Or they add another slot for any new jobs, including SCH? There's space in the dialog for up to 25 slots.
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Or they add another slot for any new jobs, including SCH? There's space in the dialog for up to 25 slots.
These aren't really answers to what I was actually asking, though.
I'm fully aware that you quest to unlock jobs, but that begins at level 30. My question was not whether or not there was a quest involved, but rather would hitting level 30 on Arcanist allow you to quest for both the Summoner and the Scholar soul crystals or is one a higher "tier" than the other. Presumably they will at least have different subclass (level 15) requirements.
As for your second point, experience may be tied to the class in code, but in practice it's shared between each class and its respective job. If I complete a quest as an Archer I gain experience on my Bard, but similarly if I quest on my Bard I will gain experience on my Archer. If Summoner and Scholar both evolve from Arcanist in the same way that v1 jobs did that means that questing on my Summoner will let me gain experience on my Arcanist and, having gained experience on my Arcanist, should also let me gain experience on my Scholar. My question to the community was simply do you think this is how it will work? And, if not, what do you think will be done instead?
As for the other post you directed at me, the clarification you got from ArkhamNative was precisely what I meant, including his(her?) point about my main goal just being general speculation.
Without SMN, SCH, or ACN (none of which will be in the beta) there are 25 classes and jobs, including the DoHs and DoLs. From their original announcement about gear sets way back before the armory chest had been mentioned it was either stated or strongly implied that we'd have a set for each class. Hopefully that's still the case (especially with all this new CSE they've promised), and at launch we'll have either 28 or 29 slots, depending on if SCH has a new class. ...Of course, that doesn't explain why there's already a slot for an 8th job crystal. :s
I'm firmly in the camp of there being a new class to underlay Scholar with the respective guild either in one of the starting cities or one of the other, expanded, settlements around Eorzea.
I did wonder about the 8-slot job crystal window. My take that the Beta will not have the 9th job ready and the 9th slot will be added in when SCH or SMN is attainable. Though that seems a little tenuous. Maybe when the chest was designed, only 8 jobs were confirmed and the whole SCH thing is a relatively recent addition.
Methinks that they've changed the classes, so that
ACN > SCH
EVK > SMN
(EVK = Evoker)
Which isn't really that difficult to edit at this stage in development, and would also explain why the SCH is shown holding a Grimoire (if it's not a Tome) whereas the SMN doesn't appear to be using a weapon at all yet. But that's just my 2 cents.
As you were.
So I am clearly on the wrong side of history here. But I can totally roll with that.
I had a hunch, it was wrong, but that's part of the thrill. We Australians like a good gamble.
I agree it seems Scholar was a recent addition to the game, should have it's own crystal to place the "Soul of the Scholar"? in it. I know we have a bit to wait to find out details..but there's some who have said scholar won't be tied to any actual job.
I don't see the doing arcanist and having the story branch out to scholar. Though when it comes to implementing the job, should still have the same restrictions as normal jobs in terms of cross class abilities it can use and from what classes. But to just randomly toss out a class? would seem a little off. Maybe they don't see the need to offer a new class just for scholar but instead will have it a game requirement to obtain certain levels and go do the scholar quest, tied to classes but not by experience or lore. Would give those who start ARR with all 50's another class to level.
This is all just me guessing, I'm okay with being wrong. Just killing time until E3 and release.
I'm willing to bet that SE will start releasing jobs to branch off current classes and add some more classes later when they add new weapon types. It makes it MUCH easier to do this jobs, rather than having to create a class from scratch every time they want to add a job to the game. In terms of lore, they can easily fit it in; classes can have their own guilds and jobs will be part of that guild.
However, one concern I have is the leveling process. Level 50's can just switch over to the new job after unlocking it without ever practicing with it. I just hope these additional jobs are even harder to get. Like, I hope unlocking Scholar will be a lot harder to unlock and fully master (learn all skills from job quests) than Summoner will be. That way, it can give people time to fool around with the job and get the hang of it.
