Upcoming Abilities and you: A guide!

Discussion in 'Guides' started by Kantolin, May 12, 2018.

  1. Kantolin

    Kantolin Airborne Mod Staff Member Moderator Forum Advocate Dragoon Master

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    Upcoming abilities and you!

    So! We've got a slew of new abilities coming out from now until 'about five months from now', that have come out in the Japanese version of the game but not yet in global. Knowing about them will help with some plans for 'what is coming'.

    DeNA has officially stated that every school will be recieving a (new) 6* ability, so more will probably be coming. I'll try to keep this at least moderately updated, but no promises - so think of this more as a 'snapshot for the next five months' rather than a living document. ^_^

    Most of these abilities are very specific to their school. So if you have, say, Cyan or Ayame's USB, then you may care more about the upcoming Samurai skills. If you don't have any spellblade relics, then Scorching GodStrike isn't too exciting for you - and if your main spellblade is Xezat, it again might not be too focal since it's not ice!

    So it's hard to say 'This is a very good ability in general' since it's very much relic-dependant. I'll try to give some basic tips, though! If you need more specifically 'Is this a useful relic for me', then make a topic about it or come post in chat!

    Except Hastega. You probably want to make Hastega. There is a ton of application for hastega. Omigosh hastega.

    The 'primary' orb costs 10/20/40/60/100, the 'secondary' orbs cost 6/12/24/36/60. Primary Crystals 10/20/30/50/100, secondary crystals are 6/12/18/30/60. There's a fancy table for these at the bottom. 5* Skills cost 5* Orbs, 6* Skills cost 6* crystals, we know this.

    The event timing is 'when they came out in Japan'. We have had skills shuffled around a bit before, sometimes get bonus ones early, have had entire events moved all over the place, and any specific dates listed are estimates and not guarantees. So I wouldn't take it as gospel that 'this event is coming out at this time', haha.

    None of these new abilities - not a single one - are dragoon. [​IMG] Not a single one. Dragoon 6* is coming at some point, hopefully it's soon.

    ~~~~~~~~~~~~~~~~~~~~~~~

    Upcoming Five Star Abilities:

    Thief: Soul Burn
    Primary: Fire
    Secondary: Wind, Dark
    Event: Strike Back at the Empire (~May 24th)
    Description: Four strong fire hits. Multiplier increases as your HP drops. At full HP it's not terribly strong - a little stronger than the AOE spellblades, a little weaker than the single target spellblades. At its ultimate multiplier, however, it is much stronger than just about everything else besides maybe omega drive, and boostable. Presumably it will be in the middle somewhere. Handy if you're using a fire thief like Locke.

    Knight: Earth Sabre
    Primary: Earth
    Secondary: Non-Elemental, Holy
    Event: Strike Back at the Empire (~May 24th)
    Description: Assault sabre, except earth. A fantastic ability for many more offensive earth knights, particularly if you have Orlandu's USB.
    The Divine Cross/Guardbringer (or earth variations) are actually stronger than the Earth/Assault Sabres, but you have to have a high defense to cap them out or use both abilities, while the Sabres are much more plug and play. Defensive knights like Cecil and Ingus should probably nudge towards the Cross/Bringers, while offensive knights like Orlandu and Beatrix should probably nudge towards the Sabres. Both are great damage skills regardless, though.

    White Magic: Hastega
    Primary: White
    Secondary: Wind, Holy
    Event: Japan got it for new years, so we should be getting it in our next fest, probably late june or early july.
    Description: Hastes your entire party! This fantastic skill opens up a lot of options, especially for Cid's Missions and if you don't get your hastega from a soulbreak (or are up against a boss who likes to AOE slow or dispel). Probably the only 'must-make' on this list!
    You probably want to make Hastega. There is a ton of application for hastega. Omigosh hastega.

    Spellblade: Stormy Quadstrike
    Primary: Power
    Secondary: Black, Wind
    Event: Japan got it for new years, so we should be getting it in our next fest, probably late june or early july.
    Description: Wind flavored standard spellblade quadstrike. Cloud rejoices!

    Bard: Warlord's Hymn
    Primary: Earth
    Secondary: Power, White
    Event: Japan got it for new years, so we should be getting it in our next fest, probably late june or early july.
    Description: Like the other bard buffs, but this one buffs your critical hit chance. Critical hits are one of the few things that function regardless of if you're at the buff cap, so this is likely to be helpful if you're using a physical crew.
    While all the other bard buffs stack with everything, I actually have no idea if Warlord's Hymn does or how it interacts with other ones (Does it replace Cloud/Orlandu's 100% Crit? Will it overwrite Onion Knight's 50% party crit, or add additively, or a strange multiplicative adding, or is it ignored?), so as soon as I find out about this I'll update this section.
    I /presume/, since they don't have their own unique buff ID, they don't stack with other crit buffs (Like Ramza's Chant) but do stack with high-crit moves (Like Warring Flame and Sky Grinder).

