of the description imply it being one way or the other. This will have to be different from our regular Curagas beyond simply receiving a depending on the last amount of damage taken (Hopefully much shorter casting time and not too mp-intensive)
-Could be a fixed-enmity cure (per person healed perhaps) like CureV
-Another possibility is that it has a very low base curing power, but adds a large portion if not all of the previous damage take / recorded by Misery to the amount cured, making it a very powerful tool if you expect to be hit by AOEs.
With low enough casting time, recast time, and not too high of an mp cost, and most of the above possibilities, this can make whm/pld or something similar a very powerful tank(provided enough refresh). Otherwise, would still be useful for Whm reacting to big AOEs.

Overall, Cura has a lot of potential, however not much can be said until we can test it and know for sure what it can do.


:choc: Esuna

Esuna (Lv61)
Removes one enfeebling effect from yourself and party members within area of effect.
Casting Esuna while Afflatus Misery is activated grants a bonus to the number and variety of enfeebling effects removed.
This is one of the spells Whms have been waiting for a long time, just not quite like this; it sounds like a possible erase/-na + Divine Veil, also removing at least 2 negative effects while under the effect of Misery. If the damage storing does not affect Esuna, then it a quick switch to Misery for a cast or 2 (like switching to Dark Arts for Aspir) and then back will be quite feasible, otherwise for status-intensive battles the Whm would need to get hit hard once and then avoid any further damage or casting Cura or Banish spells (get to those further down, also reset the last damage taken). All versions seem to suggest that this is self-taget only spell and hence can only affect party members.


:choc: Auspice

Auspice (Lv55)
Reduces TP dealt when striking an enemy for party members within area of effect.
When cast upon a white mage for whom Afflatus Misery is activated, Auspice also adds light damage to initial attacks and bestows an accuracy bonus when target is missed.
This sounds interesting, but somewhat vague, other language versions provide a more thorough explanation (in particular, French).
-The Subtle Blow effect is for all party members, and does not seem to depend which (if any) or the 2 abilities you have active.
When Misery is active:
-The whm receives an en-light effect which is fixed for Kclub (only first hit of a multi-attack will receive the light damage bonus) which will most likely work for only first hit of double/triple attacks as well, but for both hits when dual-wielding. (although I can't promise this is the case, only ~99% sure!)
-Accuracy bonus when you miss is for Whm only as well from what we know.

This is an extremely useful spell, less tp given to the mob will greatly help when someone is being an mp sponge, or it's one of those mobs that you want to get a little tp as possible. The Acc bonus and en-light will help whm melee both solo and in parties (but never forget what your #1 job in a pt is as whm!) which would help put out more damage and get to Mystic Boon (or hexa if mp is OK!) faster and hence get more mp flowing in (and more consistent hexas! could also possibly allow more focus on str/att and less on acc if this is not a negligible acc bonus).


:choc: Banish / II / III / Banishga / II

Banish / Banish II / Banish III / Banishga / Banishga II
Casting the above Banish spells while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain.
The record of damage taken is reset upon use.
This is NOT quite the same as the Holy boost because of the nature of Misery and the Banish-spell MAcc boost and casting time reduction. For Holy you'd have to (most likely) store up the amount recovered for a while before the bonus to Holy is powerful enough to cast for good damage (assuming it get to such a point), on the other hand, for this bonus, you only need to take damage once, and although you will need to heal yourself quite often if you want to continuously nuke with this method, it could be done should you find a reliable source of decent, but not too much damage to yourself as the 'last damage taken' is reset every cast. (This can easily get whm the 'Emo Mage' label, however >.<)


And thus end the adjustments that are directly related to the 2 new 'stance'-abilities, however, there is still more we get!


In addition to the abovementioned adjustments and additions, the following changes will also take place:

- White magic "Banish II": Slight increase to magic accuracy. Casting time shortened from 3.75 to 2.5 seconds.
- White magic "Banish III": Slight increase to magic accuracy. Casting time shortened from 5.5 to 3 seconds.
- White magic "Banishga II": Slight increase to magic accuracy.
- White magic "Raise II": MP consumption reduced from 200 to 150. Casting time shortened from 20 to 14 seconds.
- White magic "Raise III": MP consumption reduced from 250 to 150. Casting time shortened from 20 to 13 seconds.
- White magic "Reraise": Learning requirement reduced from Lv33 to Lv25 for WHM, and Lv40 to Lv35 for SCH.
- White magic "Reraise II": Learning requirement reduced from Lv60 to Lv56 for WHM, and Lv75 to Lv70 for SCH. MP consumption reduced from 175 to 150. Casting time shortened from 8 to 7.5 seconds.
- White magic "Reraise III": Learning requirement reduced from Lv75 to Lv70 for WHM. MP consumption reduced from 200 to 150. Casting time shortened from 8 to 7 seconds.
- Job ability "Martyr": Ability range increased to be equivalent to Cure spells.

-Banishes I have already covered,
-All raises will now cost the same as Raise (150) and higher tier Raises will have shorter casting times too, so we should start seeing more people getting R3'd when the Whm has the option to do so. (and hence an overall happier population!)
-All ReRaise spells will also cost 150, and higher tiers faster so whm will not need to chose to have more mp in a tight situation at the expense of XP.
-Martyr will also become more usable, as it can fully become an instant cure, now that Whms will not need to run up trying to get it off. (and in many cases by the time they get close enough it is too late)
-Also good new for those who sub /sch or /whm, as /sch now get access to Reraise, and /whm get it 16 levels earlier since whm gets it 6 levels earlier too, which help those who level it!

Del Murder
03-29-2009, 12:25 AM
It will be interesting to see if Holy will be useful as a nuke now.

Also, isn't WAR already pretty good?

Ultimage
03-29-2009, 06:48 PM
Well, that comic was good, not only because WHMs got their update, but because RDMs may get our update that we were promised way back at FanFest 07. If this is what SE considers "putting WHM on the frontlines," then I'm actually excited for our update.

Edit: Nevermind, I just saw the RDM update. I'm really disappointed.

Ouch!
03-31-2009, 12:35 AM
Composure will have its uses in merit parties as long as the recast penalty isn't that bad, and the second tier en-spells have potential for soloing, but it wasn't particularly earth-shattering.

Rostum
03-31-2009, 07:48 AM
Also, isn't WAR already pretty good?

SAM is far beyond any other melee at this stage. SE said they were going to bump the other melee to SAM's standard instead of just nerfing SAM.

It's why every melee and their mum have or are leveling SAM.

mazhiwei85st
07-16-2011, 11:40 PM
If the Whm is already inflicted with those negative statuses, you will not be hurting yourself yet still removing the target's negative statuses (I cannot be sure that it will work like this, but if it is allowed, it can be useful for some AOEs and/or using the spell multiple times)http://www.amovos.info/ma.jpg
http://www.amovos.info/ma1.jpg
http://www.amovos.info/ma2.jpg