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  1. #21
    Player
    Crimsonharo's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    26
    Character
    Crimson Haro
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    To me it seems that just from the word Conjurer, it's natural progression would be in to the world of Summoning. I wouldn't mind seeing the Smn class come back, however tweeking would need to be done so as to not make it overpowered. Even if its only just one summon creature it would be nice to see it come back.
    (0)

  2. #22
    Player
    Ghalith's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    35
    Character
    Kiris Fvaire
    World
    Balmung
    Main Class
    Arcanist Lv 50
    If SE opted for the specialization route, multiple classes could have the same trees. CON and THM could both have a White Mage tree that vary slightly from one another. For example, THM/WHM might get stronger light-based nukes and HoTs while CON/WHM would get stronger direct heals and buffs.

    If they went with the advanced class system, which, if I understand it correctly, suggests that we would need to level specific classes up to unlock them, I see CON a much more likely prerequisite for WHM, assuming there is just one. Thaumturgy is pretty dark.
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  3. #23
    Player
    TempestReve's Avatar
    Join Date
    Mar 2011
    Location
    Hampton, Virginia
    Posts
    54
    Character
    Tempest Reve
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Thaumturgy is pretty dark
    ^ The quest for thau are anyways, though to be fair - the conj quests dont really seem very white magey on their own either, they seem more like elementalists or something since they are always so keen on emphasizing the sacredness of the wood and such. If SE is considering doing advanced classes, I think Conj would better fit Elementalist / Black Mage with the spells they are using.... (if anyone played FF tactics, elementalist had healing spells as well - granted they weren't named Cure ).

    As for Thau i have NO idea... their spells are so much like rdm/drk i don't know how that could be divided up while still keeping it predominantly a mage. To be fair i never played Scholar, are any of the Thau spells similar?
    (0)

  4. #24
    Player
    PM1337's Avatar
    Join Date
    Mar 2011
    Location
    Lisma Lominsa
    Posts
    54
    Character
    Ry'coln Halige
    World
    Faerie
    Main Class
    Red Mage Lv 70
    I think of CON as SCH right now which could lead to a BLM or WHM specialization in the future. I can also see Green Mage if they add that as well, buff class in FFT
    (0)


    OH YEAH!!!

  5. #25
    Player
    JaxPalion's Avatar
    Join Date
    Mar 2011
    Location
    Gridania - Los Angeles
    Posts
    23
    Character
    Jax Palion
    World
    Sargatanas
    Main Class
    White Mage Lv 50
    TY TY Kiara! Big Hugs
    (0)

  6. #26
    Player
    Crowley's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    88
    Character
    Aliester Crowley
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Just the name alone means "to bring forth" or "summon" .. not to mention the whole deal with shaping and control elemental energy. Granted they did give CON a ton of white spells too. So I see the advanced jobs as Summoner/White Mage.

    Black mage should be off THM imho. They have some crazy burst and the ability to hit all/most mobs with that cast.

    CON AoE doesn't lend itself well to large scale encounters for DD or heals unfortunately.
    (0)

  7. #27
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Ghalith View Post
    Thaumturgy is pretty dark.
    Well Thaumaturgy does have a few Light/Holy spells like Banish, Dia, and Sacrifice(and Resurrect?). The story makes them seem so dark though. It's like they made Conjurer a Black Mage and Thaumaturge a Dark Magic using Red Mage and gave them random White Magic. I would like to see a dedicated healer/White Mage job though. They made the two DoM classes too hybridizacised(I know that's not a word but you know what I mean lol).
    (0)

  8. #28
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    Hi, everyone. I've done a bit of thinking about this one, and I really feel like 'advanced' classes can go one of two ways...

    1) You reach a certain level (let's say, level 50 for simplicity) and are asked to choose a 'specialization'. From that point forward, your 'class' is split into two (or more!) and they level separately with different weapons and abilities.
    Or...
    2) You reach a certain level (assuming it's 50 again) and you undergo a 'difficult' quest to unlock other jobs... similar to the way you unlocked 'advanced' jobs in FFXI... except it's higher than before... or perhaps they'll add it at a lower level (when they DO add it).

    Or, there's a third scenario... it could be a mixture of both!

    As far as right now, I see CON+THM in a very clear way.
    CON: Direct effects. Direct healing, direct nuking. (The two most obvious examples are WHM and BLM.)
    THM: Indirect effects. Buffing, enfeebling. (The 'main' en-feebler would obviously be a RDM, but what about someone that specializes in buffing? Perhaps a BRD would be the best equivalent?)

    A WHM specializes in healing, but could still do a little bit of damage... a BLM specializes in damage, but could still do a little bit of healing. Same with an en-feebler and buffer. A bard was obviously best at buffing, but they had a few important enfeebles too... a RDM was great at enfeebling, but had some irreplaceable buffs...)

    The most important thing to note here is the fact that like with all things SE produces, these classes are heavily dependent on each other. Yeah, a Conjurer or a Thaumaturge could heal or do damage alone... but TOGETHER, they are the ultimate team.

    As far as summoner -- and believe me, I'm looking forward to pet classes too -- perhaps that will be an 'advanced' class unlocked through one (or both!) of these classes. Summoners in FFXI were more or less the 'jack of all trades' in many situations. They could do damage, heal, buff, and enfeeble... They weren't the masters at anything, bu they could pull off most things... and that is where they came in useful. What if that class requires you to 'master' the entire discipline of magic before unlocking it?