    Black Magic: Tornado
    Primary: Black
    Secondary: Non-Elemental, Wind
    Event: Redeemed Paladin (Palom USB event! Glee!) (~June 14th)
    Description: Basically 'Chain Windga' (or Chain Aeroga), standard 5* four-hitting black. Potent as it allows you to hit wind element on your black mages without requiring Merton (er, meltdown). It also notably wanders in with a potent wind mage, and it works well with people's ability doublers for black (Vivi, Maria, Palom).

    Samurai: Hellfire
    Primary: Non-Elemental
    Secondary: Power, Fire
    Event: Promises Beyond Time (~July 26th)
    Description: Fire-flavored Hailstorm. Dandy for Cyan or later Gilgamesh. Can let your Ayame play with a different element in a pinch.

    Samurai: Iai Flamestrike
    Primary: Non-Elemental
    Secondary: Fire, Lightning
    Event: Promises Beyond Time (~July 26th)
    Description: A somewhat strong five-hitting fire attack with a 20% critical hit chance, that also comes with a +mind / - defense / - resistance buff as a penalty. Barring unusual situations where you have some sort of a weird build involving Tyro using this ability to buff his mind, which would be kind of awesome please let me know if you do this, the main appeal is that the ability is five-hitting, kinda strong, and is a bit plug-and-play.

    Heavy Physical: Evil Swing
    Primary: Power
    Secondary: Earth, Dark
    Event: Soaring the Skies (~ Aug 02)
    Description: The Dark version of Gigant Swing, scroll down a little.

    Heavy Physical: Dark Impact
    Primary: Power
    Secondary: Fire, Dark
    Event: Soaring the Skies (~ Aug 02)
    Description: The Dark version of Blast Burn. These two heavy physical skills are pretty good in general and also can save your darkness skills for your users who have less options. They do require both skills to combo, but the resulting DPS is pretty good.
    There aren't a lot of people who specifically focus on heavy physical skills, though, although that number is increasing. It is super useful for Cloud if you got his darkness-related soulbreaks from the Kingdom Hearts banners. If dark gets a version of the stone press ability below it may see more interest in 5* magicites.

    Heavy Physical: Stone Press
    Primary: Power
    Secondary: Non-Elemental, Earth
    Event: Probably our autumn festival (September? October?)
    Description: Does single-hitting overstrike damage, depending on your heavy charges. This is a useful attacking option for a lot of reasons, although the main reason I hear it mentioned is in relation to the upcoming 5* Magicites, which require you to do overstrike damage at periodic intervals to deal with powerful phases, and this is the only way to do overstrike damage without a soulbreak.

    Monk: Spark Rush
    Primary: Fire (Wha?)
    Secondary: Lightning, Earth
    Event: Words of the Beginning (~ Aug 30)
    Description: Lightning Flavored Burning/Gaia Rush. Like the other rushes, it's 'alright', but the few lightning monks we have don't have a lot of other options so it tends to jump up for people like Raijin. FF1's Master also has 'generic monk boosts' and thus can get some mileage out of it in a pinch.

    Celerity: Ripping Bolt
    Primary: Power
    Secondary: Lightning, Wind
    Event: A Flash in the Void (~ September)
    Description: Lightning-flavored Ripping blast. A potent skill for Lightning in particular.
     

    Attached Files:

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  2. Kantolin

    Kantolin Airborne Mod Staff Member Moderator Forum Advocate Dragoon Master

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    ~~~~~~~~~~~~~~~~~~~~~~~

    Upcoming Six Star Abilities:

    First of all, most of these come from the new torment dungeons. These dungeons are quite difficult, and thus there may be an extra step involved in actually earning any of them. Still, it helps to plan! You can only make one of each of these (just like the magicite dungeon skills).

    Spellblade: Explosion Strike
    Primary: Power
    Secondary: Fire, Earth
    Torment: Impure Tyrant (July?)
    Description: Snowspell strike, but Fire/Earth. See below.

    Spellblade: Rainstorm Strike
    Primary: Power
    Secondary: Ice, Lightning
    Torment: Impure Tyrant (July?)
    Description: Snowspell strike, but Lightning/Water.
    These two spellblade skills are very potent and very helpful much the way snowspell strike is, and is probably a good idea if you use a spellblade that uses either component element. They are particularly fantastic for Butz.