Just because I want to have a bit of fun with this idea before being hauled off to work, let's try to imagine what kind of jobs we could see get added in the future
Archer > Ranger
Marauder > Berserker
Gladiator > Black Knight
Conjurer >Oracle
Thaumaturge > Geomancer or Blue Mage
Pugilist > Boxer? idklol
New classes to be added:
??? > Red mage and Sage
??? > Thief and Ninja
I'm also leaning towards there being a new class, but if I'm being totally honest I can't tell how much I'm being biased by the fact that I want a new class. I don't think they'll make two jobs from the same class because I think it'd be messy any way I can imagine they'd implement it. ...But then again I don't want them to make two jobs from the same class because I think it'd be messy any way I can imagine they'd implement it. So I might be having a little trouble keeping the two separate.
I believe it's been confirmed 100% that the beta will also not have the 8th job ready. Both SMN and SCH have been announced "for launch." I'm trying not to read to much into it, though, and I think your second suggestion is probably right. There will be 9 job slots, there just aren't at the moment. It's the developer's build after all, they don't need to get everything implemented at the same time like they'd have to if players were on the server.
I did notice that the new concept art had every job carrying its weapon with the exception of SMN, which appears unarmed. The actual naming of the mage classes hasn't made much sense to me from the beginning. Ignoring scholar, it seems to me it should've gone (in name only):
CNJ -> SMN [To conjure something and to summon something isn't all that different. EVK works too.]
ACN -> BLM [Arcane arts, black magic, whatever. It works for SMN as well, but I think CNJ works better.]
THM -> WHM [Thaumaturgey being a term which refers specifically to miracle-like magic. Certainly something closer associated with WHMs than BLMs.]
Ignoring the fact that I don't think they name their mage classes well, I'm sort of skeptical that the class they announced for SMN is going to be moved to a different job (instead of SMN). If there's a unique class associated with SCH, my money is still on a Tactician.
Damn I been missing a great thread! Idk if I can go back and read 25 pages though. :/
I'm fine with the mage names, to be honest! Conjury makes sense in that "conjurers draw forth and absorb aether from their immediate surroundings" ... "then utilized to focus the aether until it manifests as the desired spell.", whereas the actual definition of Thaumaturgy is "an art that calls upon a supernatural power", but I suppose everyone's up to read it how they like =) I've seen a couple of threads who have stated that CNJ and THM should be switched, but personally this way makes more sense to me!
As for Arcanist, [Arcane; Understood by few; mysterious or secret.] I feel anything "dark" could fall under that category, and since Thaumaturgy is widely used in Ul'dah (whereas ACNs are supposedly a dying, forbidden, art) it makes more sense that it should be associated as such. Otherwise Limsa would be full of Carbuncles =)
But yes, I don't think the classes themselves would change, but I wouldn't be surprised if they changed the ACN/SMN weapon. If they did, my guess would be Arithmetician > Scholar, since it was a job back in Tactics that used magic of any kind (previously learnt). Obviously they'd have to change the mechanics of it for XIV, but I think it's pretty good.
Arithmetician was also one of the examples Yoshi used when they carried out the polls way-back-when.
to quote myself
im pretty sure it is going to be Arcanist also. First class having two job options.
why? ACN [Debuffer/petclass] , SMN [pet class specialist], SCH [debuffer specialist]
scholar often is described in Final Fantasy as a mage with debuffing skills and sometimes also a mage that uses whm and blm skills (banish, dia).
and well.. think back about 1-2 years where they removed skills like Bio, Paralyze, Banish, Scourge etc. from THM. they wanted to re-introduce these skills on a brand new class/jobs in ARR
scholar being traditionally a debuffer mage.. this is where SCH comes in and fill this gap
skills that we are missing since 1.0.:
http://zam.zamimg.com/ffxiv/icons/1C5C00AA.png 1. Scourge (damage + debuff effect -> debuffer role)
Curse an enemy with darkness and duress, dealing umbral damage and reducing the target's umbral magic defense.
