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  1. #11
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Dreadnought View Post
    hahah really? i already see 5 abilities rom CNJ that are going on my THM that will NEVER leave my action bar.
    Well Elemental spells aside obviously, I'm not even sure why they gave Stone and Aero to CON unless it was some strange attempt at making whitemage similar to the old school ones.

    There is the possibility that CON will lose those spells when they equip the whitemage job.
    (0)
    Last edited by Jinko; 11-19-2011 at 06:39 AM.

  2. #12
    Player
    Wevlum's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Yes 2/3 of the skills are exclusive...it's a good thing. No more of this 'everyone is a beautiful unique snowflake' crap. As soon as we get past that illusion we can actually have engaging fights on a regular basis and not just on gimicky boss fights that require special AI and movesets. (note this isn't a dig at the Ifrit fight, I'd just like regular fights to be less dull)
    (0)
    The Ul'duh Inn is like an antique shop...full of crap and always closed.
    "You don't have to say anything, I just look at your life now and work backwards." - Black Books

  3. #13
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    994
    Quote Originally Posted by Jinko View Post
    Well Elemental spells aside obviously.
    hmmm i think the reply button is acting weird for me
    (0)
    Last edited by Dreadnought; 11-19-2011 at 06:40 AM.
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  4. #14
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Felis View Post
    I think there are still enough cross class skills in the list

    Cross Class Skills:
    GLD Abl. 1 - Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
    GLD Abl. 3 (Self AoE) - Temporarily increases the defense of all party members within range. Generates massive enmity.
    GLD Abl. 5 - Increases block rate and grants TP for each block made while effect is active.
    GLD Abl. 6 - Increases target's enmity. Traits may trigger an AoE and a chance to inflict Stun.
    GLD WS 1 - Melee attack. Damage increased when executed from in front of the target.
    GLD WS 7 - Shield attack. Chance to inflict Stun.

    MRD Abl. 1 - Increases target enmity. Traits may trigger a chance to reduce target's attack power.
    MRD Abl. 2 - Increases parry rate. Effect fades upon parrying an attack.
    MRD Abl. 3 - Grants Absorb HP effect to next attack.
    MRD WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
    MRD WS 3 - Melee attack. Damage increased when executed from the right or left of the target.
    MRD WS 6 - Melee attack. Chance to inflict Heavy when executed from behind the target.
    MRD WS 9 (Frontal AoE) - Attacks targets in a cone before you. Can only be used immediately after parrying an attack.

    PUG Abl. 1 - Restores HP.
    PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
    PUG Abl. 4 - Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
    PGL WS 1 - Melee attack. Damage increased when executed from in front of the target.
    PGL WS 2 - Melee attack. Chance to inflict Blind when executed from the right or left of the target.Combo: PGL WS 1, Bonus: Increased damage.
    PGL WS 5 - Melee attack. Chance to inflict Stun when executed from behind the target.
    PGL WS 7 - Melee attack. Accuracy increased when executed from the right or left of the target.Combo: PGL WS 6, Bonus: Increased damage.

    LNC Abl. 1 - Grants TP. TP does not diminish out of combat while effect is active.
    LNC Abl. 5 - Sacrifices HP to increase damage of next attack.
    LNC Abl. 6 - Sacrifices HP to reduce recast time of next weaponskill.
    LNC WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
    LNC WS 2 (Self AoE) - AoE attack.Combo: LNC WS 1, Bonus: Chance to inflict Stun.
    LNC WS 4 - Melee attack. Chance to inflict Stun when target is attacking you.Combo: LNC WS 1, Bonus: Increased Stun duration.
    LNC WS 5 - Melee attack with low accuracy. Crit rate increased when executed from behind the target.
    LNC WS 6 - Melee attack with low accuracy. Damage increased when executed from the right or left of the target.Combo: LNC WS 5, Bonus: Increased crit rate.
    LNC WS 8 - Melee attack. Can only be used immediately after missing an attack.

    ARC Abl. 1 - Increases accuracy.
    ARC Abl. 2 - Reduces enmity and increases TP generated by next action.
    ARC Abl. 3 - Consumes MP to evade a single ranged or magic attack.
    ARC Abl. 4 - Reduces enmity.
    ARC WS 2 - Ranged attack. Chance to inflict Heavy.Combo: WS 1, Bonus: Increased Heavy duration.

    CON Abl. 1 - Grants AoE to next enhancing magic spell, but increases cast time.
    CON Abl. 2 - Temporarily halves enmity and gradually restores MP.
    CON Mag. 1 - Restores a portion of the target's HP.
    CON Mag. 4 - Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
    CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.
    CON Mag. 6 (Target AoE) - Increases the defense of all party members within range of the target.
    CON Mag. 8 - Deals wind damage to the target. Chance to inflict DoT effect.
    CON Mag. 10 - Deals earth damage to the target. Chance to reduce evasion against earth magic.

