I was wondering, will the Archanist be an option for a starting job or will it be something you will have to earn after going through the beginning part of the game?
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I was wondering, will the Archanist be an option for a starting job or will it be something you will have to earn after going through the beginning part of the game?
Assuming it will be available from launch (it most likely will), the way XIV handles classes means you don't need to do anything to unlock a class, just get yourself the right tool.
Take up a saw, and you can start being a carpenter. Sure, you'll be a TERRIBLE, unexperienced carpenter (a Lv1, in game terms), but it means you are learning the job.
So well, in short, I'm almost sure you can just choose it while creating a character. And if not, grab a Lv1 book as soon as you enter in game.
From my understanding, Arcanist is going to be a class, much like Conjurer or Thaumaturge. Unlocked from the beginning, but now that I think about it, I don't think it's been confirmed weather it will be released or not as a default class selectable from the beginning.
now will we be able to play it on beta??
they said arcanist was being in beta o.O they said summoner wasnt until after launch
I hope so, still havent seen anything official on this yet. Also, no mention of Archanist in the beta roadmap even though i too remember hearing about having the archanist on release then SMN later. Hope to hear more news in the next letter from the producer thats coming this week.
To be fair, we don't really need to test the classes, since after a large FF based MMO and numerous offline titles, you'd hope they would know how to make a class/job by now lol. So probably open beta when it's a demo it'll be added since it would be for playing around with more than elaborate testing.
Most companies have "professional" testers, that play content and check if there's something wrong with it and why, and even get a salary for that. A friend of mine worked at the UK SE to test localizations of FFXII (they had an announcement on the site) so I guess they can spare some yen for some people to test gameplay things.
MMOs however have such features that require a big number of testers, so they have to recruit volunteers en masse. They work for free, of course, but many people couldn't care less about giving feedback, and a lot more aren't trained at giving it. So my guess is they still rely on internal, reliable testers for core mechanics.
Just my speculations though.
While the argument that with the armory system not needing to unlock a class before you can use it is certainly valid, it doesn't necessarily mean it has to work that way. In FFXI there were 6 jobs that you could use at the beginning, it didn't matter what you started as you could switch between those 6 whenever you felt like it, then the advanced jobs were unlocked later.
And while it is not an exact correlation, I could easily see a situation where to become an arcanist you need to complete a quest or series of quests and then are rewarded with your first grimoire, and that is the only level one option available to you, which would pretty much close the class off until you actually did them.
A cheap reply to this reasoning would be that you could just borrow somebody's grimoire.
A serious reply is that they've focused on Arcanist before every other job just to give another magic class available to players, because currently we only have two magic classes opposed to five melee classes.
The idea of "advanced classes" could work, expecially for more exotic classes or classes whose guild, for example, it's not in one of the starter cities. But I think I understood that increasing the magic classes available to players was a priority for the devs.
Four melee classes, two of which are tanks*
Also, remember that the starting tool or weapon for each class was U/U.
I personally don't care how they do it either way, though. Usually, the quests to unlock a new job weren't all that hard. There were maybe some that took a while due to them making travel to other half of the world and back, but most were relatively simple, so I don't care whether they make us do a quest before or not.
Adding little bit of lore as introduction to the class wouldn't hurt, though. That was something that the job quests did in XI.
I wonder if the guild will still be located in Limsa Lominsa or if it will be elsewhere...hmmm
If it wasn't, the only characters who would be born in Limsa would be the Marauders :c
In ARR, our "starting city" depends on our class, and exactly where the class' guild is located. Ever wondered why the Alpha test only allowed Lancer, Archer, Conjurer, Botanist, Carpenter and Tanner? Those are the guilds of Gridania.
I don't know... maybe they will go the ff11 route and have a couple basic classes we can start with and later unlock new classes... It is because there is no guild for dancer, rune fencer, scholar, ninja in this game so if they do add them they would need to be unlock only... but that is for the far out future... whether they enable having the guilds that are currently available in the cities as possible starting chose could be possible... unless they make the guild vacant at first and you need to do a quest to bring back its members...
