Yeah! Perhaps somewhat akin to The Last Story rather than with en-spells.
Yeah! Perhaps somewhat akin to The Last Story rather than with en-spells.
It works pretty much exactly how Solace would want of an ability for other melee classes. When you use cover on another player any attacks they would take end up on you instead. I know in FFXI, you had to actually stand in front of the player you're trying to protect, but I think in FFXIV you didn't have to... I forget. ^^;
I agree with you though, just manage the aggro. The tank should be the one doing the saving if he or she can with cover.
Yeah sorry in my OP it does sound like I am listing all of those stances.. I am also not talking about a huge evasion boost, but lets face it - evasion really doesn't do a lot (due to dLvl) on anything worth it, so this would more be for trash mobs. I am also not talking about a huge boost, just a boost.
As for varying attack speeds - there are indeed quite a few. MNK just has a seemingly faster attack speed since they are effectively the only dual wield class. Single handed weapons hit a lot faster then 2-handed weapons (look at PLD vs WAR/DRG). MNK just has the feeling of a faster attack speed due to their attack round containing 2 hits not 1.
I think you misunderstood my comment on weapon skills. Staff/club weapon skills ended in the early 1.x days, and for the better. I would like to see a "magic burst" style system introduced. If you didn't play XI - Magic Bursts were basically forced crit hits if the spell landed after 1-2 melee performed a skill chain (combo) and was tied to the element of the skillchain.BLM cant even use any weaponskills, and they are a caster class, so they should cast spells, not whack mobs with wand anyways.
I think what you're talking about is closer to what other jobs do. They should add another job for debuffs, dots etc instead. I think they wanna keep the 16 skills/class, and 5/job; so they cant start adding a bunch of new stuff to each class/job.
I am not talking about paralyze, slow, bind, gravity etc.. I am talking about Burn, Frost, Shock etc. That is more of a BLM spell tree. Also I would like to see Spike spells (such as Ice Spikes/Shock Spikes).
More skills into jumps? Absurd? Why? Have you played a Final Fantasy game before? Jump is pretty much the one iconic DRG ability. It should be expanded on.DRG: well with just GCD, you can jump every 4sec, but the only reason to jump a lot, would be if there was some combo involved with it. Or turn more skills into jumps; but that would be absurd![]()
Skills / playstyle / battle system seems pretty different to me according to the released videos..They barely changed anything...only removing CD, and using GCD. Some combos are different too.
Technically they are not tied. Using THM and CNJ as examples. Both can use 2 handed staves. Both can use 1 handed wands/clubs. The difference is in the description stating which class they belong to. i.e. "Conjurer's Arm" etc..Broken beer bottle...you planning to kill Bahamut with that? ^^
You should already be aware that classes are tied to weapons, so you'd need a new class for your beer bottle; that's a big no no. I'm sure they will add new classes/jobs with new weapons as we go along. there's plenty of unused classes/jobs.
If you look at other FF games, there's something like 100 different classes/jobs, and we have 25ish.
edit~
On a side note, did you come in here to disagree on everything people post in here? Speculation / wishful thinking is not an expectation. It is used to initiate creativity, and if you are here to deny that of people, or do not wish to input your opinion on the direction the jobs you enjoy are heading, then you are not welcome.
Last edited by Altena; 02-01-2013 at 09:29 PM.
This gives me an interesting idea for an ability. Something like "Redirecting Strike", which when used just before or during an enemy attack (with some leniency since this isn't a true action MMO) reduces or negates the damage of that attack [must be used within 1 yalm of the party member with the most enmity]. It gives Monk the ability to support the tank, while dealing damage, but at the cost of a substantial amount of their own damage (in the form of combos, assuming most of the MNK combos start from the sides or back).
I just really hope they add some uniqueness to the classes. One thing I hated about switching classes after the reform in 1.0 was how every class had a "Normal attack, medium attack, heavy attack" and you constantly had to cycle through the 1...2...3, 1...2...3, 1...2...3 chains over and over. Might be fine for something like MNK or WAR where there is a constant beating of the enemy and chains are important. But for LNC I'd like to see more focus on slower, but stronger attacks and ARC to focus on quick and rapid, but weaker attacks.
As far as BLM, which I am a big fan of, I'd like to see more "tricks" such as the different elements playing into the different elemental weaknesses of the mob depending on their type, or spells like Drain, MP Siphon, Bio, or Gravity for a "heavy" effect. I'd really like it if they stopped combining status effects into the spells. For weapon attacks, a brief status effect along with it is awesome, especially in combos. But for casting a spell, if those could be divided into elemental spells and status aliment spells separately I would really appreciate it.