    THM Abl. 1 - Increases magic accuracy of next spell.
    THM Abl. 2 - Increases range of next spell.
    THM Abl. 3 - Gradually increases magic crit rate. Effect fades upon a successful crit.
    THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
    THM Mag. 2 - Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
    THM Mag. 5 (Target AoE) - Deals fire damage to all enemies within range of the target.
    THM Mag. 6 (Target AoE) - Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
    THM Mag. 8 - Deals lightning damage to target.
    Weapon SKills do not count. If anything, those are the ones that should not be Cross Classable. They should be linked to the, y'know, Weapon.
    (0)

  5. #15
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    994
    Quote Originally Posted by Jinko View Post
    Well Elemental spells aside obviously, I'm not even sure why they gave Stone and Aero to whitemage unless it was some strange attempt at making whitemage similar to the old school ones.

    There is the possibility that CNJ will lose those spells when they equip the whitemage job.
    but i wont be playing BLM that often, so why would i say anything to that?

    and did they say you cant use aaaany cross class abilities if your in job form?
    either way, the only time ill be BLM is when i want to spam nukes in the rare party occasion... soooooooo
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  6. #16
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Dreadnought View Post
    but i wont be playing BLM that often, so why would i say anything to that?

    and did they say you cant use aaaany cross class abilities if your in job form?
    either way, the only time ill be BLM is when i want to spam nukes in the rare party occasion... soooooooo
    Hmm I suspect that end game content people will expect you to switch to a job, hard to say I guess and each to their own

    Lets not forget that blm will get extra traits not only for extra mana no doubt but increased spell potency as well.

    If you are in a full party I see no reason to stay as THM.
    (1)
    Last edited by Jinko; 11-19-2011 at 06:44 AM.

  7. #17
    Player

    Join Date
    Mar 2011
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    Uldah
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    994
    Quote Originally Posted by Jinko View Post
    Hmm I suspect that end game content people will expect you to switch to a job, hard to say I guess and each to their own

    Lets not forget that blm will get extra traits not only for extra mana no doubt but increased spell potency as well.

    If you are in a full party I see no reason to stay as THM.
    lol why are you assuming id constantly be in a party? i solo most of the time and am not looking forward to endgame until 2.0... thanks for asking.

    also you didnt answer my question, did they ever say cross classed abilities will be blocked out when in job form?
    also if you look at the list, most of the abilities are for classes, so if your in job form according to one of your last posts, if your WHM youd literally only have access to whm abiliites, which there are how many?
    im preeeety sure youd have access to some of your class abilities when in job form.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  8. #18
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    994
    also, has anyone found the "increased magic range" to be effective? id immediately trade that in for a "increases magic potency for next spell" if i had the chance.

    why? their whole point of this is to keep class uniqeness. ill be damned if a WHM rolls up thinking it can even relatively keep up with my nuking.
    i was a SCH in FFXI and i actually agreed that i should not have been able to keep up with some of the best BLMS i came across, i felt kinda bad for them and in return they often hated SCHs in their camps.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  9. #19
    Player
    Reaujien's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    255
    Character
    Reaujien Reveille
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 60
    The changes are a good thing.
    (0)

  10. #20
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Dreadnought View Post
    lol why are you assuming id constantly be in a party? i solo most of the time and am not looking forward to endgame until 2.0... thanks for asking.

    also you didnt answer my question, did they ever say cross classed abilities will be blocked out when in job form?
    also if you look at the list, most of the abilities are for classes, so if your in job form according to one of your last posts, if your WHM youd literally only have access to whm abiliites, which there are how many?
    im preeeety sure youd have access to some of your class abilities when in job form.
    NO I never said that ..

    I am "assuming" that whitemage and blackmage or whatever will have certain spells avalible to them covering both classes that are required to gain the quest/job stone.

    For example blackmage will have a mix of both thm and con spells suited to damage dealing and whitemage will have the healing spells.

    There is a good chance the BLM will get use of Stone and Areo for that reason, although looking at it from the other perspective thm doesn't really have much to give whitemage /shrugs

    Job skills seem aditional.

    I assume (yet again)
    That as a class you get the 15 class skills + 10 cross class skills. (this has been confirmed)
    As a job you could get the 15 class skills plus the additional 4-5 job skills.
    or
    You could get the 4-5 job skills plus other skills that SE want that job to have. (most likely taken from the class which is linked to that job)

    Whitemage example.
    Remove CNJ Abl. 3, Mag 8,9,10 and 11 and you have your 15 spells.
    (0)
    Last edited by Jinko; 11-19-2011 at 08:46 AM.

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