    Spellblade: Scorching GodStrike
    Primary: Power
    Secondary: Fire, Dark
    Torment: Impure Tyrant (July?)
    Description: This is a five-hitting spellblade skill that is stronger than the above two (and thus stronger than snowspell strike), but instead of being two-elemental is only fire. Hitting an extra time is particularly useful if you have a fire chain to go with it (I mean, it is stronger either way, but you'll get more mileage out of a chain there), so it becomes more of a depth vs breadth issue: Do you want the breadth of having your crystals go to fire and earth at the same time, or just fire but better?

    Spellblade: Sundering Godstrike
    Primary: Power
    Secondary: Black, Earth
    Torment: Nov/Decemberish
    Description: As Scorching Godstrike, but Earth.

    Black Magic: Vortex
    Primary: Black
    Secondary: Ice, Lightning
    Torment: July/Augustish?
    Description: An Ice/Water/Lightning version of Merton (er, meltdown).
    It is very strong and has much of the same application of merton - hitting multiple weaknesses at once so you can easily bring it around and being quite strong. Vivi, Maria, Terra, and other mages will appreciate Merton more (Due to buffing Fire/Earth/Wind), while Palom, Ashe, Strago, and other mages will appreciate Vortex more (due to buffing Ice/Water/Lightning), so if you're making only one it beocmes a case of 'pick your elements'.
    Merton's ability to hit wind, which is more difficult for mages, gives it a little bit of an edge - but before we get Vortex we'll get access to Tornado, making that distinction a bit moot.

    Black Magic: Chain Firaja
    Primary: Black
    Secondary: Non-Elemental, Fire
    Torment: July/Augustish?
    Description: Five strong fire black magic hits. See below for details.

    Black Magic: Chain Thundaja
    Primary: Black
    Secondary: Lightning, Wind
    Torment: July/Augustish?
    Description: Five strong lightning black magic hits. See below for details.

    Black Magic: Chain Stoneja
    Primary: Black
    Secondary: Earth, Dark
    Torment: August/Septemberish?
    Description: Five strong earth black magic hits. See below for details.

    Black Magic: Chain Waterja
    Primary: Black
    Secondary: Fire, Ice
    Torment: October/Novemberish?
    Description: Five strong water black magic hits.
    All four of these black magic skills are very similar to each other. They are five-hitting while Merton/Vortex is four-hitting, and they are stronger than merton/vortex, but only hit one element instead of three.
    Right now, Merton hits Wind and Vortex hits Ice, and none of the new chain aja spells do that, so if you're using a wind or ice mage they are presently your only choices (although I mean... it is extremely likely that Chain Blizzaja will pop up and something for wind, haha). If you have a chain, the extra hit of the chain ajas becomes notably more valuable. The chain ajas will end up chewing your crystals, however, as you'll have to make quite a few to equalize with Merton/Vortex, so it may be easier to go with the more flexible spells first.

    Monk: Fire Ironfist
    Primary: Fire
    Secondary: Earth, Holy
    Torment: August/Septemberish?
    Description: Deals five strong fire monk hits. Deals more damage with more uses.

    Monk: Earth Ironfist
    Primary: Fire (Not Earth? Weird)
    Secondary: Non-Elemental, Earth
    Torment: August/Septemberish?
    Description: Deals five strong earth monk hits. Deals more damage with more uses.
    The two ironfists are definitely worthy upgrades over the rushes if you have a earth monk for them, to the point where if you often use an earth monk I would prioritize this to get rid of the rushes. It's also an upgrade over burning rush, but Fires Within has extra utility so it's less of an urgent demand. Hopefully they make an 'Ice Ironfist' for poor Josef and Snow, haha.

    Celerity: Quick Disaster
    Primary: Power
    Secondary: Lightning, Wind
    Torment: Septemberish/Octoberish?
    Description: Instant deal three wind and lightning attacks to one target. Instant cast is a very powerful effect, so this is 'super quick hit' but elemental (which is generally beneficial in the modern metagame). At least in theory, this is fantastic for Zack, Lightning, and Luneth. And the pile of wind thieves in general.

    Thief: Burn Revenge
    Primary: Wind
    Secondary: Fire, Dark
    Torment: Septemberish/Octoberish?
    Description: Deals five strong fire thief hits, and heal 20% of the damage. See below .

