Um. Ifrit is way more tactic-based than any FFXI fight I've done. In FFXI you just stay in one spot and pewpew or curecure. Unless you're a BRD. Then you just 2hr. And that's not a casual game.Ifrit is a victim of this casual crap you're eating. I was hoping Ifrit was just something for the players to do while they implement their crap but it seems they are going to completely remove the need for anything RPG. There are no tactics because this is what we are getting. You can pick up Rift and do the same crap that is the Ifrit fight.
You will have the SAME experience.
I've not had an issue with any patch thus far, mostly because I am able to see that a long term plan has been in the works. I use what is currently available knowing that it is not final.
Aside a few boss/HNM/NM fights, XI is more 'carebear' than XIV and even WoW currently. I can see where Lucifer is coming from though.
As for water based, yes, healing has always been either Water, Light or Wind based. There's some exception, but quite a bit of RPGs (including FF) it fell into one of those 3.
Fail. :/There aren't any water-based attack spells, but conjurers do control water-based spells. The break down of elements are as follows:
CNJ: Water/Wind/Earth
THM: Fire/Ice/Lightning
Also, there are no paralyze/poison/silence/absorb/slow and there aren't any plans to implement them before the launch of version 2.0. However, as we move forward, if it becomes absolutely necessary to utilize them, we will look into it.
Let me fix it:
There aren't any water-based attack spells, but conjurers do control water-based spells. The break down of elements are as follows:
CNJ1: Water/Wind/Earth
CNJ2: Fire/Ice/Lightning
Also, there are no thaumaturges and there aren't any plans to implement them before the launch of version 2.0. However, as we move forward, if it becomes absolutely necessary to utilize them, we will look into it.
Thats too bad, I guess he'll have to consider quitting gamingAside a few boss/HNM/NM fights, XI is more 'carebear' than XIV and even WoW currently. I can see where Lucifer is coming from though.
As for water based, yes, healing has always been either Water, Light or Wind based. There's some exception, but quite a bit of RPGs (including FF) it fell into one of those 3.![]()
It would be nice if they accelerated the addition of the new mage class in light of this info.
Something like a enfeebling/buffing Astral/Umbral class that would evolve into the Red Mage Job.
It would certainly help fill out the significant gaps in the current roster.
So they control water based spells but have no water based nukes? Let us know instead of just chaining things we pretty much already understand. Does it effect cures? Does it effect buffs?
At first I was a bit dissapointed with this post but the more I think about it the spells they are excluding seem perfect for a RDM class. Keeping these spells specifically to one class would make it very individual/desireable too I hope.
The one thing I don't understand is splitting the nukes? I presume Black Mage will have access to all? If not then it stands to reason cure spells should be shared...
I appreciate things are probably not set in stone so you can't post about it but sketchy bits of information like this can be quite annoying!
I just hope they really think about why these classes didn't work in the first place and rather than over complicating the new system just start again. I know lots of people like the class system but I'd be much happier with clear classes. I like the idea of an evolving class e.g. Mage branching off to specialisations but the job system in XIV seems like something just tacked on to classes. A video of a class level 50 then one of the respective job level 50 would be nice to see so we could see some of the key differences.
Perhaps/Mayhaps Redmage will be the enfeebling master.
I think they assume people would know healing is generally Wind/Water/Light based, controlling elements doesn't necessarily mean controlling nukes.
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