Your first question would be how to spell ARCANIST
Actually, they've made it so (as I understood it from the interviews) that your starting city will be just.. the city in which you spawn in the game world. Instead of FFXI where you chose your allegiance knowing NOTHING of the game and only seeing a nice picture and a description of your city, XIV is taking a route where it puts you in the game, neutrally. Lets you experience the world, lets you visit all three cities, lets you know all three Grand Companies, makes you do quests for all of them, and only then, makes you choose your allegiance to a Grand Company and, with it, to a city state. :)
Ishgard, Ala Mihgo, Sharlayan. The three non-starting city states to be added in future updates/expansions could easily have other, different guilds. Say each of them has 2 to 4 combat classes guild, and maybe a gatherer/crafter guild too. There's plenty of room for adding new jobs.
Imagine travelling all the way to, say, Sharlayan, sign up for kendo classes at the local dojo-- eh, I mean, the samurai guild, and learn how to use a Katana, because in Limsa there's no bushido master to teach you. There you have it, you've just unlocked a new class.
Hmm its interesting to think about ARN/SMN being from Limsa. I'm not sure if it really fits. Most likely to me, it would seem more feasible for ARN to come from Ul'dah, because they study artifacts and incantations. For them to be accompanied with pirates and men/women of the sea just doesnt seem to fit. But yes, not many classes delve from the Sea port city of Limsa Lominsa, even though all but one DoM/DoW doesnt reign from Limsa, many DoH do.
As for the OP, I'm pretty sure it was confirmed Arcanist will be available only for release, where as Summoner was said it might not be ready for release. They werent specific as to anything regarding Beta, but you can be sure, once its ready you can pick that class at character creation screen.
(http://www.luxarcana.org/forums/mmorpg/topic6373.html bottom of the page under Misc.)
To check my memory:
Arcanist = user of the Arcane (essentially magic as a sheer amount of force, or else the pure strands of it, usually associated with knowledge of sourcing and manipulation as would be relevant to summoning and debuffing)
Archanist = I would guess to be user of very old things, generally a relic devicer, something of a cross between a Mechanist and a Scholar in tactics jobs terms
That about right?
I also agree that there will probably be something of a tie-in between the pace at which future classes and future city-states are added. That said, it would also seem likely that the same kind of guild might appear in different traditions in different cities. It seems hard to picture Ishgard without a Lancer and Archer's guild, but that would be stealing Gridania's thunder pretty badly. I wouldn't mind seeing a more obscure Ul'duhn bow tradition kept only by its merchant cavalry guard or the like. 2 shortbow styles, 2 longbow, since Gridania has both in God's Quiver. Something like that.
Actually they could make it a quest to get the Book to equip as arcanist (To initially unlock the class, since it is U/U), and you can not equip higher level books because /drumroll please... They all REQUIRE a higher level to equip...so in essence you NEED to do the quest to obtain the book to unlock arcanist (and that quest could be 20...30...40...50...WHATEVER level they decide to make it...)
So the armoury system doesn't necessarily mean you can get the class without any epic event...as you can see it can be quite epic.
PS. Marauder is the only guild in LL at the moment...but if you remember, not only is there an arcanist guild there, but there is also the musketeer guild there (in the Coral Tower, on the north side of LL)
Just wanted to pop in and answer the question about "unlocking" arcanist -- You won't need to fulfill any requirements in order to be able to play as an arcanist. :)
Will this apply to any future classes released for A Realm Reborn?
Just putting it on the list would be a massive cop out. I'm sorry folks, but that's just lazy, especially considering the size of the team they have right now.
Just tossing every new class into the list of buyable weapons and starting cities. Like Ronin/Parivir (-> Samurai) in Limsa.
If they make a new zone they can add the weapons to those zones but then they become like "advanced classes" because they are only located within one city instead of all.
Since the level 1 weapon is rare/ex - unq/unt you'd have to go to that zone to get the class "unlocked".
Lore wise just adding a job that didn't exist in the city is kind of shakey, so that's why a new zone is good - but then as I said your introducing oddities like "advanced class". Also you need a guild, I think you can fit Arcanist into one of the existing cities but not all these jobs will make sense or have room (the "5 year gap" can help explain this new job, but other jobs cant use this logic). Musketeer is another one that is ready to go *guild already in limsa*.
FFT.. "job system".. broken record preaching, gtfo armory system.. lol
Edit:
You could make each zone only sell the weapons they have a guild for - in that way there is a consistency when you add new classes that adds decent sense. (Would mean limited class access early on though..). Also Felis on the next page has a good lore quote for Arcanist.