    Thief: Storm Revenge
    Primary: Wind
    Secondary: Non-Elemental, Dark
    Torment: Septemberish/Octoberish?
    Description: Deals five strong wind thief hits, and heal 20% of the damage.
    These two skills are 'basically thieves revenge', but stronger and elemental and thus easily boosted (And have no speed prereqs, making Tyro happy). The utility of self-healing is fantastic, and being thief skills they are fast casting, and these are just a fantastic pair of skills if you use any thief. Especially Zidane and Locke.

    Summon: Lunar Leviathan
    Primary: Summon
    Secondary: Ice, Fire
    Torment: October/Novemberish?
    Description: Deals four AOE water hits, stronger than Ogopogo. Rydia rejoices! Actually every water mage except GogoV can use summon magic, so Strago and Meia also rejoice! GogoV can use Chain Waterja or Vortex instead.

    Summon: Dark Valefor
    Primary: Summon
    Secondary: White, Wind
    Torment: November/December
    Description: Deals four AOE Wind hits. Just in time for Alphinaud's new magic wind chain!

    Summon: Lunar Ifrit
    Primary: Summon(Presumably)
    Secondary: Fire, [something] (presumably)
    Torment: December/January
    Description: Deals four AOE Fire hits. Lessens the pressure on Valigarmanda for your fire summoner needs, as before you hit the 6* level, if you want your summoners to do fire damage, you have to relevantly drop down to the 3* ifrit.

    Sharpshooter: Sapphire Blitz
    Primary: Ice
    Secondary: Lightning, Holy
    Torment: October/Novemberish?
    Description: Deals five ST water hits. Information about this is unknown, but it will presumably be stronger than Sapphire Shot, and thus a very potent skill for Tidus and Rikku.

    Witch: Lunatic Thunder
    Primary: Dark
    Secondary: Black, Lightning
    Description: Deals six ST lightning hits, slow cast. Pretty much just for Shantotto at this point (Matoya maybe?)

    Machinist: Flaming Offer
    Primary: ?
    Secondary: ??
    Description: Ability was just released, but is listed as 'Four ST Fire hits, moderate chance of minor imperil'. Could be a thing!

    Samurai: Burning Iai Strike
    Primary: ?
    Secondary: ??
    Description: Ability just released, listed as 'Five ST fire hits, higher critical chance with reatliate'. Could be a thing!

    ~~~~~~~~~~~~~~~~~~~~~~

    Finally, in here is the bulk of the above information in handy little chart fashion!

    Missing from all charts: Lunar Ifrit, Burning Iai Strike, Flaming Offer.

    Upcoming 5* and 6* skills:
    [​IMG]

    Approximate Orb costs:
    [​IMG]

    Some older skills (for example, Quick Hit) do not follow this paradigm. Consider it a rule of thumb rather than a hard and fast rule.

    Upcoming 5* skills by themselves:
    [​IMG]

    Upcoming 6* Skills by themselves:
    [​IMG]

    Everything in text for ease of copy/pasting:
    5* Abilities: Thief(Soul Burn), Knight(Earth Sabre), White Magic(Hastega), Spellblade(Stormy Quadstrike), Bard(Warlord's Hymn), Black Magic(Tornado), Samurai(Hellfire, Iai Flamestrike), Heavy Physical(Evil Swing, Dark Impact, Stone Press), Monk(Spark Rush), Celerity(Ripping Bolt)

    6* Abilities: Spellblade(Explosion Strike, Rainstorm Strike, Scorching Godstrike, Sundering Godstrike), Black Magic(Vortex, Chain Firaja, Chain Thundaja, Chain Stoneja, Chain Waterja), Monk(Fire Ironfist, Earth Ironfist), Celerity(Quick Disaster), Thief(Burn Revenge, Storm Revenge), Summon Magic(Lunar Leviathan, Dark Valefor, Lunar Ifrit), Sharpshooter(Sapphire Blitz), Witch(Lunatic Thunder), Machinist(Flaming offer), Samurai(Burning Iai Strike)

    As usual, please post anything you see that I got wrong! [​IMG] And hope this helps!

    A quick link to all the charts and stuff mostly for my own reference:
    https://imgur.com/gallery/bqkQeYe

    And there is an attached PDF in case that helps people! With the text, anyway.
    (Although the PDF is a touch out of date)
     
    Last edited: Jun 12, 2018
  3. Kantolin

    Kantolin Airborne Mod Staff Member Moderator Forum Advocate Dragoon Master

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    June 9th - 2018 - Changed Soul burn and Earth Sabre to show they've been released in global. Added Witch(Lunatic Thunder), Spellblade(Sundering Godstrike), and Summon(Dark Valefor).