http://zam.zamimg.com/ffxiv/icons/1C5C00BB.png2. Banish (a skill that is mostly associated with the WHM job, but in some FF's scholar uses some of the WHM/BLM skills) Exorcise an enemy's evils with holy light, dealing astral damage and reducing the target's astral magic defense.
http://zam.zamimg.com/ffxiv/icons/1C5C00B0.png 3. Paralyze Cause an enemy's muscles to falter, sometimes preventing the target from completing actions.
http://zam.zamimg.com/ffxiv/icons/1C5C00AD.png4. Bio or Dia
Plague an enemy with disease, dealing umbral damage over time and reducing the target's attack power.
http://zam.zamimg.com/ffxiv/icons/1C5C00C2.png5. Absorb-INT
Leech an enemy's intelligence, transferring a portion of the target's evasion to you.
In the german version of the game conjurers are named "druids" since the very beginning which is even more fitting if you ask me ^
because they live along with the nature.
very very unlikely.
on the original jp boxart you see the job wheel artwork with SCH and SMN on it. both wearing books.scholar wearing glasses like the ACN on the official Arcanist artwork. Arcanist has somewhat of a student look, like Scholar does also. + SCH fits partly the role which the ACN has to offer (damage over time spells/debuffs)
SMN is losing carbuncle, the same for SCH. there is a reason why.
dont deny the obvious ;)
hopefully this will come true... scholar using old 1.0. THM skills. it would become one of my fave jobs^^
I will deny it, because there's nothing I'd hate more than completing 5 quests and having mastered a new job with next to no hard work.
And I don't know where you got "Debuff specialist" from, when the SCH in XI could freely rotate between being an amazing enhancer, healer, or nuker freely, and the original SCH from FFIII used elemental tomes and healing spells.
SCH needs to be a healer, otherwise we'll be running out of CNJs to level with in dungeons ridiculously quickly. 1 healer for every 8 classes in a 4-man dungeon will not go down well.
I do expect SCH to be the "next healing class" that they alluded to. I can't see it being a debuff specialist. Don't we think that will be something SMN will do coming up? Also, as much as people want RDM into this game, I expect that to be the biggest debuff specialist.
:Insert speculation disclaimer here!:
Yoshi has said he wants multiple jobs per calls and to think of jobs like specializations in other MMOs have. Scholar would fit the bill.
Instead of being annoyed at the prosecute of not having to level another class for scholar, trying thinking how nice it would be when all the class get more than job. More options for all the classes. Maybe ranger or something for archer so people will finally quiet down about barcher.
The only difference between multiple classes from 1 job would be the 5 abilities said job gives... Yoshi did say he wanted, but how it's turning out I hope he decides against it. I've had this debate so many times and I'm still not going to like the idea of multiple jobs. My 2 main arguments against are starting with it at level 50, and the fact that any job that branches from a class WILL be the same role. GLA, for example, has abilities and traits which make it only suited to tanking. It's next to impossible to have a job branch off GLA and make it DD or anything. That's just my opinion though; sounds like a lot of wasted potential having 2 jobs which are pretty much exactly the same bar those few job abilities.
I get it.. but it might be how he wants to do it instead of allowing a DD or Tanking tree for GLA. You'll just have two separate classes that are similar but different abilities. Bard and Ranger may use a bow, but their abilities would change. That's all it is to me at least. A glorified skill tree that adds a little bit more leveling and gear content. IMO at least.. I'll just wait to see how this all pans out because I'm liking the idea so far.
All in all, when P3/P4 patch drops we'll know more (since despite them saying wait till E3 to find out more about it, I don't know, since we were supposed to have videos of SMN/Arcanist outside of E3..)
We still have a whole week before E3 so there's plenty of time for videos and pics of Summoner in action to pop up. lol
Evoker?
Sorry couldn't resist what with all the talk about Classes being shuffled around. =P
These are my concerns exactly.
