Better have my musketeer in that expansion
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Better have my musketeer in that expansion
To be honest I agree, a katana class starting in Ishgard doesn't make a whole lot of sense thematically, but I would expect pretty much any new classes/jobs in the expansion to be related to Ishgard somehow. The katana wielding class was mostly just the first example I thought of that wouldn't obviously be in Ishgard, but could start there and branch elsewhere for Jobs.
I'd also love to see Mor Dhona as a starting town (someday) or at least have guilds, and with Doma representing eastern cultures, Mor Dhona would make sense for a katana wielding job.
I could totally see the Samurai guild HQ being in More Spamma.
They didn't actually mention new classes for 3.0 just multiple new jobs. It's a bit of a distinction when you have both.
From: http://gamerescape.com/2014/10/21/fa...naoki-yoshida/
Quote:
GE: In the Heavensward information, you indicated new “jobs” but not new “classes” – was that intentional?
Quote:
Y: You have a good eye! I’m afraid we can’t really say at this point. That’s a wonderful question though.
Think people are speculating atm that this will be mostly secondary jobs off the current classes. So that all classes would in the end have 2 jobs.
I am actually ok with this for now. All classes should have a second job crystal before adding new ones in my opinion.
If that's the case how would they make a new healer job using the classes we already have without playing to similar with eacthother right now we have conjurer and if they do only have new jobs so that's means that the new healer may come from conjurer again. That's lame
I can easily see Templar being implemented as a secondary job from Lancer. The lancer skillset is already fairly similar to Marauder (though less similar to Gladiator) and includes a proper pull ability with Piercing Talon, a defensive (parry) cooldown with Keen FLurry, and a mitigation/utility attack in Feint. Equipping the soul crystal or activating a tanking stance could provide increased enmity to skills such as True Thrust, Vorpal Thrust, and Full Thrust for basic single target enmity generation and skills such as Ring of Thorns and/or Doom Spike for AoE enmity. Positional requirements could be lifted while operating as a tank to allow the use of Heavy Thrust and Impulse Drive, but possibly with the additional effects being modified. Etc., etc., until a proper tank class is built.