    June 11th - 2018 - Added Samurai(Blazing Iaistrike), Machinist(Flaming Offer), and Summon(Lunar Ifrit).

    It seriously came /one day/ after I updated last time, haha :p
     
    Last edited: Jun 13, 2018
  4. Aeveras

    Aeveras Active Member

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    I AM SO READY FOR ALL OF THESE.

    But Dena, give me a holy Samurai ability plz, so my Firion USB can be useful.
     
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  5. Starkiller

    Starkiller Absolute Warlord

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    The most important ability here is hastega. Not for the reasons stated by our friend Kantolin (altho those are all important), but for a reason I was just reminded of today. Gen 2 CSB. All Gen 2 CSB provide either 50% atk or 50% mag buffs. With hastega and CSB v2.0, you can drop the support entirely and add another damage character. Obviously this is geared towards 5-star magicite, but there are lots of strong characters you can add to your combat team that also have some sort of support ability and will do lots of damage (Cinque, Red 13, Ramza, Prompto, etc). Finally the best of both worlds! DeNA is slowly giving support stronger damage relics too so they can have a reason to be on your team as well. Look forward to it!
     
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  6. Moridraug

    Moridraug Absolute Warlord

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    Out of 4 you mentioned, Cinque is a heavy combat powerhouse, and 3 others getting gen2 chains. In the context you're putting it, I can really only name 1 character - Garnet with AcM and USB. Everyone else is just either non viable in magicites or was worth a slot with certain relics anyway.
     
  7. Starkiller

    Starkiller Absolute Warlord

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    Sorry, I wasn't clear in the first post. Support characters are often worthless in a battle in magicite (IMO). They just go entrust someone or do some secondary thing that doesn't always contribute to dps. Arguably the entrusts do contribute, but what if you could have whoever was doing chain for you now instead focusing on their damaging relics and the support guy goes away for gen 2 CSB user? That's a big pickup in damage right there, not because the gen2 CSB person is necessarily a powerhouse, but because the person previously doing chain is now free of that burden and you get a better boost from gen 2 also. While Cinque is clearly the best damage person, Ramza gets his USB2 and LMR2 along with Knight 5 to make him viable and Prompto is already a great damage support who imperils like crazy. Red XIII is the only one high and dry in terms of having a damaging relic, but at least he has BM.

    Let me give you an example, I think that's the best way to illustrate this. Let's talk about a lightning team. You have:

    Lightning (USB, BSB2, full dive)
    King (USB, full dive)
    Kain (CSB, USB)
    Onion Knight pUSB
    Pick a healer

    That's a standard team with gen 1 csb. Instead you could have:

    Lightning (USB, BSB2, full dive)
    King (USB, full dive)
    Kain (CSB, USB)
    Prompto (CSB, BSB, USB, full dive)
    Pick a healer with hastega

    Kain USB is amazing dps, but he typically can't use it because he has to do CSB. Most of Prompto's utility isn't necessarily in his relics, but in using machinist commands. So in the second team, you're getting a 30% bonus over gen 1 CSB to all lightning attacks, a character who is more useful at supporting damage on the team, and now Kain can destroy the baddies with his USB.
     
  8. Roche

    Roche "Teach-me-how-to-FFRK" Mod-Sensei Staff Member Moderator Onion Knight Master TOTS Warrior

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    Since when in FF titles that there was a Holy elemental Samurai ability? if there was an elemental ability, Dark would likely appear sooner than Holy.
     
  9. OhCanada

    OhCanada Foundation Member "Not Actually Canadian" Free Draw Supremacy

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    But what about Pro/shellga?
     
  10. Starkiller

    Starkiller Absolute Warlord

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    Relics or other characters with 4-star WHM. Definitely something to consider though as you team build.
     
  11. mageofthesands

    mageofthesands Absolute Warlord TOTS Warrior

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    Machinist could use a Bio Snipe. Or something in between Offerings and Snipes. Hit four times, five if vulnerable to bio, 20% to imperil, 20% to poison, with the status chance just bonus for damage balancing. Because Poison status would be too powerful for what I am sure are completely viable reasons on current bosses.

    Seriously, DeNA needs to loosen up on status immunities.
     
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  12. OhCanada

    OhCanada Foundation Member "Not Actually Canadian" Free Draw Supremacy

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    Right? Status immunities aren't even as crazy as elemental weaknesses. Just decrease the time they will have status effects or decrease the probability of a proc for balance. DeNa is really bad about making their own features completely invalid. Breaks are in the same boat.
     
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