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  1. #51
    Player
    Ichi's Avatar
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    Mar 2011
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    Limsa-Lominsa
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    173
    Character
    Ichi Cero
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    I always figured since con has 3 na spells cures and raise vs thm with just sacs and res, that con was more like whm

    also, since con has all the elemental nukes, that one seems like blm over thm.

    Thm seems more like rdm because it has the debuffs, and theres some drk in there too with the absorbs and all that life talk.
    (0)

    Credit for the Elezen artwork goes to Naerko: http://naerko.deviantart.com/

  2. #52
    Player
    Sorel's Avatar
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    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    If the Development Team goes ahead with this, it going to be one of those "signature mistakes" that never get corrected. Dia and Bio being the perfect example from FFXI.

    Bio is Dark Magic, but Dia, it's exact opposite in element and effect is Enfeebling Magic. It should have been Divine Magic. It just didn't make sense. That initial mistake carried over to Dia 2 and Bio 2, because the precedent was set. So now you have a small family of spells that don't make sense. Did it cause anyone to quit. Probably not. But it was just another one of those illogical game mechanics.

    Conjurer White Mages and Thaumaturge Black Mages seem to fall into that same illogical trap.
    (1)

  3. #53
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    Maybe all classes will have multiple job adv and conj can either be a blm or wm and maybe THM is going to become a RM or Blm possibly?
    (0)

    I'm not a troll I'm just the voice of truth :P

  4. #54
    Player
    KaiKatzchen's Avatar
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    Mar 2011
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    Limsa
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    1,449
    Character
    Kai Ulric
    World
    Siren
    Main Class
    Dancer Lv 90
    Quote Originally Posted by allenshu View Post
    In FFXIV, classes are not jobs, but you can create your ideal jobs from combining actions across classes.

    For example, if you think a your ideal WHM can not only cure but also take a target's MP to keep your heal energy always full, you just need to put Siphon MP in your action list. Accordingly, you can even be a magic swordsman, magic archer, etc.
    I know that the Classes are not Jobs, but SE is going to connect the Classes to Jobs by making them the jumping off point to open said Jobs. Once we have the Jobs, SE already said players would be much more limited in what abilities that you can use on the Jobs, and that the Jobs would get their own special abilities to make up for the fact that you can't really use the large range of Class abilities on your Jobs. So in that sense, we might not be able to use Siphon MP with the Job WHM. So they are very difference things indeed:

    Classes can use pretty much any ability from all other classes, making a great range of classes you can create.

    Job will be unlocked by getting Classes to "X" level and will be much more limited in the use of Class abilities and given Job specific abilities that are Job use only.

    So if that is the case, you can't create your ideal Job by combining Class abilities because Jobs and Classes are going to be two separate areas that can't exactly cross together.



    On a totally different note... they have only announced Paladin, Dragoon (Dragon Knight), White Mage, Black Mage, Monk and Bard...

    Also Musketeer and Anarchist (I believe it was) were announced classes that that have guilds but are not in the game yet.

    So we have::

    6 Announced Jobs

    7 Classes

    2 Missing Classes

    1 Unannounced Job.... 3 if you count the missing Classes.

    So in short, we don't have all the info, so there might be a missing job they haven't announced that connected to either CON or THAU.

    Hope more info comes out!
    (0)
    Last edited by KaiKatzchen; 07-15-2011 at 06:46 AM.
    I'm just a bun boy, doing bun boy things.

  5. #55
    Player
    Shyd's Avatar
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    Mar 2011
    Posts
    601
    Character
    Shyd Etine
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by KaiKatzchen View Post
    I know that the Classes are not Jobs, but SE is going to connect the Classes to Jobs by making them the jumping off point to open said Jobs. Once we have the Jobs, SE already said players would be much more limited in what abilities that you can use on the Jobs, and that the Jobs would get their own special abilities to make up for the fact that you can't really use the large range of Class abilities on your Jobs. So in that sense, we might not be able to use Siphon MP with the Job WHM. So they are very difference things indeed:

    Classes can use pretty much any ability from all other classes, making a great range of classes you can create.

    Job will be unlocked by getting Classes to "X" level and will be much more limited in the use of Class abilities and given Job specific abilities that are Job use only.

