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  1. #1
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    I'm throwing in my vote for leaving consumable items out of the picture. Charges like SCH strategems, BLU set points, or any other similar system that doesn't clog my inventory would be vastly preferable. In fact, if runes do take up inventory, and the expansion does not come with a significant gobbie bag increase, I predict RNF will join RNG as my second job stuck at level 1.

    I'm also voting for this job to get Reflect and Celes-Chere-Runic, but only if the job does not use consumables!!!
    (0)

  2. #2
    Player Bulrogg's Avatar
    Join Date
    Mar 2011
    Location
    Carbuncle: Windurst Militia
    Posts
    419
    Quote Originally Posted by InBefore
    "They should just play Ninja if they want a tank class job to stimulate the economy."
    There are enough ways to clog up inventory as the game is currently, no need to muck it up even more.

    Abilities > Consumable items, or let the good door hit ya where the good Lord split ya.
    (2)
    Quote Originally Posted by Aldous Snow
    When the world slips you a Geoffrey, stroke the furry walls.
    Quote Originally Posted by --She
    that's what

  3. #3
    Player Rubicant82's Avatar
    Join Date
    Apr 2011
    Location
    Windhurst
    Posts
    291
    Character
    Rubican
    World
    Carbuncle
    Main Class
    BLM Lv 99
    So does that mean we can have inventory 99 now?
    I mean just saying that would help alleviate some of the concerns about inventory space.
    Not to mention I am sure there will be multi-runes just like there are multi-tools... oh ... yea.. right... those are main job only and useless for subjobing the job... my bad. Ability charges like stratagems or some other kind of charging system was mentioned earlier in the thread that sounds like a fair compromise. OH! right I forgot there isn't much compromise in this game it silly me I'll just go back to my corner with my nine years of subscription and playing and twiddle my thumbs waiting to see what happens.
    (0)

  4. #4
    Player
    Join Date
    May 2011
    Posts
    462
    I get the feeling they wont be able to wear heavy armor hence the fencer vice knight, although that would make little sense considering they were announced as being primarily GS users... in anycase for the sake of cool points and the like camate pass on the name change idea, Runic Knight or Rune Knight sound much more bad ass. RKN FTW!
    (0)

  5. #5
    Player SleepStudy's Avatar
    Join Date
    Mar 2011
    Posts
    10
    Character
    Machete
    World
    Sylph
    Main Class
    NIN Lv 71
    Yeah, Rune Knight sounds a whole lot cooler. I wonder why they chose Rune Fencer? There has to be some kinda explanation for that..maybe its b/c they won't be using heavy armor (the AF, or whatever that was, certainly doesn't look like heavy armor). Or maybe they will get the armor choices that NIN does (see: haubergeon / RK Chainmail) so the armor between leather and plate (chainmail essentially.) I'd like to see how / if they are gonna address any of this.
    (0)
    Brunettes, not fighter jets

  6. #6
    Player DarkFire82's Avatar
    Join Date
    Apr 2011
    Posts
    2
    Character
    Drbowwow
    World
    Shiva
    Main Class
    THF Lv 99

    Speculation

    It appears that the theme of the new expansion is just that new. I have often thought myself about the way this game works, and how things could be changed to allow a number of potential FF jobs that do not currently exist. That being said, I have the following thoughts about how this class could work:

    (1) Barriers.
    I have heard multiple people mention that RNF will have one or more barrier based abilities. This could have the effect of an AoE Third Eye that could eliminate one AoE spell or effect by re-directing it to the RNF itself. Thereby the RNF would be king VS magic AoE at high levels.

    (2) Runes.
    I have personally seen two different messages dealing with runes. While my current PC is not capable of copying the specific Kanji, I remember reading both about "Setting" or "Equipping" runes as well as "using up runes". This would lead me to imagine a system closer to a combination of PUP and DNC. Basically using maneuvers through equipped runes to build charges, and having some abilities that would use up these charges.
    Another possibility that might work for the RNF would be to do things based on Temporary Items. Lets say for example that the RNF had a job ability that granted a number of temporary "Runes". This would let the RNF stock up over time (though probably no more than a stack of each "Rune" due to limitations on Temporary Items) and would allow the use of these "Runes" to use their Job Abilities. The original thought of this came from an idea of mine for making the FFT Chemist as a FFXI class (I still would like some way to use normal items like potions on party members. You could in most of the previous games).

