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  1. #71
    Player
    Anarnee's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    1,363
    Character
    Thyn'a Sindyrl
    World
    Siren
    Main Class
    Dragoon Lv 100
    Dragoon is my favorite job~ It has been or of my favorites from the series for a loooong time and it was my starting job, and I couldn't have been more happy with my choice.

    For furture jobs I would love a lot... Samurai for sure is at the top of my list~ I imagine it being a great tank~

    Red mage and Blue mage would be awesome as well. I'm fond of the rapier wielding ones from FFTA so Fencer would be cool to see with that.

    Annnnnnd.

    Dancer, Dark Knight, Beastmaster, Geomancer to name a few!

    As for races.

    VIERA, GRIA BAANGA!!! But mostly Viera~ I'm also looking forward to the new race they're bringing in. I can live without the afformentioned if they give us more options with original races. Something with horns would be nice.

    Ok I lie... I really want viera... It would be so cool to get male viera~ Though I doubt that would happen. *sob*

    I play as Roegadyn and I would like another tall graceful race, but something unlike the Elezen.
    (1)

  2. #72
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    1) Dragoon or Monk.

    2) At the moment... Berserker. Probably Samurai or Puppetmaster after that.

    (See below for 5-minute's worth of vague ideas on said job. Edit: ended up going 15.)
    An unconventional tank or heavily-armored yet potentially squishy dps, who excels in draining enemies, gaining in ability what they lose, and in gaining strength from perilous situations. In terms of tanking, they are like the old form of Warrior-tanking (healing-only Inner Beast) taken to an extreme. (But imagine also if Maim gave the Marauder a speed or damage buff precisely because it did in fact maim the opponent.) Their attacks are capable of consuming their own health (a percentage of maximum health) for bonus damage based on strength, and their life drains are capable of both (though not simultaneously) increasing maximum health and current health. They have excellent AoE, of which Overpower is just a small part, and high reactive burst especially when tanking. Because of their nature of gaining from enemy debilitation, they act decently as support, but this is the only role that they can maximize without burdening their health or TP. Played correctly, a Berserker is a terrifying asset to a party, but playing a Berserker correctly also requires the coordination of nearly the whole party. In either case it is generally in the middle of everything, whether preparing to swap in as a snap-tank, tanking fully, or wrecking general havoc.

    Berserker has the option of using a single two-handed axe or two one-handed axes (aesthetically speaking, polearms such as the short halberd, pudao, bardarche, and volge, and certain swords, such as falx, flachions and cleavers are also usable; the less axe-like, however, the more likely it is that the weapon will be specifically linked to Berserker, rather than to Marauder). Their attacks and priorities differ slightly between the two styles, and Marauder animations have been reworked for dual-wielding when so equipped. Generally dual-wielding tends to work better for AoE, general support, and opportunistic burst, while two-handed weapon use tends to work better for beating down large enemies, penetrating heavier defenses, tanking a single enemy, and AoEing only 2 or at most 3 enemies at a time, though with enough care to one's rotations either style can serve any role.

    Berserker is about the only job that can run itself out of TP within a couple minutes without AoEing. It has access to Invigorate, but even then it must measure on how many of its opportunities it should restrain itself. It has proc capabilities similar to Bloodletter's, but it costs TP (likely despite being off-GCD, though I'm not sure if I'll actually go through with that), and triggers from any critical strike, rather than just those of your DoTs.

    Berserker's AoE rotations center around cleaves, attacking the enemies critically struck by said cleaves, chaining debuffed targets into their order of attacks between or with optimal attack angles in order to retain debuff-derived buffs, blood-splatter, and procs. Its single-target rotations are similar to that of Marauder or Warrior, except that it can occasionally use an ability out of combo, and has access to Reave (the crit-proc ability), and oc

    --Hmm most of these job abilities are turning out to be passive... gaining attack/movement speed from hitting an enemy you affected with slow/heavy, damage from an enemy you affected with Storm's Path, etc., passive bleeds on crit that last for a duration based on damage and can be absorbed in order by Fracture in order to lengthen the debuff's auxiliary effects (although potentially reducing its dps or forcing you to rebuild the buff), and regaining TP from critically striking a bleeding target (with TP gain based on damage), and some means to building or guaranteeing critical strike chance (perhaps just each strike and bleed tick against/on a bleeding target that doesn't reset the bleed duration [doesn't crit] greatly increases critical strike chance against that target). And of course that damage increase with critical health, and that whole lifestealing thing...

