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It seems like you're basing a lot of your ideas off of FFXI on what should and shouldn't be. Just because black mages had every element in ffxi doesn't mean they should in this game. I'm pretty sure black mages in fftactics only had ice, thunder, and fire. Black mages don't only bring DD to a party either; they bring AoE crowd controls (blizzara and sleepaga.) The only other form of AoE crowd control are short stuns from legsweep, bard's new weaponskill, and whm's aoe bind that drains all mp. Your original post asked how these jobs are supposed to improve party play. More damage isn't the only way to improve party play. Better CCs help a lot too.
Thaumaturges already do amazing damage. If you're not satisfied with it, you may be playing it wrong o_O.
Yeah, maybe in XI (or any other FF game). Also I remember Fire spells (and Thunder too?) was pretty dirty against undead as well. Not to mention, this is XIV. Now don't get me wrong I loved XI and the mage-jobs they had in that game, but this is a new FF game that is still (IMO) being created/developed.
(I assumed you meant to type "mad" [bolded]; not trying to be spelling/grammar police, just making sure I interpreted it correctly)
I mean, really, it should have been clear by then that CNJ was going to fit into WHM and THM was going to fit into BLM. I can't say I was mad that they did that; surprised, yeah, but not mad.
Why do you think it's bullshit? Just above you asserted that the only time a WHM should out DD a BLM is against undead; assumingly since [historically] they're weak to Holy-based spells. So now instead of WHMs being strong against just one category of mobs having a weakness to Holy-based spells, in this game they're strong against two types of category of mobs having a weakness to Stone-based spells and/or Aeor-based spells. Is one more category really that big of a deal?
I would have to disagree on both accounts.
First, there have been other FF games where the BLM (or w/e the "nuker" was) didn't have the entire elemental wheel (as we knew it in XI). FF Tactics comes to mind (just because I played it last week, heh!) - the BLM job only had Fire, Ice, and Thunder nuke-type spells (I say nuke-type because it had other "offensive" spells like Poison, etc.)
Second, it does too bring something else to the table besides DDing - CCing (e.g., Sleepga, Bindga). From what we know currently, BLM will be the only job that can effectively crowd control. Obviously it's just one spell, but once the level cap is raised (again, assumingly) how do you know they won't get other spells? (Gravityga, etc.)
Yes I agree that WAR can [probably] tank or DD, but I'll bet you that it'll be much better at DDing in general than it would be tanking - especially compared to PLD - or at least I'll be hella surprised if it's a better tank. And I agree again, Bard can [probably] DD or support, but again I'll bet you that it'll be much better at providing/focusing on support in general rather than trying to match DD with the rest of the "DD Jobs"; especially if you consider that it can only take abilities from CNJ and THM (that is, no Keen Flurry for Quick Knock's long-ass CD, no Blindside, no Blood for Blood, etc. etc.). And so on and so on for MNK, and the other DDs (though, it seems like DRG will just solely be a melee, DD power-house - guess we'll find out though either way!).
All in all man, respectfully, it just seems (to me, at least) that you are/were expecting the FFXI BLM when really we're getting a different form of a FF BLM; one that IMHO relates more closely to the BLM in FFT. And again, I loved playing XI and playing all the mages, but the BLM in that game isn't FF's "Flagship BLM", so to speak.
If his point is a question like "are there any other classes that can do better in this role for this fight than black mage?" should never come up, then black mages are too powerful and we will continue to see fights like ifrit where thaumaturges are stacked.
And yea... why bring a blm to a zaharak party? For their amazing damage and CC!
This is an old thread I've made to adress that exact argument about BLM having all elements
http://forum.square-enix.com/ffxiv/t...tasy-Tradition.
EDIT: Quoted wrong post, lol
Don't forget about Job Specific Equipment. It's supposed to be better than multi-meld equipment. If you take a THM in their melded gear and pit them against a BLM in their JSE, I'm sure the BLM will do a lot more damage. We still don't know the JSE stats. It's very possible the BLM set could have stats like -X% MP cost of spells, great amounts of MATK Potency and MACC. It could even have an enhanced auto-refresh feature or build on other traits.
