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!
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.
Brunettes, not fighter jets
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.
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
Honestly the way they should make Runes would be make it like PUP has its Automaton. You buy them, use them, they become an item you can equip, and they have a separate menu than your normal equipment. That way they do not take alot of space, they still must be bought, it works well for balancing great items because you can make them rare not at certain levels, and it keeps all spots open and free on the normal character themselves meaning ammo/ranged spots and the like are not taken up by them.
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