    Actual abilities... let's see...
    Reave (20-second CD) is an off-GCD ability (a bit longish for an off-GCD; takes over half a GCD to be able to use another ability) that costs 80 TP, resets CD with any critical strike on a bleeding enemy, deals 180 potency with an extra 30% chance to critically strike and allows you to use a combo-move regardless of current combo at half its bonus and full status effect at additional TP cost. Bonus combo-move availability is not consumed if you use something you could have used anyways / already combo-ed to, and lasts for a maximum of 5 seconds. Additional TP cost starts at 30 and increases to 40 as time since the start of the buff increases. Attacking the target of Reave with this kind of move refunds 15 TP.
    Rampage (toggle) causes critical strikes to heal the Berserker and increase maximum health and apply a bleed debuff with duration based on damage (where 4 seconds would be equal to the base damage (determination not factored in) of Heavy Swing), and causes each critical strike to increase the Berserker's critical strike chance by 6/12/18/24/30/35/40%, attack speed by 4/8/12/16/19/22/25%, at cost of 2/4/6/8/10/12/14% damage. Effect is reduced by 10% (of whatever rank you've reached--i.e. 3% of 30%) for every second since the last critical strike. (A full buff would be reduced to 20% bonus crit and 13% bonus attack speed after 5 seconds without a critical strike and gone after 10.) Stacks drop off every 8 seconds one-by-one and Rampage resets completely if there is no critical strike for 12 seconds. Rampage can be turned off in order to give a buff called "Satiety" which gives twice your stacks' critical strike chance and an equal percentage in critical strike damage bonus on your next attack within 5 seconds. This attack will also heal on critical strike.
    Madness (2-minute CD) will cause combos to form randomly and your abilities to attack random nearby targets, increases movement speed by 10%, slightly increases melee range, and causes the Berserker to rush at random nearby targets (any attempt can be stopped, though it will cancel a free auto-attack with it) while providing free auto-attacks. Similar to Vengeance, it comes in two parts: Madness (random combo formation, attacking random nearby enemies, and movement speed) and Havoc (rushes random enemies, free auto attacks, increased range). Rate of free auto-attacks is one fifth of weapon speed. Gives time equal to twice your weapon speed (10 free hits), rounded to the nearest multiple of 2.5. Havoc can be restarted even when on Madness is on cooldown by consuming Rampage stacks, 1 stack per 2 hits. It will reactivate using a maximum of 3 stacks at a time. To use it in this manner, just hit Madness while it is on cooldown; this use will not reset the cooldown, though the cooldown will not decrease while the buff is up.
    Sunder (toggle) causes Heavy Strike and Maim to have a small cleave radius, and Storm's Path, Skull Sunder to have a slight line of attack, and Storm's Eye to have a short cleave followed by a line of attack, and Butcher's Block to have a conical attack. Sunder attacks strike (including main target) one target per 75 potency in the original attack, deal 50 less potency per enemy struck (including main target), and costs an additional half of TP cost.
    Bloodlust (toggle) causes you to consume 3% percent of your maximum health for additional damage each attack (like the bonus damage of Sword Oath, it is technically magic damage). While active each attack reduces the cooldown on Bloodthirst by 2.5 seconds + .01 seconds per potency of the attack, self-heals are given a chance to crit and are affected by determination, and Bloodlust's critical strikes on bleeding targets regenerate additional health equal to and stacking with Bloodthirst.

    Well that's already been 15 minutes... Stopping here.

    No, I haven't really been thinking of balance in terms of real numbers yet, (all this is just a 15-minute pipe-dream, after all) though I do believe it can be made to be balanced. It also shouldn't be too Overpowered in PvP; as long as you keep it from managing to debuff anyone, it can't significantly buff itself, and if you keep it away from being able to attack the same target, he can't quickly debuff it. Basically, if you don't let him walk all over you, he can't do a damn thing.