People keep comparing the idea of multiple jobs from one class to other games which have specialization trees, but it isn't the same. In other games it makes sense to have different specializations to make some variety between the players who chose the same class, but they can't switch back and forth. If they could, the differences between the specializations would start to feel awfully trivial -- in XIV those small varieties are made through equipping abilities from other classes.
In games where the specializations are supposed to be truly different classes they branch much earlier than 3/5s of the way to cap and then get a significant amount of extra abilities. Not five (or even seven, as is apparently the rumor for SMN).
If we do have two jobs coming from the same class (and I'm not necessarily saying that we don't), then I'm pretty confident at least one of them won't function like they did in v1. There's just not even nearly enough room for actual job identity if they both do.
If they don't tell us more at E3, it'll be a lot longer than just the P3/P4 patch before we have any decent answers, since neither job (nor ACN) are going to be in until launch :(
I was thinking more along the lines of This!
(Looking at this page, apparently Evokers were also known as Conjurers... that's unsettling)
I'm glad my view on this is shared >.< I feel like I'm in the minority; not wanting jobs handed to me on a platter @50 =/ Ah well; if they do it then they do it, I just hope they see sense. P2P MMOs are supposed to make money by getting people to spend as long on content as they can, so it's not just a bad idea (IMO) in-game, but adding new jobs to a class already at 50 would also impact them financially, I think, as people don't spend as much time levelling the classes that they actually care about.
Hehe hence why I felt CNJ -> SMN made sense. :P
And the definition for "thaumaturge" that you gave is a little misleading, as it's specifically deific supernatural stuff, not things like witches and ghosts which are also supernatural. It's the miracle work of saints and holy men (historically, anyway. As with most things, I guess pop-culture's put its own spin on it).
Regardless, I like druid best for WHM. I wish they'd gone with that in the English version too. D:
I think it only sounds dark because you're only knowledge of it is the guild in Ul'dah which is basically a bunch of magical undertakers occasionally going out on vendettas for dead people who had contracts with them. Dark stuff. If you look it up elsewhere, it's pretty explicitly miracle-based magic.
Anywaaaay~~~ I guess I'm derailing the thread more than a little.
As for ACN -> SCH, I suppose the link could still work without changing the in game lore already set up for the class. The way the official page describes them reminds me strongly of the Alchemists from Full Metal Alchemist and they were all pretty... research-driven, as Scholars ought to be. The only issue is Carbuncle, though rumor has it that he's a class-only ability. (I've hunted and asked around but still haven't managed to find a source for that. If somebody has one I'm very interested, please share.) Even if he is restricted to ACN, though, I'm not crazy about the idea of SCH's base class basically having a summon.
I just can't get over the fact that both new jobs use the same weapon, and that only one new class has thus-far been announced. :S I do trust in Yoshi's team for the most part, but they have already made some decisions which made me cry a little on the inside.
Oh god no more elemental strengths/weaknesses... why?
Since ACN has already changed since 1.0 i.e. they were planned to use mechanical staves and attack by planting "Runes" (or magical traps) on the floor... and that has already changed a lot! Carbuncle IS ACN only, as mentioned in the Special Talk back in September:
"Instead of Carbuncle, Summoners can call upon pets imbued with the power of the Primals" (@54:01)
And I agree, SCH's class should not be able to access a summon... it's a bit too far out of the SCH capabilities in my opinion, even though in other games they have been able to access dark, elemental, healing (etc) magics to some degree, summoning just makes me weary.
And the elemental thing bugged me sooo much when I first heard, but I'm over it now and understand why they did what they did. I think it's a good move, now I actually understand their reasoning.
THANK YOU!
I had a whole topic about the various rumors about ACN/SMN a while back and was trying to either substantiate or debunk all of them, this was the only one nobody would comment on :3 You're awesome.
You're right about ACN having changed a lot since v1, of course, but that was Tanaka's design. It just seems unlikely they'll make heavy changes to the recent announcement they made of the new ACN designed just for ARR.
