ARR more or less re-purposed Arcanist, though. The original Arcanist weapon was much cooler looking - but we already have 2 mages with staves. The 1.0 Arcanist weapon looked a lot more similar to current Allagan staves/canes.


ARR more or less re-purposed Arcanist, though. The original Arcanist weapon was much cooler looking - but we already have 2 mages with staves. The 1.0 Arcanist weapon looked a lot more similar to current Allagan staves/canes.

And also, if i remember well, the class was supposed to work setting traps and objects on the ground, creating AOEs that caused different effects to both enemies and allies. 3 years after, they reused that idea on the Geomancer in FFXI.
About the main topic, i also assumed that was the icon for the supposed Shepherd class (I remeber being very surprised about it when I discovered it in my first visit to Falcon's Nest, and then I remebered that class list that leaked in the the Alpha, and assumed it was Shepherd). I woul love if in the future they embrace again the concept, because i think it would be lovely to have a DOL class caring about the awesome fauna in Eorzea.
Last edited by Quadaess; 10-23-2014 at 05:40 PM.


Seeing that list reminds me of my earliest impressions of FFXIV 1.0 being a more open-ended, sandbox type of game than what we have today in FFXIV: ARR.
At the time, I felt that Eorzea was a "pristine" frontier inviting hardy pioneers to brave its dangers and tap its resources.
FFXIV 1.0 seemed to have "exploration" as a key theme, in that players were encouraged to try a variety of ways to build a "life" of their own in a persistent game world. Disciples of War or Magic would cut the path into the wilderness, allowing Disciples of the Land to harvest materials from the land, which would then be used by Disciples of the Hand to create items for the community.
(In other words, kind of how WildStar turned out.)
The precursor of the Scions, the Path of the Twelve, had the same theme of "exploration", though in this case, it was more about personal, spiritual exploration, as each Pathwalker strove to find out where the Echo would lead him or her. I remember that I used to think of the Path as the Eorzean equivalent of Freemasons.
FFXIV: ARR no longer has that open-world feel, because its central plot is so much more clearly defined than FFXIV 1.0's. It's one of the few things I do miss about the original iteration of the game.
This is the type of thing that makes me miss 1.0 so much.
Genuinely, where else in the current world is there any mystery?
It feels like a safe and sound lobby for instanced content with little but FATEs populating it, sans the occasional mob on the way to a gear piñata.
Everything is kept out of the world until just before it's needed, at which point it's painfully obvious what it will be for.
I'm very much concerned as to how they intend to reclaim some mystery, but I suppose 3.0 is a chance to start again.

Not only mystery but....danger.
The only time I feel I am in danger is...well, I don't. You can just run away from a mob if you need to making it of no consequence to you if you happen to aggro it.
Not everything needs to be melt your face off if it sniffs you out, but it would be nice to have some REAL threat to deal with when out in the open world. I mean WTF is a snurble gonna do to you?
Hopefully in the expansion we see a bit more of this. Maybe even some more dragon lore type mobs. Also to comment on what was shown in OP. It to me also looks like antlers. So maybe it is a true hunting/hunters guild ala Jaegermeister. Maybe the class is Herder and the job is Beast Master.

Every important battles were instanced in 1.0. From dungeons to Primals, along with MSQ (United We Stand or Rivenroad, for instance) and Skirmishes.This is the type of thing that makes me miss 1.0 so much.
Genuinely, where else in the current world is there any mystery?
It feels like a safe and sound lobby for instanced content with little but FATEs populating it, sans the occasional mob on the way to a gear piñata.
Everything is kept out of the world until just before it's needed, at which point it's painfully obvious what it will be for.
I'm very much concerned as to how they intend to reclaim some mystery, but I suppose 3.0 is a chance to start again.
1.0 had a bunch of high level monsters you couldn't kill alone, guarding nothing but some piece of landscape. Don't get me wrong, I loved those landscapes (Twinlakes is still my favourite place), but it was a pain to reach them just to have a few nice screenshots.
Snurbles use conjury. Conjury has access to 3 elements. Quake, Tornado and Flood are Ancient spells linked to these elements. Really want to piss off a Snurble-king?! ;(


Come to think of it, i haven't seen any Ishgardian soldiers npc / enemies using a bow ingame? The name Falcon's Nest is also remisincing to archery or falconeer (Beastmaster offshoot?). Or it could also depicts horns of something that became a symbol for a secret 5th noble house?


I wonder why they didn't try reactivating the class with Heavesward.


I know this thread has been necro'ed, but is now a 2 year old mystery as to what could have been more cool lore xD
I think the life of this one needs a jump start, and perhaps a response from Fernehalwas after so many years as well. xD
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