    3) Something like Viera that's not Viera (long eared, but not quite so long, and probably not aimed straight up or forward-facing; a bit more like those of the miqote in the screenshot below, hopefully with some distinct hairstyles that are a bit longer and a bit more mane-ish), or something like the Burmencians (the ratpeople from IX, if I have the race spelled correctly) that's not quite that either.

    Longer ears example, sort of: http://cdn0.vox-cdn.com/uploads/chor...ema_1280.0.jpg
    Freya/burmenicans: http://24.media.tumblr.com/a52e7a0ea...x6lo4_1280.jpg
    http://th07.deviantart.net/fs71/PRE/...ox-d53mh30.jpg
    (0)
    Last edited by Shurrikhan; 05-23-2014 at 09:52 PM.

  3. #73
    Player
    Swagcity's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Swag Zilla
    World
    Malboro
    Main Class
    Marauder Lv 32
    A) Not in-game.

    B) Pet classes: Always play the pet classes in mmorpgs, don't know why, not an animal lover in rl XD. I want to see a summon style beastmaster (With a whips^^). In XI, bst was so damn generic; small cute pets, weak moves, no survivability; hopefully XIV learns from XI's mistakes and release a summoned style bst (Think one of the titles had this iirc). This way bst can call larger mobs aswell (They seem to have the best attacks).

    Smn's design and battle concept scares me I would prefer if the pets appear summon style; perform an attack and leave. The controllable pet mechanics scare me and opens the door for gimp/uninteresting pets (Small uncreative pets which die alot and perform crappy moves).

    C) Good idea^^
    (0)
    Last edited by Swagcity; 05-31-2014 at 03:54 PM.

  4. #74
    Player
    Dixon's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    38
    Character
    Dixon Normus
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    1: Summoner mainly because it's an all-in-one package and I've successfully taken the place of Healer and Tank in Dungeons when they DC.

    2: There a few...
    • From the Rogue class i would like to see Ninja add some ranged attacks to the dagger skills. Or, Assassin to make them more Crit and Evade based.
    • From the Pugilist class I would like to see Dancer come out of this and essentially become more of a controller role as the anti-bard, having ongoing debuffs on enemies that slowly consumes MP.

    3: I loved the racial diversity that FFXII had (The only thing i really liked about the game was the setting). I kinda see that here, but then see-than-humanoid ones are not playable. At least a Padjal? Or maybe bring back Vieras???
    (0)
    Does this font make me look fat?

  5. #75
    Player
    Dixon's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    38
    Character
    Dixon Normus
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    • From Thurmaturge they could level up as Lancer and gain access to Time Mage/Cronologist, I kinda already have the abilities in mind:


    • Reflect (ice buff, next single target MAG attack to hit target reflects to it's caster instead)
    • Haste (Lightning Buff, party's spell/skill speed and cooldowns reduced by 30% for 10 seconds)
    • Firewall (Erects a fire barrier around target, any enemy that draws close takes continual fire damage, potenency 25, 30 seconds)
    • Teleport (Any targeted single enemy or party member is teleported 20 yalms behind their current location (based on direction target is facing)
    I am picturing a Clock Hand-shaped staff...
    (0)
    Does this font make me look fat?

  6. #76
    Player
    Darske's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    142
    Character
    Darske Aldrech
    World
    Ultros
    Main Class
    Thaumaturge Lv 50
    A while back, I said I was super hyped for Thief. And it looks like soon, I'll get my wish.

    So... what job am I hyped for next? Dark Knight maybe, or Geomancer! Or maybe the Gunblade weilding job that some people are hoping for!

    I think a DPS class with a focus on using a sword would be neat.
    (0)

  7. #77
    Player
    Adrameliya's Avatar
    Join Date
    Aug 2013
    Posts
    151
    Character
    Adramelia Mercedes
    World
    Cerberus
    Main Class
    Miner Lv 90

    Cool

    A) What is currently your favorite class/job in the game?
    Bard I always play archers, no matter the game! I also really enjoy playing Scholar!

