Since when did lancer have defense? o.O and up until the stat revision it had the worst hp lol, not changing
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Since when did lancer have defense? o.O and up until the stat revision it had the worst hp lol, not changing
I welcome all changes, the more radical the better :)
I don't know if anyone else caught this, butYay! They are switching aoe/spell range by spell, not by class.Quote:
Range
Indicates who is affected by the action.
Blank: A single target, including yourself.
Target AoE: Enemies or allies within range of the target.
Self AoE: Enemies or allies near you.
Frontal: Enemies or allies within a cone-shaped area in the target's direction.
Direct: Enemies or allies in a line between you and the target.
I see complaints about this being 'every other mmoish', to me it's very final fantasy-ish. Seems people only started at FF7. I want castable debuffs, but I guess this leaves room for another job to fill. We haven't seen traits yet so I'm going to reserve judgement for now, but I like what I see.
I like the changes.
Awesome~ :eek:Quote:
WHM Mag. 3 O Self AoE Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
/faint
Pfft. I'd take a K.Club and Reverend Mail over that any day.Quote:
WHM Mag. 3 O Self AoE Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
I'm interested. Which class you believe is with 1.20 less soloable as now?
Cross Class Skills:
GLD Abl. 1 - Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
GLD Abl. 3 (Self AoE) - Temporarily increases the defense of all party members within range. Generates massive enmity.
GLD Abl. 5 - Increases block rate and grants TP for each block made while effect is active.
GLD Abl. 6 - Increases target's enmity. Traits may trigger an AoE and a chance to inflict Stun.
GLD WS 1 - Melee attack. Damage increased when executed from in front of the target.
GLD WS 7 - Shield attack. Chance to inflict Stun.
MRD Abl. 1 - Increases target enmity. Traits may trigger a chance to reduce target's attack power.
MRD Abl. 2 - Increases parry rate. Effect fades upon parrying an attack.
MRD Abl. 3 - Grants Absorb HP effect to next attack.
MRD WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
MRD WS 3 - Melee attack. Damage increased when executed from the right or left of the target.
MRD WS 6 - Melee attack. Chance to inflict Heavy when executed from behind the target.
MRD WS 9 (Frontal AoE) - Attacks targets in a cone before you. Can only be used immediately after parrying an attack.
PUG Abl. 1 - Restores HP.
PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
PUG Abl. 4 - Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
PGL WS 1 - Melee attack. Damage increased when executed from in front of the target.
PGL WS 2 - Melee attack. Chance to inflict Blind when executed from the right or left of the target.Combo: PGL WS 1, Bonus: Increased damage.
PGL WS 5 - Melee attack. Chance to inflict Stun when executed from behind the target.
PGL WS 7 - Melee attack. Accuracy increased when executed from the right or left of the target.Combo: PGL WS 6, Bonus: Increased damage.
LNC Abl. 1 - Grants TP. TP does not diminish out of combat while effect is active.
LNC Abl. 5 - Sacrifices HP to increase damage of next attack.
LNC Abl. 6 - Sacrifices HP to reduce recast time of next weaponskill.
LNC WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
LNC WS 2 (Self AoE) - AoE attack.Combo: LNC WS 1, Bonus: Chance to inflict Stun.
LNC WS 4 - Melee attack. Chance to inflict Stun when target is attacking you.Combo: LNC WS 1, Bonus: Increased Stun duration.
LNC WS 5 - Melee attack with low accuracy. Crit rate increased when executed from behind the target.
LNC WS 6 - Melee attack with low accuracy. Damage increased when executed from the right or left of the target.Combo: LNC WS 5, Bonus: Increased crit rate.
LNC WS 8 - Melee attack. Can only be used immediately after missing an attack.
ARC Abl. 1 - Increases accuracy.
ARC Abl. 2 - Reduces enmity and increases TP generated by next action.
ARC Abl. 3 - Consumes MP to evade a single ranged or magic attack.
ARC Abl. 4 - Reduces enmity.
ARC WS 2 - Ranged attack. Chance to inflict Heavy.Combo: WS 1, Bonus: Increased Heavy duration.
CON Abl. 1 - Grants AoE to next enhancing magic spell, but increases cast time.
CON Abl. 2 - Temporarily halves enmity and gradually restores MP.
CON Mag. 1 - Restores a portion of the target's HP.
CON Mag. 4 - Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.
CON Mag. 6 (Target AoE) - Increases the defense of all party members within range of the target.
CON Mag. 8 - Deals wind damage to the target. Chance to inflict DoT effect.
CON Mag. 10 - Deals earth damage to the target. Chance to reduce evasion against earth magic.
THM Abl. 1 - Increases magic accuracy of next spell.
THM Abl. 2 - Increases range of next spell.
THM Abl. 3 - Gradually increases magic crit rate. Effect fades upon a successful crit.
THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
THM Mag. 2 - Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
THM Mag. 5 (Target AoE) - Deals fire damage to all enemies within range of the target.
THM Mag. 6 (Target AoE) - Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
THM Mag. 8 - Deals lightning damage to target.
i reserve the right to change my mind after i play 1.20 but so far i like what i read :D
Very detailed, concise information. Its like they listened! :D
So BLM/WHM are the FF1 BLM/WHM Aero is becoming White Magic again kinda neat, but I cannot remember if Stone was White Magic or not, either way pretty cool.
Ancient Magic is being reserved for a new class perhaps? LNC/DRG seems more like FFXI's DRK/WAR (ability-wise) which is pretty bad ass if you ask me, also seems like we get a "Dragon Breath" type ability (the fire damage one). Archer really is becoming support (the bard side anyway; but some really cool support abilities). And BLM gets Convert?! lol craziness.
Sorry if I sound like a broken record, I didn't want to read through 26 pages of posts, heh.
Try pulling your head out of your ass and take a look at the ability list and show me how we're restricted. After that, direct yourself to Matsui's original battle blueprint along with several Yoshida posts saying that classes were going to most optimal for solo and light party play. Optimal in this case of course meaning not restricted to.
Mountains outta molehills. For fuck's sake.
Mind = Blown
Carry on!
Those thinking that Lancer might have changed, let me introduce to you the original description:
Some of this will take getting used to, but I think Yohsi-P did great. I'd love to know the answer to "Where did Water go" though. I'm currently a believer that they went the FFIII route with elements and mages.Quote:
The strategy of the lancers is to outrange and fluster opponents with their long, two-handed polearms, peppering them with a barrage of thrusting attacks. They are trained with a number of weapons, giving a diversity to their attacks that makes them extremely versatile combatants.
In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. Since then, the guild has greatly expanded its armories to include a variety of weaponry, such as the halberd and trident.
Trained in various weapons...? funny given they can only use lances!.. I kid!
Seriously though I know there may or may not be a majority in this but honestly I like my WHM as WHM and my BLM as BLM. Although my opinion will count for very little in the long term, I would love the WHM/BLM to be a logical movement from either THM OR CON. THM or CON can stay doing what they do but choosing a WHM or BLM overlay "job" gives you access to the traditional class lists and abilities of the WHM and BLM classes. I don't know what the programattic issues are, but it seems like if you are going to add those jobs and people may want to play them as the traditional ones do, it is better to deversify and allow people to choose how they want to play a mage... this goes in line with Yoshi-P's comments on there not being enough magic classes.
I always Imagined CON as WHM+BLM and THM as RDM+DRK without the melee... Honestly for me... Id rather see WHM,BLM,and even SCH (which I love) as the natural progression of any class and the prereq for them is that you just have to have SOME mage to 30. Just my 2 cents.
I like most things going on here. I don't like bard to much though, and where is thief. Also, do you get to combine jobs and make them "sub-jobs" like in FFXI. I am sure that it is not a complete listing of everything though, not all the spells are there, we will see more as time gets closer, and then they will tweak it a little when 1.20 is live. Looking forward to trying it out.
Thief isn't planned with the current classes.
How I understand it, you level up gladiator to 30 and marauder to 15. Then you unlock the paladin jobquest where you can earn a paladin job stone or something. The stone you can only equip as gladiator and it gives your gladiator the paladin job. Job skills you earn with quests, too.
Thank you for this, Yes, I plan on rolling with the punches. ^^ The good thing I suppose is that all my classes are still low enough, that re-learning won't be that big of a hardship, and honestly I had a horrible time on Thaumaturge the way it was, so new dynamics for it might actually help. I guess I'll see when 1.20 comes out.
I solo on my archer quite a lot, and am really looking forward to BRD. I've been soloing with a certain rotation, and was most worried over the new description read "They are capable of generating large amounts of damage in brief spans of time, but are less effective the longer a battle drags on" I worry that this means it will be difficult to play this class unless you have someone else in tow. But I guess when you consider the self combo's, maybe that will take the place of my rotation and allow me to do enough damage to continue to solo sometimes too.
*crossing-fingers*
You both are correct. It might be fine as long as we can cross some skills, which is what I do now. It is one of the reasons why I don't have a level 50 anything, because I like having a well rounded character and play a little of everything.
As long as I can still solo when my friends aren't on, and as long as not every thing requires me to beg someone to come help me because my class is too feeble, I'll be ok. I don't mind having to work a little harder than other classes, I just don't want to be so restricted to the point that I'm just a healer and can't viably defend myself. Get tired of being a damsel in distress when it comes to being a healer.. you know what I mean? I just hope that the levels in which we gain our basic offensive spells won't be too high, that aero and stone will be worth something, and that some gentle revamping of the lore occurs in order to make things make a bit more sense. Are wind, earth and water astral? Maybe they could adjust the conjurer lore to be that they are attuned with the Astral Elements..(if that is even correct) .
