Doomspike II
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Finally Pugilist/Monk will pwn! And will be able to kick some NM asses hahaha :p
Exploring and playing with these "new" classes should be a lot of fun and keep us busy for a while.
I was thinking on waiting for 1.21 at least to start paying to play (I would prolly have paid to play now anyway, but still considered), but now I sure won't.
Thank you SE, looking forward to it.
<3 Tachi
Hi tachikoma,
Well said. :) I'm really looking forward to all the changes as well. This sums up my thoughts from the previous (now turned flame thread) on Class Reforms today -
THANK YOU! Yoshida-san and the Final Fantasy XIV Battle Team! :)
Now THIS is what I was hoping we'd see with Class Reforms and the debut of the Job System! (^_^)
All the classes / jobs sound *unique* now, and have interesting characteristics, especially with the Combo Potential of tacking on attack after attack.
Paladin sounds amazing! :) Especially these... Abl. 3 sounds like a mini-version of Invincible (but just vs. Melee).
Marauder / Warrior sounds like a beast! :) Especially this:
- PLD Abl. 3 Grants imperviousness to melee attacks. Effect fades upon moving.
- PLD Mag. 1 Restores target's HP. When cast on another player, restores 50% of their HP in addition to a portion of your own.
- GLD WS 8 - Self AoE Increases enmity of all enemies within range. Can only be used immediately after blocking an attack.
- WAR Abl. 4 Self AoE Increases the maximum HP and attack power of all party members within range, and removes any Sleep effects. Stuns all enemies within range.
Pugilist / Monk sounds like a really fun, directional / positional, combo character. :)
Lancer / Dragoon sounds like Critical Damage Incarnate. :) I really look forward to the insane Critical Damage it can do in those Combo Chains. They sound really impressive and... they can "breathe" Fire potentially. :)
Archer / Bard sounds really cool also. Support Songs from Bard, but also the ability to deal some good Ranged, Spike Damage (offense) via Archer WS. I can definitely see some potential and *teamwork* involved with using different classes, like having these Bard Songs running to help the low Accuracy of Dragoon:
- BRD Mag. 2 Gradually increases the TP of all party members within range.
- BRD Mag. 3 Increases the physical and magic accuracy of all party members within range.
Conjurer / White Mage sounds pretty fun also. This is the one I was most keenly watching. It sounds like we get a Mini-Benediction (2 Hour-like) ability!
And I really like how they gave White Mage / Conjurer some offensive capabilities. This last Spell sounds *amazing* if done right. :)
- WHM Abl. 2 Instantly restores HP of all party members.
I wonder where Shell is though?
- WHM Mag. 3 Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
I think the only one I have some issue with is Thaumaturge / Black Mage. There are some redundancies here that I hope are a typo, or will be changed. For example:
This Combo Chain sounds AMAZING though! :)
- Why does Conjurer *and* Thaumaturge have Sleep Spell? It doesn't make sense, IMO. I guess it's to help solo mages in the field? But I'd like to see Sleep be on Conjurer only (but can be cross-mapped).
- As viion mentioned, it seems BLM is missing Water Element (even though the description says they're the master of all 6 Elements).
- THM Mag. 5 Deals fire damage to all enemies within range of the target.
- ∟THM Mag. 6 Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
- ∟THM Mag. 7 Deals fire damage to all enemies within range of the target.Combo: THM Magic 6, Bonus: Reduced cast time.
I can't wait to see what it looks like with Final Visual FX changes! Sounds like a Fire Storm of Destruction! :)
Overall, I haven't been so excited about Final Fantasy XIV since playing Dzemael for the first time (before figuring out the easy strategies).
There's so much potential here, and it sounds like a good foundation for what people will be doing day in and day out (core combat).
Now I hope the new Skillchain / Battle Regimen 2.0 Combo System (for all party members contributing) can tie this all together. :)
(And what's cool is that we don't even have the Traits List yet! So there should be more interesting additions there.)
Keep up the good work Yoshida-san! :)
hey the list is looking pretty good^^, the only thing that threw me off a bit was the spell distribution between the mages, i guess since my cnj is max already i will still be able to use most elements on my thm when i level it further so its ok. and im glad i chose mrd as my physical job, the new abillities sound sweet
CNJ gets Sublimation. I nearly shat my pants with joy. (Don't ask)
Yeah agree with OP, I am in love with the changes! Have so much faith in Yoshi-P team to make this game amazing :D