    B) What class/job(s) do you hope to see in the future?
    I want Beastmaster, Morpher and Time Mage Jobs (Jobs from Final Fantasy Tactics Advance) It would be fun!

    C) Future races? (Good/Bad idea? Which one(s) you want to see?)
    VIERA!! I want to be a Viera so bad (and a male one preferably )! I hope it's the next race they're adding!
    (0)
    Last edited by Adrameliya; 06-15-2014 at 12:45 PM.

  8. #78
    Player
    Asheilin's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    320
    Character
    Ahmira Duskbloom
    World
    Behemoth
    Main Class
    Dancer Lv 80
    Loving Archer atm and looking forward to bard, enjoy SCH and cant wait til 2.4 to try rogue/nin.
    Blue Mage, and I'd be the happiest person alive.
    No new races needed.
    (0)
    "Welcome to the ranks of the blue mages. However, at this moment you are but an empty vessel--a base creature, weaker than the most ordinary mortal. A blue mage must wrest her strength and vitality from her enemies. Show me your hunger for unrivaled power! This is the only guidance I shall give you."
    ~ Final Fantasy XI Treasures of Aht Urhgan

  9. #79
    Player
    LoLo's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    604
    Character
    Lolo Landerlu
    World
    Hyperion
    Main Class
    Marauder Lv 50
    I would like to see a Thief Job added. The Thief job should have Steal, Mug, Flee, lock picking, Hide, trickster (does not have to be sneak attack of trick attack from FFXI, be creative) actions and have a green, white, and brown relic gear. It should have a low delay weapon.

    Rogue class does not satisfy any one seeking to play a Thief job in end game activities. It comes off as being absorbed by a Ninja Job, and if I was to play the Ninja job that is going to be released it would be hard to convince me that I'm a Thief. There is plenty of room for other jobs to be in the game. There is no need to take a iconic job of the series and remove all that what makes it what it is, label it a different name and have it absorbed by a totally different iconic job.

    Thief and Ninja are not one and the same. Sure they can both dual wield, but there are been times in the series where a Thief has only had one weapon..

    The argument that Thief in Final Fantasy 1 turns into Ninja is true. But then why isn't FFXIV ARR Whitemage job named White Wizard? Why isn't the Monk job instead name Master? Why isn't the Black mage job named Black Wizard? Why isn't Warrior job named Knight? Because to many fans that will not be something they would like. So why take the iconic Thief job, rename it Rogue, make it a class, and then have it change to Ninja? Why can't the Rogue class also turn into a Thief job? It would be easy to add into the game because all the foundation of Rogue is already planned for the game.

















    (1)
    Last edited by LoLo; 06-24-2014 at 01:34 AM.

  10. #80
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by LoLo View Post
    The argument that Thief in Final Fantasy 1 turns into Ninja is true. But then why isn't FFXIV ARR Whitemage job named White Wizard? Why isn't the Monk job instead name Master? Why isn't the Black mage job named Black Wizard? Why isn't Warrior job named Knight? Because to many fans that will not be something they would like. So why take the iconic Thief job, rename it Rogue, make it a class, and then have it change to Ninja? Why can't the Rogue class also turn into a Thief job? It would be easy to add into the game because all the foundation of Rogue is already planned for the game.
    White Mage / Black Mage into White Wizard / Black Wizard doesn't change anything about the way they play. Allows them access to higher level magics but otherwise the exact same class. Monk and Warrior didn't exist in the original FF, only in the remade version so I'd say those are non-factor transitions (Black Belt and Fighter, respectively). The argument that Thief turns into Ninja is made because that was the only game where it was a direct upgrade. In other games, it was a spiritual upgrade, being that Thief was inferior in almost all areas to Ninja, you also required Thief to unlock Ninja most times.

    Although expanding on the Warrior => Knight upgrade, it was more likely that SE was a little strapped for ideas to implement tanks so they made an easy decision to bring the idea of Warrior from XI. That and Warrior changed after I so it branched into a different identity.
    (0)

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