YAY I HELPED! =)
I guess you're right, the biggest change I'd anticipate is the changing of their weapon (although I still love the idea of a Primal materialising from the pages of a Grimoire!). I don't think it'd be much trouble just to copy and paste all of their abilities onto a different class altogether, though. Guess we'll see =/
[Please please please don't do ACN > SMN + SCH </3]
That awkward moment when have more to say but can't...
Hopefully in less than 2 weeks everyone will either hear about such things in detail at E3, or actually experience them in Phase 3.
As for early CNJ/THM, ah, nostalgia. Their spells were a confusing mess. CNJ had all the nukes, THM I think had the only HOT, and other WHM and BLM spells seemed randomly distributed between the two.
Erm, in FFXI Scholars are capable of summoning but not in the traditional sense (and was only tied toward the lore/NPCs.) They summoned debuff tubes which gives off a Paralyze/Slow/Bind/Silence aura that affects anything in it's range. SE later gave players the ability to buy a temporary version of them during campaign battles.
So summoning isn't out of their reach perse, it just wouldn't be in the traditional sense, it would be more like XIV 1.0's Arcanist if anything.
It's more like this per data pertaining to Arcanist in 1.0's file:
[Arcanist]
- A Disciple of Magic that makes use of magic along with mechanics.
- Their guild is currently located in Limsa Lominsa.
- Their magic skill is called "Arcanima."
- Their normal attack is called "Magic Missle", which uses "arcance" magic. Damage type varies with equipped item.
- They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff" to animate them, placing them down and activating them. Distaffs are items imbued with power by the arcanist. They can be placed down as traps, arcanima fields, and more. There is a limit number of distaffs that can be placed down per party, and they have a set duration.
- Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer or normal attacks as classes. They cost no action points, MP, or TP.
- Their weapon is a combination of a staff and mechanics.
- Their weapon deals various element damage similar to other magic users. Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is actually Umbral damage.
- There are currently two types of arcanima items, fields and traps. The arcanist imbues items with power to create these. There is a limit of arcanima items you can imbue at a time. Arcanima items expire. There is a limit of how many can be active in a party at once. Each arcanima item has a set function (trap or field). You may be able to interchange some, but maybe they each only have one function. Arcanima fields "complete" in some way. They could do something after a set time of being set down, or simply be on a time limit. It could also just be a message for a successful imbue.
So yeah it's still a type of summoning (just like Geomancy is) but it's not the traditional type, so that's why I said summoning isn't too far fetched, you just wouldn't look at it in the way of calling a primal's essence or carbuncle.
Ah right, I misunderstood a little. I still wouldn't call it "summoning" the ACN runes, though, as the term clearly refers to a different aspect in this game. It'd be like referring to the SMN pets as "Conjury", since they are kind of conjured, but the word itself is related to a different class of magic.
But I'm just being pedantic =b
Just found this; Musketeer > Scholar:
Edit: Image URL changed =/
What the heck does the scholar even do?
It sounds like a sort of profession like cooking for something. lol
We don't know what it does in this game, yet.
In FFIII, it used elemental "Tomes" to attack, and had the ability to Cure as well as most other jobs.
In XI, it had the potential of switching between 2 modes: Light Arts and Dark Arts, which made it very versatile and (frankly) and amazingly fun job to play!
Light Arts = Boosted Healing, Enhancing, and Divine (e.g. Holy/Flash) magic skills, and granted access to more white magic spells (When you used a certain skill, "addendum") when Light Arts was active. It had access to a lot of unique abilities, such as transforming single target buffs into AoE, reducing cast/recast time by 50%, increasing the duration of enhancing magics, increasing potency of cure spells etc, as well as unique spells, such as a TP regen, enmity boosts/suppression, and very potent Regen spells.
Dark Arts = Boosted Elemental, Dark, and Enfeebling magic skills, and granted access to more black magic spells. Also had unique abilities such as making single target debuffs AoE, reducing MP cost by 50%, blah blah. Could access many BLM spells, but only single target BLM spells at their highest teir (e.g, Blizzard V) though, but could increase their power and gave some BLMs a run for their money.