We will start out with 1 set, other ones we have to unlock by doing quests. If nothing changed since i checked last time...

We will start out with 1 set, other ones we have to unlock by doing quests. If nothing changed since i checked last time...


I have 173 slots dedicated for gear in my inventory at this moment. Granted one or two of those things can be stored on retainer. I only have 4 DoW/M, and 9 DoL/H, some of which share gear. In a way, my having tons of gear in 1.0 is a way of reserving slots for 2.0.
Is there any word on whether or not our gear switches when we change between class and job? I like my THM set, but I don't want to use all of it on my BLM.



Your gear would switch between sets however way you set them up to. They're not toed to class or job. In fact we don't even know if we'll have enough gear sets for all jobs. All we know is we start with as few as 1 and unlock more. How many more is unknown.



I remember the big thing was being able to switch between classes on the fly. I don't remember anything specifying that we were intended to be able to switch through all of them at any given point, I think we've just grown comfortable with the temporary increase in inventory space. It isn't as though you're stuck only being able to switch between as many classes as you have gear sets for either; those 100 inventory slots aren't only for loot and mats.
Having to visit your retainer a little more often would indeed be absolutely horrible if it was like FFXI where you had to run all the way to where they tucked away the mog house, but in FFXIV you've got not only the market wards, but also bells placed in convenient locations throughout the city.
Between being able to swap between any number of classes on the spot (even if it's only 2-3), having spare gear sets to alleviate some inventory space from gear, and the numerous locations within each city from which you can exchange inventory with your retainer, it hardly seems like they've done away with quick class changes by returning the inventory space to 100.
Last edited by Seig345; 10-17-2012 at 07:51 AM.
"Ul'dah can keep their dusty markets, and their streets paved in silver and gold.
Limsa Lominsa keep your pirates, and your ships covered in musty mold.
My loyalty lies with Gridania, with the Moogles and the tree spirits of old." -The Forky Conjurer


As I recall from the stuff i've read on gear sets is that items that are in a gear set wont be able to be tied to another gear set and will be taken out of your inventory. and that you can't swap out individual pieces because of the same problem. if for example I have a gear set that is my full blm af and I equip that set I apparantly can't then swap the body for a militia robe because it will unequip the full gear set because of how the sets are stored. A set can only be equipped or not equipped. To be selective it seems I would have to take all the gear out of the set and equip it piece by piece from my inventory. the same restriction that is preventing 1 item being used in multiple sets.
and then people have mulitple sets. warriors may have a set of gear for berserk a set for rampage. whms have a set of gear for healing and a set for enhancing. blms have high damage and high acc sets. plds have hp builds emnity builds etc. and not to mention swapping out 1 or 2 pieces here or there. blm in particular if i find i get a couple of resists i wont just swap to a high macc build i might just swap one piece of gear and see if thats enough first.
it seems to me a much easier solution would simply be have an inventory tab dedicated to gear and let us write macros big enough to equip a full set in one macro 18-20 lines or something. no issues of needing multiple items or using mixmatching pieces.





Macros will be able to swap full gear sets. Dev confirmed.



You're right, but people like to freak out and blow things way out of proportion. Honestly, who's going around with gear for EVERY single class anyway? Forgetting for a second about the mannequin system, since I don't think we know the full extent of its power, let's consider a few things.I remember the big thing was being able to switch between classes on the fly. I don't remember anything specifying that we were intended to be able to switch through all of them at any given point, I think we've just grown comfortable with the temporary increase in inventory space. It isn't as though you're stuck only being able to switch between as many classes as you have gear sets for either; those 100 inventory slots aren't only for loot and mats.
Having to visit your retainer a little more often would indeed be absolutely horrible if it was like FFXI where you had to run all the way to where they tucked away the mog house, but in FFXIV you've got not only the market wards, but also bells placed in convenient locations throughout the city.
Between being able to swap between any number of classes on the spot (even if it's only 2-3), having spare gear sets to alleviate some inventory space from gear, and the numerous locations within each city from which you can exchange inventory with your retainer, it hardly seems like they've done away with quick class changes by returning the inventory space to 100.
Okay so you're a crafter who likes to repair things in the field. Only bring tools then. Repairs aren't like complicated synths. Most people tend to do their sit down crafting in large portions in towns, where you have easy access to your retainer. No need to carry around all those mats.
Okay so you're a gatherer. Do you really need to bring all that stuff along when doing dungeons or leveling parties? Nope. You'd probably have to hit the town after anyway to clear some space.
Okay so you're a versatile DoW/M. How often are you utilizing ALL 7 jobs? Generally, even from endgame experience, people tend to come on one or two roles ever and that's all most ask of them. Someone who tanks well is often always asked to tank. Someone who heals well is often always asked to heal. If the party undergoes some restructuring because of swap outs, more often than not people need to return to town anyway. Carry what you need, not every last thing.
Running back to town to get gear is no worse than having to grab sanction or GC potions/tonics. If you're smart about it, you'll seldom have to do it.

So you are making an assumption that we will be able to have gear sets for each job? Was that stated anywhere?In addition to only losing 40 slots, I made an extremely conservative estimate to show that you gain at minimum 48 inventory slots by using only 8 gear sets. That doesn't even make use of every slot in those 8 gear sets, and assuming that we get gear sets at a ratio of 1:1 (gear sets:job) then we'll definitely have more than 8. So anyone saying we'll lose any space at all simply doesn't get it. We're gaining inventory space, not losing it.
Another question/though I have is right now I have 2 retainers. Will I lose one of them with ARR?


It is an assupmtion. But given the premise of the armoury system, I think it is a fairly safe bet. Why would they compromise the armoury system by giving us less gear sets than jobs? Would doing so make sense to you at all? When we first log into ARR we will have less gear sets than jobs, that much is almost guaranteed, but we'll be able to unlock more. We'll probably have to pick up quests from each guild headquarters to unlock more.
They stated that we will have 2 retainers in ARR as well. I don't remember where I read that, but it was confirmed by a rep, or was in an interview.
Last edited by Molly_Millions; 10-17-2012 at 09:34 AM.
try harder, I can personally get to 125-130 and thats with carrying 7 classes gear
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