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  1. #8
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80

    Predictions

    • Blue Mage: Everyone thought that it would be impossible to implement faithfully because of the skill limits. But They had jobs that worked around that (Arcansist via pets and Ninja via Ninutsu) I think they will use something simialr to Ninjutsu to help implement the spells, It could even be an Arcansist offshoot that uses gplyhs instead of Archimia to cast their spells (with a more extensive take on the Ninjutsu system, "spelling" out spells using Glyph combinations to activate blue magic. In that case the Glyphs used will be those of the 12)
    • Red Mage: And it will Be a melee magic job. In fact it will be Red Mage + Spellfencer, using En spells to augment their weapon and add different effects. While being able to heal the party by building up elemental stacks that will be used to heal and apply a buff. Similar to how Unchained and the Aetherflow abilities work
    • Time Mage Tank: It's certainly unpredictable, a support-tank combination that build emeity by buffing the party's speed and slowing enemies down. Witht he ability to "rewind" away damage
    • Geomancer: Another take on the "Glyph magic" thing I mentioned at BLU, but works differently. The geomancer would be a conjury offshoot with a "pet bar" with an array of spells that can only be used based on the proximity to a glyph of the twelve (Coerthas and Ishgard for example will have spells based on Halone and Mephina, for example) As well as Cooldown to place a sigil on the ground for using abilities. They will also have access to spells of multiple members at once. They will also use an offhand based on these glyphs to have a "default" set.
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    Last edited by Morningstar1337; 11-09-2014 at 04:54 PM.