Actually I have no idea how all those class works or their role.
Anyone here play that XI before? Can give me some nice overview here.
Actually I have no idea how all those class works or their role.
Anyone here play that XI before? Can give me some nice overview here.
The only class that I know of in Final Fantasy history was the Viking from Final Fantasy 3, it also happened to have a provoke move in the DS remake of Final Fantasy 3. Pondering that more, the thought of a viking running around Eorzea smashing things with a two handed hammer fills me with glee.
War - DPS and tank but most PPL used it for DPS
Thf - low, quick damage. But has access to sneak atk and trick atk that greatly multiply the potency of their attacks I.e. extremely high spike damage. Also allows hate from these atks to be transferred to it helps with tanking
Whm - healer and holy magic
Blm - all elemental atk magic as well as ancient magic (quake, flood, flare, tornado etc)
Rdm - uses white magic and black magic, also can physically atk, but primarily used for support as its debuffs are very strong is one of only 2 classes that can help regen mp (mp doesn't regen automatically in xi) and dispel buffs from monsters
Mnk - punch stuff - high dmg but difficult to play like xiv
Player
Sam - weaponskill specialists (think weapon skills as limit breaks in xiv), can build up the weapon skill gauge very rapidly using skills and is very strong DPS. Originally designed to be able to tank and later on added parry-style tanking abilities but not as reliable as pld
Nin - originally designed to DPS with ninjutsu (all elemental atks as well as debuffs) but players started utilising one of its utility ninjutsu to use Nin to tank - the ninjutsu creates shadows that absorb attacks so Nin tanks can basically tank without taking damage at all
Smn - took many years for se to perfect but later on, each summon could offer Ita unique buffs/debuffs so Smn usually adapt to situations and use the appropriate summon at appropriate time. Summon also had devastating attacks that can be used occasionally. However, summons drain mp so couldn\\\\\\'t havr them out all the time.
brd - doesn\\\\\\'t do damage, pure support, but one of the most sought after class because it increases atk, accuracy, def, regen mp and dispel mosters buffs (only brd and RDM can dispel and regen mp), can almost doubke parties\\\\\\' efficiency
Ranger - DPS - ranged weapons were made to be extremely extremely strong in xi - the offset was that u needed to buy ammo - everytime you shot an arrow/bullet you were shooting gils - very expensive job but very powerful
Drg - DPS and had pet wyvern. Originally known for being abke to spam a weaponskill called pentathrust but it got fixed. Somewhat weird as it could not wear heavy armour nd most DPS gear were heavy armour. Highly marginalised job in xi
Drk - DPS and can cast black magic but more specifically absorb magic e.g. absorb strength increases the Drk's strength and lowers the monsters strength
Pld - tank and could use white magic - it heals itself and usually require mp regen from brd or RDM
Beastmaster - the solo class, tame monsters and turn them against each other then reap the reward. Originally in xi solo was impossible sob bst had its niche spot
Dancer - DPS/support/healer. Its attacks regen TP, and it uses tp to perform dances that could heal/buff the party. Very unique
Blue mage - physical DPS with monster skills that can buff party/deburf monsters, very cool
Corsair - ranged DPS like ranger - very expensive too because it used ammo like ranger. On top of that, can use card draws that buffs party/debuff enemies. The astrologian card drae ability is almost identical to corsair
Puppetmaster - not v familiar
scholar - not very familiar
Geomancer - no idea
Runefencer - no idea
WAR: Think our WARS combined with Gladiator (but not paladin).
WHM: Basically the same as here except more buffs and debuffs, plus teleports.
BLM: PEW PEW SPLOSIONS...also debuffs.
RDM: WHM+BLM+melee, with some extra abilities like faster casting and Refresh (which is mana regen)
MNK: Melee DPS with a lot of HP.
THF: melee DPS with abilities for acquiring more loot.
PLD: THE tanking class (for physical damage at any rate) kinda like it is here, except with more White magic.
