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  1. #81
    Player
    Cynthis's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    576
    Character
    Cynthis Ravenbrook
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Zezlar View Post
    Perhaps that was a poor choice of words on my part. However you get the drift. Why so few Arcanist's before, and now everyone is invited to take up the book? These are things they could have explained through an introductory quest. Learning the first few spells and gaining some background knowledge on the roll.
    I fully expect this to be explained at the guild when I get my first book, just like the history behind the other guilds was explained when I picked up my first weapon there. Since getting the first weapon is always accompanied by getting a simple quest, in essence you are getting this already.
    (5)

  2. #82
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Elexia View Post
    Yes, even the early FF games with a job system you had to do some kind of work to unlock them, and no you can't say "but this is FFXIV", it is lazy, but as I've said before, they designed themselves into a corner with the armory system so this fits with that design.

    Hopefully SMN makes it worthwhile.
    Arcanist was planned as starter class since last beta. Only Tanaka couldn't deliver it.
    Every class who has already a guild in 1.x should be a starter class. Musketeer is still missing.
    (7)

  3. #83
    Player
    Mortechai's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    196
    Character
    Mortechai Voidwatcher
    World
    Behemoth
    Main Class
    Gladiator Lv 68
    Anyone posting that them allowing Arcanist to be played straight away without any preliminary quest are most likely forgetting that Arcanist is simply the base class for Summoner, which will need to be unlocked. Put your panties back on and calm down.
    (4)
    I have within me the blood of legends!

  4. #84
    Player
    Wilan's Avatar
    Join Date
    Oct 2012
    Location
    Limsa Lominsa
    Posts
    394
    Character
    Wilan Serulia
    World
    Ragnarok
    Main Class
    Gladiator Lv 90
    Why should we need any kind of quest for unlocking a class beside getting our first, level 1 tool?

    I'll make you an example. Say I want to be a guitar player. I go buy my guitar (my tool) and "equip" it, maybe I even go and take classes from a guitar teacher. Hooray, now I'm a Level 1 guitarist.
    • Am I completely incompetent and inexperienced? Hell yes, I just started out.
    • Can I become a good guitarist if I practice every day? Why, of course, practice and grab exp to level up your "class".
    • Can I become a Rock Star by practicing every day? Hell no. To unlock the "job" for the "guitarist class" you've got to go through a lot of quests (improving your style, making yourself famous, get a contract) that practice alone won't get you. You need to unlock that.
    (6)

  5. #85
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Zezlar View Post
    Perhaps that was a poor choice of words on my part. However you get the drift. Why so few Arcanist's before, and now everyone is invited to take up the book? These are things they could have explained through an introductory quest. Learning the first few spells and gaining some background knowledge on the roll.
    *cough* class quests...
    Nothing in the game is happening in realtime. And they cant add everything, just cause you want it; or add explanatory quests just cause you want reasons
    the arcanist guild was there from the start, so you were supposed to be able to pick it up from the start, or early on; but they never got around to adding it. that's devs faulght, not some lore issue. The ARR team don't need to add lore to cover up a screw-up on 1.0 teams part. And if you wanna be picky every class should need an introductory quest chain to unlock. But if you got Arcanist as STARTING class, your char obviously has it's own background story, and reason for being Arcanist, and being there *wherever you start the game*
    On a side note i find it funny people complaining about stuff in a game, they havn't even played yet; so how do you know how it will be? you only know you can start off as Arcanist, and that's no stranger than starting off as THM or anything else.
    (1)

  6. #86
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    because arcanist isn't a new job of a new expansion, but a supposed starter class.
    (4)

  7. #87
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    Hum anyone got any ideas what skills Arcanist will use anyways?
    I checked some other FF games, and they use gravity, HP/MP steal, Dark, Haste, S Flare, Pierce.
    Seems the atk spells are a bit restricted...isn't it all kinda umbral element? (i forgot if there's any such element before, or what it's called) THM already has HP/MP steal skills, so adding it for Arcanist also seems a bit...meh. Pierce is for casting through reflect spell which no one is using, or will Arcanist have reflect also? would that be kinda PvP skill then? or maybe some mobs will use reflect now too. Any ideas/suggestions for other skills? there should be 16 of them
    Would be fun to see Ultima as lv 48 skill
    (0)