    Runic/Reflect.
    I remember reading earlier in the forums that there could be problems with "Reflect" due to targeting issues. Mostly this comes in the case that a mob dies before the spell itself is reflected. This would likely occur in the event that Reflect is defined as a "buff" that can be placed on allies, but could possibly be averted if the RNF had a form of "Spell Counter". Literally countering the effect of a Spell targeted at it just as a MNK does for physical attacks. If combined with a barrier that reduces an AoE for the party, this could actually allow for a "Reflect (spell counter)" ability.
    Runic sounds more like a Spell based Third Eye. Originally Runic would absorb a spell and recover MP based on the cost of the spell. If used with one of the earlier systems I mentioned, this could absorb a spell and grant a number of "Maneuver Runes" or "Temporary Item Runes" based on the level and power of the spell absorbed. Either that, or it could be a lightning rod effect, causing the AoE to target and effect the RNF alone.

    All in all, I could see this class as an effective AoE controller that would do better than a PLD against magic (by protecting the Party like a Tank should) whereas the PLD would still work effectively with Physical (very few mobs if any have an AoE auto-attack).

    As to the RDM thing... I really don't see this class eliminating RDM in the least. I also have a feeling the Enfeeble adjustments might help them. Basically, the adjustments could allow for other classes to land enfeebles while still allowing RDM to land stronger Enfeebles. Mostly by increasing the "effect" of the enfeeble based on skill and leaving the accuracy as separate.
    (0)

  7. #7
    Player Volarione's Avatar
    Join Date
    Jul 2012
    Posts
    107
    Character
    Volarione
    World
    Siren
    Main Class
    DRG Lv 91
    how about giving rune fencers the option to buy runes like spells you buy the runes and they can only be used after you hit a certain level, you can equipt different runes for different effects and "cast" certain combinations of runes for different attacks, spells, or debuffs.

    so say at lvl 5 I have 3 runes A B C

    rune A> attack rune boosts attack
    rune B> def rune boosts MADEF
    rune C> Fire Rune attacks with fire

    at level 10 you can link runes and/or get new runes for instance rune A+ rune C= gives your attack fire stat dmg while rune B+rune C= Fire Spikes (fire ele def)

    wouldnt be hard to implement I wouldnt think
    (0)

  8. #8
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Volarione View Post
    how about giving rune fencers the option to buy runes like spells you buy the runes and they can only be used after you hit a certain level, you can equipt different runes for different effects and "cast" certain combinations of runes for different attacks, spells, or debuffs.

    so say at lvl 5 I have 3 runes A B C

    rune A> attack rune boosts attack
    rune B> def rune boosts MADEF
    rune C> Fire Rune attacks with fire

    at level 10 you can link runes and/or get new runes for instance rune A+ rune C= gives your attack fire stat dmg while rune B+rune C= Fire Spikes (fire ele def)

    wouldnt be hard to implement I wouldnt think
    They said it's not like Magic, so it wont be.

    It's either Items, Job Ability or Equipment.
    (0)

  9. #9
    Player Volarione's Avatar
    Join Date
    Jul 2012
    Posts
    107
    Character
    Volarione
    World
    Siren
    Main Class
    DRG Lv 91
    Quote Originally Posted by Daniel_Hatcher View Post
    They said it's not like Magic, so it wont be.

    It's either Items, Job Ability or Equipment.
    Could still use it in a similar way as this though, nin uses abilities that aren't technically spells.
    (0)

  10. #10
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Volarione View Post
    Could still use it in a similar way as this though, nin uses abilities that aren't technically spells.
    You want to pay Gil for the spells and items to use them again, not to mention all the spaces to store them?
    (0)

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