That is what I am wondering, how the new classes will benefit the game.
That is what I am wondering, how the new classes will benefit the game.
Classes were meant for another system, the original system had the freedom to use almost any skill from otger classes to make a pseudo jobs, marauder could be played as Drk if you equiped thm spells and dmg buff skills from several classes or play a RDM as gladiator with conjurer and thm spells, the system in ARR is too different to even think they can make classes viable again just think of them as a base for all jobs
I think the class system is in many ways, leftover from 1.0 and never really resolved into its own fun/interesting system.
The original intent was that players would level any of the various skills and combine abilities from them to create his/her own job. Want to be a paladin? Level up sword, shield, and conjury and then pick the abilities you wish to have. The class names we have now were simply labels for those skills. The problem was that the 1.0 system, while flexible, resulted in all players playing very much the same way. You were either a DPS or a healer and groups resorted to tank/spanking everything. Other problems include abilities like crowd control and debuffs having negligible impact resulting in most players going for high dps abilities. And lastly, the original system lacked iconic ties to iconic FF jobs/classes.
I do wish the armory/class/job system gets a bit more flavor in the future. While the 2.0 design is more fun as a whole, it lacks even the flavor that FFXI has through the subjobbing system.
Last edited by rwyan; 06-12-2014 at 12:18 PM.
You know, before the new class was announced this was never a hot issue. Now all of a sudden the sky is falling down. It's very very simple jobs only supplement classes, that's it.
BRD adds 3 songs and one AoE arrow attack
DRG adds jumps
PLD / MRD adds tanking abilities
Here is the deal, 1.0 had classes where the idea was to make your own job by mixing and matching different abilities. To make a thief you would us steal from PUG, Feint from LNC, Dagger from GLD, and so on. It didn't work so Yoshi-P and the team salvages the broken system by adding jobs to give said classes more defined roles just as the community asked for.
BLM definitely uses this, or should.
Not true. Do you have ANY idea how useful getting 20% increase in healing is?
This one is insanely useful on Monk. The majority of Monk attacks are strike from behind. I can usually proc 7XX-8XX on Titan EX with this.
Oh, hi Twintania.
Dem DoTs tho…
Have you actually READ the notes? 5% on ALL OTHER classes, 20% when a MONK uses it.
Nope. Try telling a Warrior to cast Protect. See what he thinks.
See above.
Ahahahahaha, no. Since I started leveling other classes, I cry a little inside each time I see a MRD/WAR use Flash during a DF.
While I can't say if this has never been a "hot issue" or not, I did point out how many of the cross-class options are absolutely worthless during beta.
Given that his point is about cross class abilities, Monk's trait boost doesn't matter.
Warrior's not a class, but a job. I can cast Protect and Stoneskin as MRD if I wanted to. That said, even if I could cast it, I'd look at the healer and ask why the hell they aren't.
Current Tome Requirements for Zodiac Weapons:Until now there have been mainly two means of progression: the first being defeating powerful enemies in end-game content to obtain high-item-level equipment, and the second being collecting Allagan tomestones to purchase gear. The Zodiac Weapons do not have the restrictions of these two methods, but are designed to take a long time to complete.
225+900+13500+1500= 16125
Additionally: Post limits are, flat-out, completely idiotic. 1k char limit's stupid to begin with but 20 posts a day? Seriously? What the hell SE?
If you're low on TP and still have aggro issues, something's gone horrifically wrong. Either you're not aiming Overpower right, over using it, or running headlong into another pull with zilch TP.
A standard multi-mob pull as a WAR should be as such:
- Mark Kill Order
- Run to mobs
- Tomahawk #1 (Optional)
- Run past mobs
- Turn around
- Overpower x2
- Heavy Swing -> Skull Sunder -> Butcher's Block #1
- HS -> SS #2 -> BB #3
Instead I tend to see someone run in and start flashing/OPing without aiming. Decent amount of tanks fail to bother switching targets as well then wonder why the healer or a DPS start to pull aggro thanks to AoEs.
True, although I'd have said that it's never been the dev's intentions. Alas, even if the forums cry for a change, it's not going to happen.cross-class skills were supposed to enable character customization (attributes, elemental resistance too for that matter)
however that's not the direction current dev team is heading i.e. no character customization.
they're not going to change anything unless unless the whole forum cries for it, and even if it does, this level of change will have to wait until at least the expansion
https://www.youtube.com/watch?v=WtNHuqHWefU
Last edited by Enepttastic; 06-12-2014 at 12:05 PM.
Current Tome Requirements for Zodiac Weapons:Until now there have been mainly two means of progression: the first being defeating powerful enemies in end-game content to obtain high-item-level equipment, and the second being collecting Allagan tomestones to purchase gear. The Zodiac Weapons do not have the restrictions of these two methods, but are designed to take a long time to complete.
225+900+13500+1500= 16125
Additionally: Post limits are, flat-out, completely idiotic. 1k char limit's stupid to begin with but 20 posts a day? Seriously? What the hell SE?
Indeed. Too bad sarcasm doesn't have a recognizable que. I hate when that happens.
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