From what I'm gathering, you are sacrificing versatility for efficiency.
By equipping a job, you may lose your ability to raise... but gain boons elsewhere. If your group is FLAWLESS, you'll be able to kill faster, and with ease... but if someone dies? Not everyone can raise anymore, and not everyone can cure anymore. Fights will be much harder because if you are not PERFECT in your strategy, your group will surely wipe. The current setup leaves room for error. Oh, did you die from a pomflare? NP, anyone can raise you, and we're all on 5 minute timers. But that just isn't the case with jobs.
I am both intrigued and nervous about this. Adjusting to 'new' fights may be harder than it would have been had we all stuck with the current system. I'm thinking what may end up happening is... people will assume different jobs (or none at all!) to maintain a balance of both versatility and efficiency. In a group with two CNJ, one might go WHM while the other stays CNJ. In a group with multiple Archers, some may change to BRD while others stay strictly ARC.
I think the problem here is that too many people are assuming that just because we can USE a job means we MUST use a job during every moment of every day. In the end, it might make sense to switch on/off of your job... similar to the way a 'stance' works now.
I'm nervous also.... Only 5 Actions to equip to a Job? This might be hard. BUT I guess we'll have to wait and see :D
http://assets-cloud.enjin.com/users/...nal/566179.jpg
There is no trait to increase the dmg reduction, just a trait to actually give you the dmg reduction (lvl 44 Enhanced Sanguine Rite). It's the reason Sanguine Rite not casted by a 44+ THM has that little perk.
@Valmonte: it applies to everyone in the party as long as the THM is the one to cast it.
Black Mage for crowd control, have to say will work. Just gotta make sure now one else uses AoEs.
But I have seen multiple groups use Cjns to aoe enemies in Zahark'ar to death. The only AOE Thm has is fire, which Ama'jaal are very resistant to. That means we can only use thundara combo against one target versus, the aoe spams of Cjns Stonra and Aerora.
I believe someone said that I was getting confused with FFXI with wind not being the weakness to fire. Unless the books in the Thm hall have been changed it says the elemental weakness of fire is wind.
In XI, fire is weak to water. In XIV, fire is weak to wind. So you were correct, Jinrya.
Where are all these other threads where people are complaining about jobs? As far as I see my thread is the only one.
Looks like theres more threads complaining about my hysteria D:
While BLMs haven't always had every elements spell in every game in the series, thunder, water(where did water go in XIV?), fire and blizzard are the elements thats usualy been present in BLM arsenal troughout majority of games.
I'd hope to see some more black/dark magic usable by black mages, such as Bio, Demi, Osmose, Curse, Drain etc.
Possibly thoose will still be implemented at later point at higher level cap, tho I feel the spell repetoar is a bit shallow as is atm (espec if ancient magic will turn out having a 15min cd).
I'd guess that jobs will have some way of enchancing their intended roles over classse tho, be it that they have higher stats, bonus damage, or just that SE makes classse a bit weaker in their roles, smaller adjustmens like that could mean alot.
While there is a small chance its not perfectly balanced I'd personaly assume S-E has put some thought into how to make jobs competetive vs classes for high level group content.
Water as an elemental attack has mainly been Blue Magic, Geomancy or a Summon. It was actually very rarely seen as a BLM nuke and I believe the first official BLM nuke featuring water was Vivi in FF9.
Water in XIV was originally a CNJ spell but they removed it from player use. It was hinted that cure may be water-based but no water potency gear has an affect. It is likely going to be the main nuke element of an unreleased DoM.
Edit: Scratch that, you could draw water in FF8. However, after 8 it became more common in the BLM repertoire but rarely ever saw increased level aside from the base "water." 10, 10-2, 11, 12 (by enemies) and 13 were the only ones to feature higher tiers.
SE did say however that paladin's were supposed to have lower HP but higher defense... I don't know what happened with that but I can only guess the differences between class and job are going to be shown primarily via JSE.
You might be right on water, as I recalled it from memory of BLMs; Vivi in IX, Lulu in X and BLMs in XI, VII and VIII didnt realy have set job/class roles of BLM etc.