    I'm thinking other classes will branch off in a similar way. Will a Lancer become a Dragoon and a Samurai? What about a Ranger and Beast-master from archery? Will a combination of a melee class and a magic class mean you can play BLU? Only time will tell, but I think the most important thing to ponder is whether or not these 'advanced classes' will be unlocked and then count as a completely new class, or if they will be continuations of one class once you reach a certain level.

    One thing's for certain: The best part about FFXI (compared to other MMO's) was the stories and the sort of identity you got because of it. With many different classes to choose from, you were KNOWN for your job (at least before everyone leveled 3+ 75's). Those 'moments' that were required to excel at that job really defined you and the people that went through them. Each combination of classes had a way of working together (remember when people specifically looked for certain classes to achieve certain skill-chains?)... And I hope that comes back.

    As for FFXIV -- I love, love, LOVE the changes they've done thus far in functionality. It's more enjoyable to play... the only thing really missing besides a bit of sprucing up is the lack of special 'moments'. The 'community' feeling is already there.. now we just need the glue to keep it together. (I'm sorry for being THAT corny. It's 2AM where I am.)

    And finally, I'd like to mention the fact that I think the classes were made in such a simple way at first is because they were rushing to get the game out. It was easier to shove all of these different abilities into one class (until 50, which probably won't remain the cap) than to separate them into many different ones when they had plenty of other things to worry about. I have a lot of confidence that these classes WILL split (or be added to) eventually... the only question is when.
    (0)
    Last edited by Ryuko; 03-14-2011 at 03:02 PM.

  9. #29
    Player

    Join Date
    Mar 2011
    Posts
    11

    positive things about: "leave mages the way they are. You can respec with a macro"

    Quote Originally Posted by Neptune View Post
    I hope they just leave mages the way they are. You can respec with a macro.
    Quote Originally Posted by AngelOfDestruction View Post
    I agree although I wouldnt mind seeing a few more mage options such as Blue or Summoner of some kind.
    Quote Originally Posted by Shadowedge View Post
    I, for one, would love to have a pure healing class in the game, though that actually can happen now by mixing and matching conj and thaum spells.
    Quote Originally Posted by TempestReve View Post
    the conj quests dont really seem very white magey on their own either, they seem more like elementalists or something since they are always so keen on emphasizing the sacredness of the wood and such.
    One of the things I like from having played the game so far is that you can swich so easy between the classes. So when I get bored playing on class I can swich to a nother one just swiching weapon. I also like the option that you can make your "own" caracter. And re-specing with macros ís optimal and fun.

    That way the player could make a "Summoner" if they add diffrent summon spells to the game. And they could make a "elementalists" if they add more diffrent types of elemental damage spells to the game. And you could make a fun healer if there are a enough variation of healing spells.
    So basicaly i comes down to how many diffrent spells there exists.
    (0)
    Last edited by Favz; 03-14-2011 at 07:07 PM. Reason: spelling

  10. #30
    Player

    Join Date
    Mar 2011
    Posts
    11

    advanced classes as a flavor ( not a limiting the current system)

    Quote Originally Posted by Ryuko View Post
    One thing's for certain: The best part about FFXI (compared to other MMO's) was the stories and the sort of identity you got because of it. With many different classes to choose from, you were KNOWN for your job (at least before everyone leveled 3+ 75's). Those 'moments' that were required to excel at that job really defined you and the people that went through them. Each combination of classes had a way of working together (remember when people specifically looked for certain classes to achieve certain skill-chains?)... And I hope that comes back.

    As for FFXIV -- I love, love, LOVE the changes they've done thus far in functionality. It's more enjoyable to play... the only thing really missing besides a bit of sprucing up is the lack of special 'moments'.
    I think Ryuko hit the right spot.
    There are many subjective advantage with "advanced class names":
    1) Communication - If people see from you class that you are a ranged DPS class you don't need to explain when you get into the party that you don't heal.
    2) Identity. I can be realy fun with thinking yourself into a special class.
    3) And special 'moments' like Ryuko spoke about.

    Having a few unique abilities that set you a side can also be a good thing, that makes you feel special

    I think you can get that without liminting the current system to much.

    I think Conjurer should have 4 advanced classes that gives it flavor.

    Elementalists - Conjurer are about elementals: Wind, Water, Lightning, Fire, Earth, Ice. Conjury calls upon elemental forces present in nature and concentrates them to a potency at which spells can be weaved. There should be the following advanced classes:
    *) Light Elementalists. Focused on Lightning and Fire. Focused on dealing direct damage from distance.
    **) Translucent Elementalists. Focused on Wind, Ice and Water. Focus on controlling the enemy by making them not beeing able to move.
    ***) Healthgiver ( or possible Earth Elementalists). Absorb the power from the nature (earth) using it to heal. A dedicated healer.
    ****) Summoner of Elementals. Using elemental forces present in nature to summon earth elementals, fire elementals, ice elementals, water elementals and air elementals (lightning and wind combined).
    (0)
    Last edited by Favz; 03-14-2011 at 07:06 PM.

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