I tried looking for the info when a linkshell mate asked for it. I looked at all the interviews I remember reading, the live letters, etc. I can't find it anymore where you need 2 classes for a job.
I tried looking for the info when a linkshell mate asked for it. I looked at all the interviews I remember reading, the live letters, etc. I can't find it anymore where you need 2 classes for a job.
Well, after the spell list, I'm even more certain that the 2-class criterion will be in effect.
Also, I am at an impasse. Should I keep my current gif or change it to this?
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Last edited by Answa; 11-22-2011 at 05:56 PM.
This I think SE was lazy and went the easy way with 1class 1 job, CNJ should have got whm and blm thm rdm or time Mage, ARC RNG. Or even put brd on thm or CNJ would have been better than ARC. But this is my opion CNJ thm and arc getting shafted with these changes and jobs.I thought I spelled it wrong.
As for needing Cjn to 15. I would believe that since the original example they used with Paladin, with gladiator and marauder, but it seems to have been changed to only needing 1 class.
As for Conjurers, it is someone's mistake for making the classes not fitting with their stories. In my opinion it would have made more sense to have Cjn Blm, and Thm whm.
Poison and Sleep are traditional BLM spells, I would agree to help on vote.
FFXIV : ARR all instance boss gameplay video can be found here..
http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0
THM/BLM is going to have high Attack Magic Potency... That's kind of obvious; and you can still equip the Aero and Stone spells from CNJ.
I think most parties figure out who's going to be healing before they start battling...
There ya go, makes sense now doesnt it![]()
My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0
SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.
Not true but with THIS: http://finalfantasy.wikia.com/wiki/Black_Magic list I could easily live with. Hell cut 50% off and we'd still have more than enough choice but still keeping black magic dedicated to one class.
Not a core FF title but even in chocobo's dungeon the gameplay was solo-only but still just the WHM OR BLM classes offered balanced options for combat. It's not that it can't be done the fixes are just too small tweaks to carve out any class identity.
Last edited by Seif; 11-22-2011 at 07:13 PM.
Conjurer is a Class. SE wants Classes to be more for solo play. Therefore they should have some way of damaging the enemy(Aero, Stone).Making this thread in that hope of enough people we can do two things:
A.) Keep enfeeble spells in-game
B.) Seperate all DD spells, from Cjn/whm and give them Thm to make them more unique.
the enfeebles are used in combos, but some of them have a chance to proc. I rather have the spell with Dark Seal to make sure it goes off. Slow is a life-saver against Ifrit.
Like certain strategies used, you don't want too many people being hit to help out the white-mage. So Thm has now, should keep them to cast them at a safe distance.
They only way these procs can be useful is if they go off as easily and safe as the spells, otherwise what's the point of comboing, if you are gonna be animation locked and killed?
Copying some of my other post and pasting here:
It doesn't matter if they have a crappy damaging out, it cools if a Cjn/Whm wants to DD, but why are you going to waste MP on DDing, leave it to the Thm/Blm.
It also makes no sense they get that spell to use all there MP to deal damage to enemies around you. That clearly should be Thm/blm. Benediction should use all your MP to heal.
It makes no sense for the Whm to be able to heal all HP, and then use the rest of their mp to do some kind of mega nuke that binds. It's unfair.
"Why not give them just Banish and give all nukes to THM/BLM?"
1. CNJ lore still deals with the elements so it makes sense CNJ should have some control of the elements.
2. You can still equip Aero and Stone on THM just by leveling CNJ until you learn them.
3. Who actually equips all 6 elemental nukes on their action bar at the moment when your action points can go toward more useful abilities and spells?
4. It makes more sense for Fire, Blizzard, and Thunder to go to THM/BLM since those are the three staple spells for a BLM in the series.
5. Aero was a spell used by White Mages in FFIII.
6. Stone left for CNJ most likely for lore purposes and in case a CNJ soloing runs into something resistant to wind.
White Mage is a Job. SE wants Jobs to be for more party oriented activities. Therefore White Mages should have a good way of contributing to the party(Benediction, Erase/Esuna, Regen)
"But why does White Mages have that super nuke that uses all MP?(Holy?) I wanted to have that for THM/BLM WAHHHHH!!"
1. THM/BLM already has a lot of nukes as well as their own "super nukes" (Flare/Meteor and Freeze)
2. Notice the information about the WHM super nuke(Holy?) "Self AoE nuke and Bind". Pretty much a last resort if things get ugly since it's and AoE AROUND the caster that can Bind, giving the WHM time to back away from mobs attacking the caster if things get bad.
Enfeebles are still in the game except some of them are added effects with the elemental nukes:
Aero: Wind damage and DoT(Poison)
Aeroga: Wind damage and (Dispel)
Stonega: Earth damage and Heavy(Gravity)
Blizzard: Ice damage and Heavy(Gravity)
Blizzara/Blizzaga?: Ice damage and (Bind)
Thundara: Lightning damage and chance for (Stun)
Flare: Fire damage and DoT(Poison)
Also they could use the leftover spells for more DoM Classes since we only have 2 lol
Just my 2 cents.
Going to have to agree with you there, mr. troll.
Roll nailed it pretty well above. This is all part of a long-term plan, and we're effectively in beta right now. Yoshida's already said that he's going to have new mage classes ingame 'sooner than you might think', so I'm not expecting enfeebles to be gone forever.
That said, if it really bugs you enough then vote with your money come 1.20. I don't really see it as a big deal and I'm pretty glad they've stripped all of the classes down with good solid direction. BLM is a nuker, he foregos the ability to cure and do other things to extend his damage potential. Come 1.21 the guys using BLM wouldn't have access to enfeebs anyway without devaluing the potential of other future classes etc.
I'm glad they're doing it this way with future classes in mind, frankly I didn't enjoy XI's system of loads of classes with overlapping skills.
Last edited by Qeepel; 11-23-2011 at 12:01 AM.
It's got to be long term plans. The enfeebles are going to Arcanist, which in turn will become the Job Red Mage or Time Mage, we'll see. Let's just wait to see what the have planned.
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