Yeah just like when they took out ability queue and then announced they will get it again in the next patch. It was the same with the stamina bar, which was in game since beta but they removed, oh and physical levels, and the object colisions that made it tiring to move in some areas, and the insane low mp cost of spells that made leveling in party "spam cure aoe mode", and the broken way to level up based on the actions you perfom in combat, and the party size...
Yeah once something is in the game they never change it again... they don't code it, they sculpt it in stone, recover it with solid steel and toss it into the sea to never be toucher again...
Man really, stop trying to turn this post into a negative one. The changes are that.. changes... they are meant to CHANGE stuff into the game, we can only hope it is for better. If something is broken/terribly bad they will fix it and that's it.
I've read ALL the pages of this post (yeah... it was a long time) and the only thing I read was your constant QQ while ppl pointed straight FACTS to your face to explain you in a somewhat polite manner that you shouldn't jump so fast to conclusions. Yet what do you do, repeat the same stuff again and again, making even some of the ppl who were enjoying the post to leave, tired of your negativity. Some of the changes may be good, other may be terrible, it's impossible to say yet, since we lack the list of the passive skills and the numbers/potency of the spells listed.
For example you say the classes has lost its potential as soloers... well how do you know that? Normaly the damaging abilities/spells of classes/jobs are balanced to do somewhat good damage to endgame stuff. If you use that same ability/spell to a mob of your level, or 2-3 levels above you normaly you utterly destroy him. Also jobs aren't meant to solo, classes are, and they have slots for cross-class skills, some ppl said that those skills are gimped... well they WERE before, what do you know now? the gild points skills dissapear after this patch, meaning the "affinity" attribute of cross-class skills can't be raised like we are doing now with a passive skill, how do u know they aren't going to boost the performance of these cross-class skills?
Well this post was long enough, sry about that. What I mean to say is:
Calm down, wait to try the changes for yourself, then if something is wrong open a post to discuss it. That's the most valid feedback you could give to the developers ^^.
Somebody sig this! I don have room! ; ;Quote:
Yeah once something is in the game they never change it again... they don't code it, they sculpt it in stone, recover it with solid steel and toss it into the sea to never be touched again...
AND welcome to FFxi-2 where soloing anything is a near impossibly wooooohooooooo!!!
sooooo
the description for BLM explicitly says ancient magic and 6 elements.
however i only see 3 elements and no real hint at ancient magic.
anyone see anything different? seems to me the description is massively miss leading.
Or by the time 1.21 drops there will have been a level cap increase and ancient magic added. As to the missing Water spells, we must not forget about traits. Traits may be a way to still have the same amount of abilities , but convert for example ice to water.
I count 15 class skills each class
Actually thats not quite what he said at all.
This is actually was was said and taken directly from the Lodestone translation of the live letter. It was just stating that no level cap increase was planned until 1.21 and the jobs are introduced. it says nothing about waiting til 2.0 or in the far futureQuote:
There is no plan to raise the level cap until 1.21, and this is because it will usher in the job system. Beyond that point up until 2.0, we would like to carefully decide what to do. Increasing the level cap will lead to wider gaps between players.
Only speaking for myself, but I'm still not happy about recipe changes, dark matter, and the new repair system, the things I expressed concerns over before. I am not "over it". There's just no point in carrying on over something that is already done. Just as Kiote is saying, now is the time to speak if you are sure you do not care for something being implimented.
I tend to agree with Kiote and Atoli in my reaction over this. Yoshi-P said they would not be fundamentally changed, and they are, no matter how you look at it. Mechanics, lore, role, it's all part of the same dice.
What I am not sure about is whether I will like this new style of play. I like conjurer exactly as it is, now. That I do know. I've also been plenty burned by massive class changes. That I know too.
If this was an announcement about a completely new class, I would be more interested. But as it is, I don't know if I like it or not. It's one of those things that you have to test... but I think my conclusion would be that I'd miss my conjurer the way she was. I'm just unsure about this.
and i still translate that as "as of right now there arent any plans but if it happens itll be some time before 2.0" which again is a year away.
that statement by no means means that it could happen in the near future. especially since 1.21 isnt happening until some time in february, which is at least three months away. tack on another three to 6 months thats almost a year away. my statement is still valid.
I will agree to disagree on how that statement is translated. Lets talk about traits at least. Maybe traits will change how spells work in general. Traits would still allow a plethora of customization without increasing the number of skills each job has.
cnj to white mage? why do they have all black mage spells then????????? fire wind blizzard, i'm confused, anyway like everything about these new jobs except that one part