What are you talking about? How do you even get that out of what I said?im glad you dont care at all for visual effects, we need more of that in the game industry.
screw having a streamlined system that can handle as many spells as it wants. lets minimize everything.
i can even point out animations that i feel could use some work.
i guess im that anal.
It's like some of you stopped taking English in third grade and replaced it with classes that teach you how to be an ignorant jerk on the internet.
The elemental wands are two different levels from each other. Their separated not based on their own element but the umbral/astral affinity they represent. Wand of Tremors/Tides/Frost = rank 42 (Earth/water/ice = Umbral) while Wand of Flames/Gales/Storms = rank 48 (Fire/Wind/Thunder = Astral). These are the higher tiered weapons while the dated all shared the same level (that is when they were in their elemental state, and not budding/nq wand.)i believe they are going to reform the spells to be tiered by elemental type. heres why :
its becoming obvious to me that the elemental type is going to have a huge impact on whether or not its viable for damage just as the system was in FFXI.
we used Thunder and Blizzard almost exclussively because not only were many mobs weak to them but because they were higher... well you know what i mean. yeah i think the system is going in the direction.
I don't think the games moving in that direction if anything its grasping on what it the original XIV elemental wheel was. If they are so to say 'grouped' I would say they are grouped by affinity rather than element.
(I must say though it is quite interesting why Astral affinity is higher, if I had to conclude anything by theory it is because of the base stats being more DPS stated (STR/DEX/PIE) Although PIE doesn't really fit into the mix, on the umbral side neither does VIT... quite interesting indeed.)
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well you apparantly know more than me on this subject. i took THM to 44 in my other character and that was pretty much it for magic as i thought they were pretty bland.The elemental wands are two different levels from each other. Their separated not based on their own element but the umbral/astral affinity they represent. Wand of Tremors/Tides/Frost = rank 42 (Earth/water/ice = Umbral) while Wand of Flames/Gales/Storms = rank 48 (Fire/Wind/Thunder = Astral). These are the higher tiered weapons while the dated all shared the same level (that is when they were in their elemental state, and not budding/nq wand.)
I don't think the games moving in that direction if anything its grasping on what it the original XIV elemental wheel was. If they are so to say 'grouped' I would say they are grouped by affinity rather than element.
(I must say though it is quite interesting why Astral affinity is higher, if I had to conclude anything by theory it is because of the base stats being more DPS stated (STR/DEX/PIE) Although PIE doesn't really fit into the mix, on the umbral side neither does VIT... quite interesting indeed.)
i hope your more correct than i am as i do want to be able to use powerful looking spells of all elements AND have them be damaging >.< unlike FFXI.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
i absolutely apologize, it was jerkish and out of nowhere.
this is the first time ive been bitter about anything the team has done so im a bit jumpy at anyone who supports me no longer having large fancy spell effects when im a large fancy Nuker/the new system.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
The fact is that they are putting a lot of attention into visual detail, as that will be the first thing that will impress people that look at pics or a trailer for the game, and that is what people expect out of an FF.
It is inevitable that the actions are going to look more impressive in both aesthetics and from a technical standpoint, if not in 1.X then in 2.0 at the latest with the improved shader and ambient options.
They haven't even done anything. You counted 1+X=3 and are now upset about that assumption. Take a step back and be patient.this is the first time ive been bitter about anything the team has done
Yeah, I really don't want it to end up like BLM in XI where I don't even bother to buy the other spells (lololol oh wait! we don't buy spells in this game ROFL +1)
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im talking about since theyve started reforming the game.The fact is that they are putting a lot of attention into visual detail, as that will be the first thing that will impress people that look at pics or a trailer for the game, and that is what people expect out of an FF.
It is inevitable that the actions are going to look more impressive in both aesthetics and from a technical standpoint, if not in 1.X then in 2.0 at the latest with the improved shader and ambient options.
They haven't even done anything. You counted 1+X=3 and are now upset about that assumption. Take a step back and be patient.
i support jump, mob mounts, the ifrit weapons, the de emphasis of DOL/DOH (in aspects), an action house/AHMW combo, pretty much everything yoshi has done and wants to do.
"1" in that equation isnt this situation, its the hiring of Yoshi P.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
Yeah I wonder what they are going to add/subtract. According to their chart you will have 15 actions at 50 when we have 28 at 50 now for lancer as an example. We have 23 if they do away with all the tier 2 actions. So unless traits are counted we will lose tons of skills. I trust them ofcourse but just curious. Guess we will see next week.
My XIVPad: http://xivpads.com?1307179
Not sure if im reading all your posts correct, but it seems like you are all assuming that the table references what spells and abilities can be learned at certain levels?
Maybe im wrong but.....
Clearly it states nothing of the sort!
It says "Actions" and "Traits".
Ok ok, so 15 actions is a far cry from what we currently have the potential to equip, but it just means that we will have to equip spells and abilities appropriately for specific tasks.![]()
Spells are actions. All actions native to the class are going to automatically be assigned, and cannot be unassigned.
Upon learning an action for your current class, that action will automatically be set to the action bar and cannot be voluntarily removed. It will be possible, however, to move the action to another slot.
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