    So if that is the case, you can't create your ideal Job by combining Class abilities because Jobs and Classes are going to be two separate areas that can't exactly cross together.
    Thinking it might be just DoM vs DoW. DoW jobs can only use DoW actions, DoM jobs can only use DoM actions.

    Just taking a blind stab at it~
    (0)

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  6. #56
    Player
    Firon's Avatar
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    Mar 2011
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    Ul'dah
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    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Con always felt more like an WHM it had more whm spells and everything. Also over 78% of the populous voted for drastic changes you cant complain about this stuff now. I already know any class i may like could be changed and i am ok with that.
    (3)

  7. #57
    Player
    KaiKatzchen's Avatar
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    Character
    Kai Ulric
    World
    Siren
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Shyd View Post
    Thinking it might be just DoM vs DoW. DoW jobs can only use DoW actions, DoM jobs can only use DoM actions.

    Just taking a blind stab at it~
    Yeah, see that's where SE really hasn't said heehee, they just said that class abilities would be greatly restricted and that's why Jobs would get their own special job abilities to make up for it.

    I don't know how restricted SE is going to make it, but I can't wait for them to tell us so we know how much customization these new Jobs will have. To be honest, just from the information I've seen, it seems like they are going to keep the jobs pretty cut and dry to server a specific purpose.

    They did say they wanted the jobs to be very specific, Tank, DD, DD Range, Healer etc... so that gives me the feeling they won't let us do much cross class customizing with the jobs. But that's just my opinion from what I have heard, and SE hasn't given full info yet.


    Quote Originally Posted by Firon View Post
    Con always felt more like an WHM it had more whm spells and everything. Also over 78% of the populous voted for drastic changes you cant complain about this stuff now. I already know any class i may like could be changed and i am ok with that.
    I agree, I'm trying to stay open minded about the changes because everyone for the most part said they were open to it. Only thing that bugs me is when people ask for the changes, get the changes, then whine about them again... >.<

    I'll be happy and adjust to whatever they do as long as in the long run it continues to imporve the game.
    (1)
    I'm just a bun boy, doing bun boy things.

  8. #58
    Player
    Sorel's Avatar
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    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    I'm all for change. As long as the changes make some logical sense. So far, the information given to us by the Development Team this go around doesn't make logical sense when compared to the lore of the game and the existing spell mechanics.

    Now it is possible that the Development Team will make the necessary change to have things make logical sense. But those changes would have to include the following.
    1. Move the 33 Elemental spells from Conjurer to Thaumaturge.
    2. Move the 4 Astral spells from Thaumaturge to Conjurer.
    3. Rewrite all the NPC dialog and in-game descriptions for all Thaumaturges and the Thaumaturge Guild.
    4. Rewrite all the NPC dialog and in-game descriptions for all Conjurers and the Conjury Guild.

    Or the Development Team could use the lore already in the game (i.e. Nald, the Imbuer of Life), and only have to do the following.
    1. Move the 9 Astral/Curing spells from Conjurer to Thaumaturge.

    This seems like the mother of all no-brainers to me.
    (3)

  9. #59
    Player
    indira's Avatar
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    Mar 2011
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    2,376
    Character
    Indira Cliodhna
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    soon the games is gonna change the jobs and 1.18 will be the first of the new way to play no one knows how its gonna feel yet.

    Rewrite all the NPC dialog and in-game descriptions for all Thaumaturges and the Thaumaturge Guild.
    they dont have to re-write much jobs & your name and possibly npc names are most likely a variables.
    (0)
    Last edited by indira; 07-15-2011 at 08:29 AM.

  10. #60
    Player
    Sorel's Avatar
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    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by indira View Post
    they dont have to re-write much jobs & your name and possibly npc names are most likely a variables.
    I respectfully disagree. Because all the elemental magic has to be moved from the Conjurer's guild to the Thaumaurge's Guild, every NPC that refers to elemental magic or where Thaumaturges get their power from would have to be changed. That includes at least the following.
    • 10 NPCs in Arrzaneth Ossuary.
    • 9 NPCs in Milvaneth Sacrarium.
    • 13 NPCs in Stillglade Fane.

    This doesn't include the NPCs scattered throught Eorzea that refer to elemental magic, conjurers, thaumaturges ... or any of the Guild Quests. Agreed it's certainly not 100s of NPCs, but it clearly more than just a few.
    (1)

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