great job! thank you!
Printable View
great job! thank you!
Since the whole point of tp being full is apparently to match with mages and mp I hope mages get full mp at start of battles, or a much better way for mages to refresh mo because otherwise melee classes severely outclass mages in general battle where fights are quick.
This... This is a joke, right? Those are some big names. That's really impressive if true.
EDIT: I just remembered that they'll let us choose the language for our audio. I'm crazy happy they'll let us do that if this list is true.
EDIT2: Toyosaki is going to play the determined but air-headed girl who cares more for her friends than herself.
They should get
David Hayter: Solid Snake/Big Boss - Metal Gear
Keith David: Chaos - Dissidia Final Fantasy
Edit: Apparently Arcell says TP users no longer gain TP on hit (as seen from 2.0 gameplay footage)- this changes some of what I have said below. (Now my only thought is about melee to mage is that melee can have a better burst of dps - but so long as their overall dps is less then a mages I'm happy I guess (mages need more dps because they have less survival-ability))
I am with Eruantien. If every melee class starts at full tp and can regenerate tp on hit, melee will become very competitive in damage compared to mages (because melee weapon skills are actually not that bad in damage). I hope there is some sort of counter measure to keep DD mages in that ideal comparative roll of glass cannons - or compensate and give them a lot more sustainability.
Competitive because melee can keep a good flow of tp, while a mage will hit 0 mp and be screwed specially a THM/BLM whom get shafted on the awesome mp restores that WHM has.
Convert is not as cool as the Red Mages in FFXI because you cant stoneskin/phalanx yourself to live, (BLM = PGL/THM) and the fights that you are using convert in will probably have a lot of aoes - so unless you are in LS team speak for fast teamwork it becomes less useful (still useful, just much less).
Talking about mage damage, its sad the WHM can out damage a BLM on certain mob types with their elemental stones and aeroes - it feels very out of place for a FF game (except for holy magic of course).The damage problem is exasperated by the fact that WHM can keep their mp up longer. Perhaps adding a damage spell mp cost reduction passive to BLM would help - preserve mp 20% or something (I don't know, physically testing is the best way to know for sure - worry about this SE I don't want to see DD WHM groups like I have already lol its like Paladin getting replaced by a Ninja as tank...). Whm DD works best when you get the gear for it, so if you are comparing your curing gear to a BLM DD gear please dont tell me "I crazy talking" lol - go DD outfit yourself and fight some gnats or something, you will make the BLM QQ by 100's of points of damage (On monsters with elemental weakness to stone or aero great damage - you will do decent damage on others but anything weak to BLM lightning they will own you on - but that's just one element).