DRK: A DPS class wielding 2h weapons that specializes in sacrificing defense for attack. Plus some black magic spells.
BST: Pet class with axes. Kind of like a pokemon trainer really. With axes. I'd be remiss if I didn't mention they were THE solo class until SE started giving solo options to everyone.
BRD: Take our bard, now take away their bows and give them MORE songs and the ability to use two to four at a time. The ultimate support class.
RNG: Take our bards and take away their songs (also up their damage output and have them require ammo. Oh and ranged weapons are slow.)
SAM: 2 handed DPS that apparently they wanted to be a tank at some point, but that idea was abandoned. Right now they're the easiest DPS class to play effectively and it's really difficult to come close to their numbers as anything else.
NIN: dual wielding DPS class with Ninjutsu "spells" that require reagents instead of MP. Like many things I'll be getting to, a good idea on paper but really annoying in execution as this meant filling your inventory with dozens of stacks of ninja tools. Oh, and they ended up a tank class due to a quirk in the Utsusemi ability (think perfect dodge with a FAR shorter cooldown and 3+ blocked attacks instead of 1. Oh, and enemies attack slow in XI so this actually meant something)
DRG: Believe it or not, a pet class kinda like WoW's hunter class. Except worse because the wyvern ALWAYS died quickly and, because they had the wyvern, their damage was pared down compared to other classes. But the wyvern always died fast so they were basically less effective WARs with nerfed damage output. "cool idea on paper horrible in execution" #2
SMN: Hoo boy. Apparently expected to be the "prestige" class, they were basically "all of the mages," with their perk being their Avatars and a huge MP pool. Problem was, those avatars were VERY hard to get, and the class itself was one of the hardest and most time consuming to unlock in the entire game. That said I'd say they're WEAKER than their XIV counterparts because they were COMPLETELY dependent on their avatars and subjob to do anything. Remember the wyvern problem I mentioned earlier? It could happen to SMN too. "Cool idea on paper horrible in execution" #3
BLU: Uses skills learned from enemies in special combinations to attack and gain traits. A REALLY cool class with lots of customization...but suffers from a similar problem to SMN: You actually have to learn the abilities, and it's RNG based. And I don't mean the RNG job :P Also they're one of the best jobs in the game for farming lots and lots of mobs now due to an ability called "Subduction." "Cool idea on paper horrible(ish?) in execution" #4
COR: Think of the upcoming Astrologian combined with Machinist, except no healing abilities. They used guns (which were slow) and used special buffs that were pretty valuable. A support class through and through, but with far better damage than BRD.
PUP: Another pet class, this one has you building your pet from parts and giving it different jobs. A rather unique and fun class (most ToAU jobs are like this).
DNC: A jack-of-all-trades class that can heal, support, and deal damage. They're the very definition of middle-of-the-road in XI and are probably one of the easier jobs in the game to understand next to THF, WAR and SAM. They bring a lot of utility like increased run speed and self invis+sneak, which is very valuable for getting around. Makes a wonderful subjob for melee classes due to their TP bonus and dual wielding.
SCH: A bit more complicated...I don't fully understand them, but they use all sorts of magic from all the different schools.
GEO: A mixture of black mage and bard, they've become really popular lately. They create buff bubbles!
RUN: THE magic tank. The name "rune fencer" is a bit of a misnomer as they use two handed weapons. Probably one of the better designed classes, but one that requires you to do research on the elements used by your enemy to get the most out of it.
Yyyeah this is one of the reasons I hold that FFXI's staff didn't know what they were doing (and in hindsight, a prelude to the disaster that was XIV 1.0) when they initially made the game and all the way through Treasures of Aht Uhrgan (when the more interesting and balanced jobs started showing up)
They actually lowered the recast on ALL the 2hrs...to 1 hr.
Last edited by kyuven; 06-05-2015 at 05:48 PM.
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