The "elemental wheel" is rahter crooked in XIV, but in most of the later FF games a BLM could counter most of the basic elements themselves(like water > fire > ice > lightning > water etc).
I realy hope JSE won't be the major difference, I'd much rather see it being stats or traits.
Getting stuck with the limited options of using mainly(or only) JSE equipment for jobs to gain an overall edge over classes would be very disapointing and remove a big part of character customization in terms of gear choices.
While jobs having a handful of exclusive abilites is a upgrade I can't see that impacting a huge advantage over classes alone, but perhaps patch will prove me wrong in that since we don't know exactly how powerful our new abilites and spells will be.
Well 10/10-2 had kind of a cracked wheel too, water <-> lightning, fire <-> blizzard and that was it.
What you bring up here is exactly what I foresee though. Classes are about individuality, jobs are about pigeonholing. Although you can pigeonhole classes too, you have some freedom in colors and whatnot. Jobs are supposed to be iconic to their predecessors which would greatly limit individuality as well. Price to pay I suppose, pending on the situation.
Yep your'e right about X now when I think about it, still it gave the BLM a counter to every element in how it worked(and flare was non elemental dmg in X wasnt it?)
And bah now I actualy feel like dusting off my old PS2 and playing both IX and X again x)
What you forsee might be true, I still belive that would be a very sad outcome however, it would make the whole class/job system a lot less intressting.
And limiting individuality with everyone looking the exact same outfit wise would make for an extremly dull visual experience, iconic or not.
A week from now we might have majority of the server stand around in identical equipment, while understandable this will be a likely outcome with there being little content at hand currently, but to repeat that same situation whenever the next AF or JSE set gets released would be very disapointning
AF and JSE should be good gear, but they shouldnt be totaly without options outside of sets though.
I wouldn't mind to see BLM trade away more defence for stronger spell capabilities, I always enjoy the style of "glass cannon" while playing a mage character no matter which game.
It makes you think twice about pulling aggro, taking uneccesary damage or play smart to avoid heavy meele enemies which can cleave you in half with 1 or 2 blows.
I've always found it exciting both in PVE and PVP settings, and for me its what defines a wizard and mage type characters who usualy dress in cloth, robes or leather, offence is the best defence sorta deal x)
I wonder if Ancient magic spells will share the same timer still. Thought it was a dumb decision before their removal. I hope it's still not shared, otherwise I think freeze will be the only worth while spell since it drops some hate.
One thing that has always bugged me is the fact that spells now do debuffs. Now at this point in time SE has pretty much taken out the debuff spells, and added them into the con, thm etc spells. I find this very disappointing, as myself and I am sure other would agree that debuff should remain as spell not an add on w a spell. Theres other reasons for this as well but I am sure most of you know of red mage. The other reason is probably to do with the bar command setup instead of going w a drop down menu.
Now one thing that stands out is the class and or job system. This is basicly another version of the FFXI main/sub job set up but w a spin off added. They are basicly 2 different types 1 a a class the other is a job. It would seem instead of going the route of class and or jobs, SE should have just gone w main/subjob combinations. With the current class and jobs we are limited with what we have and are allowed to do with abilities and such. After reading some of these posts and as 1 member did state some players when there is 2 healers 1 will go con 1 whm same with arc and brd.
Now that brings me to blm as it will not be able to cure itself or cast stoneskin (true or untrue we will find out) is not something I look forward too. The spells have been cut down to the point that we have very few single target spells or we have spells that aoe. We have no control over if the spell will be single or aoe. Even in past final fantasy games players could do single target or aoe, we had a choice, now we dont. Now I find this disturbing as I would rather have #1 the choice to aoe a spell or #2 have another group that is specificly aoe (FFXI comes to mind). Again this comes back to the fact that SE went with a combat bar instead of a drop down menu or something similar.
I don't exactly have a bunch of screenshots of my character, but:
http://www.gwcdn.com/albums/images/4...7f5e009851.jpg
Thank you, now I shall prepare something for March 9th.
Edit: But bed for now.