  8. #88
    Player
    Wilan's Avatar
    Join Date
    Oct 2012
    Location
    Limsa Lominsa
    Posts
    394
    Character
    Wilan Serulia
    World
    Ragnarok
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Radacci View Post
    Hum anyone got any ideas what skills Arcanist will use anyways?
    I checked some other FF games, and they use gravity, HP/MP steal, Dark, Haste, S Flare, Pierce.
    Seems the atk spells are a bit restricted...isn't it all kinda umbral element? (i forgot if there's any such element before, or what it's called) THM already has HP/MP steal skills, so adding it for Arcanist also seems a bit...meh. Pierce is for casting through reflect spell which no one is using, or will Arcanist have reflect also? would that be kinda PvP skill then? or maybe some mobs will use reflect now too. Any ideas/suggestions for other skills? there should be 16 of them
    Would be fun to see Ultima as lv 48 skill
    For the individual skills, we'll see, speculation is useless now.
    But generally talking, the devs talked about DoT damage spells (IIRC), and of course, Carbuncle, which you'll be able to set in various roles, like tank or healer or DD. I guess we'll have more details as the release draws close.
    I wonder if it'll get a "gambit" system too, like they said chocobo would have
    (0)

  9. #89
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Felis View Post
    Arcanist was planned as starter class since last beta. Only Tanaka couldn't deliver it.
    Every class who has already a guild in 1.x should be a starter class. Musketeer is still missing.
    Indeed.

    Also Naoki Yoshida said many times in interviews where Samurai and/or Musketeer was brought up that FFXIV currently has too few Disciple Of Magic classes compared to Disciples Of War and before he adds anymore Disciples of War, he would add another Disciple Of Magic. Adding Arcanist as a starting class is the simplest and most balanced way to help rectify that, and free them up to add things like firearms, katana, and clubs/mace/hammer classes.


    Now I suspsect that we'll also see Musketeer added at launch. I can see lore-wise how Limsa Lominsa would go all NRA after the Bahamut attack, and open up the Musketeer Guild for everyone. That way starting off, you'll have these options (remember you can no longer start as a Disciple Of Hand or Land anymore).

    Limsa Lominsa:
    • Arcanist Guild
    • Marauder Guild
    • Musketeer Guild

    Ul'dah:
    • Thaumaturge Guild
    • Gladiator Guild
    • Pugilist Guild

    Gridania:
    • Conjurer Guild
    • Archer Guild
    • Lancer Guild

    Every starting city would have it's own Disciple Of Magic guild and 2 Disciple of War guilds. It's not a 1:1 balance, but it is a proportional balance that makes sense ... and would be extendable to new cities.

    Holy City Of Ishgard:
    • Mysticist Guild
    • Enforcer Guild
    • Fencer Guild
    (7)
    Last edited by Sorel; 01-26-2013 at 10:23 PM.

  10. #90
    Player
    CptGrimlock's Avatar
    Join Date
    Mar 2011
    Posts
    121
    Character
    Captain Grimlock
    World
    Hyperion
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Sorel View Post
    Indeed.

    Also Naoki Yoshida said many times in interviews where Samurai and/or Musketeer was brought up that FFXIV currently has too few Disciple Of Magic classes compared to Disciples Of War and before he adds anymore Disciples of War, he would add another Disciple Of Magic. Adding Arcanist as a starting class is the simplest and most balanced way to help rectify that, and free them up to add things like firearms, katana, and clubs/mace/hammer classes.


    Now I suspsect that we'll also see Musketeer added at launch. I can see lore-wise how Limsa Lominsa would go all NRA after the Bahamut attack, and open up the Musketeer Guild for everyone. That way starting off, you'll have these options (remember you can no longer start as a Disciple Of Hand or Land anymore).

    Limsa Lominsa:
    • Arcanist Guild
    • Marauder Guild
    • Musketeer Guild

    Ul'dah:
    • Thaumaturge Guild
    • Gladiator Guild
    • Pugilist Guild

    Gridania:
    • Conjurer Guild
    • Archer Guild
    • Lancer Guild

    Every starting city would have it's own Disciple Of Magic guild and 2 Disciple of War guilds. It's not a 1:1 balance, but it is a proportional balance that makes sense ... and would be extendable to new cities.

    Holy City Of Ishgard:
    • Mysticist Guild
    • Enforcer Guild
    • Fencer Guild
    This is pretty much exactly what I have been thinking they will/should do.It makes the most sense with the system in place.
    (0)

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