Page 6 of 8 FirstFirst ... 4 5 6 7 8 LastLast
Results 51 to 60 of 78
  1. #51
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    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.
    (0)

  2. #52
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Quote Originally Posted by Jinrya-Geki View Post
    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?

    (1)
    Last edited by Answa; 11-22-2011 at 05:56 PM.

  3. #53
    Player
    ereskigal's Avatar
    Join Date
    Mar 2011
    Location
    Black shroud
    Posts
    193
    Character
    Ereskigal Irkalla
    World
    Excalibur
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Jinrya-Geki View Post
    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.
    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.
    (1)

  4. #54
    Player
    Alise's Avatar
    Join Date
    Mar 2011
    Posts
    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    Poison and Sleep are traditional BLM spells, I would agree to help on vote.
    (0)

    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

  5. #55
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Jinrya-Geki View Post
    Fine whatever, Thm/Blm better hit harder than any other DD to make up for our lack of spells now.
    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.

    Quote Originally Posted by Jinrya-Geki View Post
    Can't wait to see a whole bunch of dead parties because healers want to DD.
    I think most parties figure out who's going to be healing before they start battling...
    (1)

  6. #56
    Player
    Engineer's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    426
    Character
    Matyr Gustav
    World
    Hyperion
    Main Class
    Arcanist Lv 51
    Quote Originally Posted by Jinrya-Geki View Post
    The next caster that Yoshi-P wants to implement is a pet class. Red Mage might not be here till v2.0
    Quote Originally Posted by Rukkirii View Post
    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.
    There ya go, makes sense now doesnt it
    (1)
    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.

  7. #57
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Quote Originally Posted by Viridiana View Post
    Anyone who's played more than FFXI would know that BLM gets Fire/Ice/Lightning, and that's about it.

    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.
    (0)
    Last edited by Seif; 11-22-2011 at 07:13 PM.

  8. #58
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Jinrya-Geki View Post
    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.
    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).

    "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.
    (5)

  9. 11-22-2011 08:17 PM
    Reason
    Off topic, inflammatory

  10. #59
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    Quote Originally Posted by Bearforce View Post
    Comment deleted by Moderator.
    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.
    (2)
    Last edited by Qeepel; 11-23-2011 at 12:01 AM.

  11. #60
    Player

    Join Date
    Mar 2011
    Posts
    45
    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.
    (1)

Page 6 of 8 FirstFirst ... 4 5 6 7 8 LastLast