I'd also like to have more variety on the classes and more than just one best way to win a tough battle. Seemed like in 1.0 too much for a battle like Ifrit or King Moogle, it had to be a certain exact setup of players and they have to stand in a specific spot and use a specific strategy to have any hope of winning. What if you have five black mages and three archers in your party? I'd like to know even in that situation you could work out a strategy or use unorthodox methods such as more items in place of buffs or heals and still squeeze out a victory. It would be very odd to want to do it this way, but to know that it can be done if it really had to be done, that would be fun.
And I would like more phoenix downs. I want 99 of them in my inventory. /endrant
"There's a time when a man needs to fight, and a time when he needs to accept that his destiny is lost, that the ship has sailed, and that only a fool would continue. The truth is, I've always been a fool."
I feel kind of the opposite. I would rather see jobs have a more defining role then they do presently.
As for strategies, there are far more setups then 1 setup to beat a fight. The reason people seem to get stuck in very specific strategies is it is technically the optimal setup. It is a safer fight, and easier on the WHM to deal ranged DD on Ifrit as an example, so that is the conventional or optimal way that most PUG groups run. These optimal setups are usually widely known strategies and across the server and easy to slot people into, and allows people that don't play together to defeat content easier. A group of players that play together regularly, know each others playstyle and typically "gel" just have a higher chance of success with this "less optimal" setups.
I don't really know what to think until Phase 1 of beta... But what I am hoping for is:
BLM:
Debuffs moved back to being spells of their own, debuff effects removed from most elemental magic, ice not suck, and thunder not magically being the strongest element. Each element should have equal potency and the player should chose the element to attack at the monsters weakness, not simply the one that unreasonablly has more base potency. Ancient magics become better and not gimicy: Flare be targeted and do more base damage, and it can lose the weak dot if it isn't going to really be useful. Freeze not be some weird way of reducing enmity and be an acual damage attack with potency equal to flare. Burst not depend on being near death and have potency equal to flare and freeze, and also have all of them have the same reasonable cooldown (globally shared possiblly). And weaponskills should be added that use the element of the weapon you are using. They should also be able to use Water, Earth, and Wind magic, because there can really never be Quake, Flood, or Tornado ancient magics for use by black mage otherwise. And burst definantly should not be BLM's ultimate 15 min skill. It should be more like something that Removes MP cost for a period of time, or makes the next attack spell cast have quadruple potency, or be ULITMA. (BTW I 100% hate what they did to BLM/THM in 1.0... if you couldnt tell)
As for Thm... I would like the return of sacrifice and resurrect, only that they arent useable when a BLM. That isn't likely to happen tho.
WHM:
Like BLM, most debuffs should become spells of their own again. Especially dispell. Aeroa should not be a dispeller.... Should go back to having Banish and Dia for its damage, low MP and cooldown, so BLM can have elemental superiority. Holy would hopefully change to not use all MP, and instead be an attack that is simply more damaging than Banish and be more effective against undead while having a higher cooldown and MP cost. Hoping WHM also has the elemental defense buffs, and that they get a Reraise spell at some point.
Both WHM and BLM:
Return the aoe toggle and impose cooldown increase/mp cost increase/possibly potency reduction for casting spells in AOE. Casting fire in single target should have same/similar cooldown and MP cost as casting thunder, casting thunder in aoe should have same/similar cooldown/mp cost of casting fire. TP could also become a resourse used while casting spells in AOE instead of extra MP as neither have been given anything to use TP for.
MNK:
I dont use MNK, so I have not many thoughts on it. But I do hope it and every other job has some kind of buff it can share with the party that no other Job can do, in order to encourage balanced play.
WAR:
Hope to see it be able to actually fulfil a DPS role efficiantly. It was hard to not be the agro target with warrior without sacrificing damage to do so. Berzerk skill should reduce enmity gain while active to help with this. I think it's ability to gain HP back from crits when using Rampage is much. I think that should be limited to MRD class, and not carry over to WAR to promote using WAR and all jobs like they were advertised in the first place: Party play, and solo classes for solo with greater survivability but less party utility.
PLD:
Hoping to see the ability to have aoe threat increased. Wardrum was just too impractical and really didn't have much of an impact dispite its tooltip saying it generated high agro. Hoping they changed the spirits within combo from being phalanx -> SW to fast blade - flat blade - spirits within. I am also hoping paladin can finally Parry with a shield equipped, and the values listed for both parry and block rate are actual %'s against a target of equal level.
DRG:
The main thing I hope for is Dragonfire dive, dispite sounding like a fire attack, will become non-elemental. Not being able to use your ultimate skill because it will be absorbed or resisted based on the monsters element is a balance flaw in my eyes. I liked what I saw from the video however and hope more great things are in store.
BRD:
..................I never liked how they did this job :/ A bow class that doesn't do as much damage as it should because its musical support. I wish they had just put an 8th class for this instead of what they did and made archer go to Ranger....
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