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  1. #1
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    Sorel's Avatar
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    Sorel Evans
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    Blacksmith Lv 38
    Spells are actions. All actions native to the class are going to automatically be assigned, and cannot be unassigned.

    Upon learning an action for your current class, that action will automatically be set to the action bar and cannot be voluntarily removed. It will be possible, however, to move the action to another slot.
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  2. #2
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    Quote Originally Posted by Sorel View Post
    Spells are actions. All actions native to the class are going to automatically be assigned, and cannot be unassigned.
    So you seriously think we are only going to learn 15 spells/abilities throughout the course of levelling from 1-50?
    I highly doubt it
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    Last edited by AshToreth; 11-11-2011 at 11:23 PM. Reason: typo :/


  3. #3
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    Sorel's Avatar
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    Quote Originally Posted by AshToreth View Post
    So you seriously think we are only going to learn 15 spells/abilities throught the course of levelling from 1-50?
    I highly doubt it
    That's what they wrote.

    Fifteen actions and eleven traits will be made available for each class up to level 50, with either one action or trait learned for every two levels gained. Job-exclusive actions will be made obtainable via quests and treated separately.
    That 26 skills in total over 50 levels. Doesn't sound that bad to me.
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  4. #4
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    Quote Originally Posted by Sorel View Post
    That's what they wrote.



    That 26 skills in total over 50 levels. Doesn't sound that bad to me.

    Guy guys guys are you reading what they said? really? "15 action and 11 traits from lvling up" so yes you will get 15 skills only by lvling up to 50 BUT it also says you can use 10 from other classes and "JOB related Skills via quests will be treated separetely" so that means ..... take GLD for instance.. you'll have 15 skills as gld but once you do pld quest @30 and the quests for the skills you will have more.. now how many more ? we have no clue till 1.21.. so 15+X(x=jobskills)+other class skills= plenty of damn skills to use.... I dont know about you all but I dont nearly put all my skills for pgl or thm on my bar. mainly cause theres certain skills from otehr classes that I "NEED" now I dont about you all but im loving the fact that i'll be able to use ALL of my class/job skills if i see fit......

    also im betting alot of these "skills that people are saying wont have room for" will be givin to jobs like hopefully sentinal, AM and so on... with that being said. we already had the whole QQ about "I lvled conj to be blm" but yea i wouldnt be surprised if thm got the elemental spells actually I'd be shocked ifthey didnt.. since a BLM should have AM and yea its elemental.... maybe conj will get banish, dia so on.
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    Last edited by Dalmore; 11-12-2011 at 12:49 AM.
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  5. #5
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    Airget's Avatar
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    Airget Lamh
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    Botanist Lv 100
    Hm I think what dissapoints me is how traits are being handled, however I do have a suggestion for how they could put Guild Marks into the mix. As I was writing it out before I realized that perhaps they fear that if they had traits where Conjurer has a magic defense up, it would cause people to be forced to level Conjurerer for that very trait to enhance ones strength against magic. In the same sense that Sentinal now is pretty mucha staple against fighting ifrit.

    So basically the reform goes like this create a secondary use for Guardian Aspect. This secondary use would impose a challenge on a leve in order to earn Guild Marks for a specific class. There would be limits however like let's consider that the GM additional challenge for Archer required one to obtain x amount of pelt from enemy before considering it a success. In that sense you wouldn't be able to impose that Guardian Aspect on a leve where you fight humanoids.

    So basically I see it like this
    GLA=Opponents ATT is increased, Your defense is lowered or Protect npc while completing objective
    MRD=Decreased Attack, oponents defense is increased, Addtional mobs are requested
    ARC= Pelt/hides are added to request, Enemies will keep distance and use RA unless played closes in (Melee strikes from enemies will be 3x as strong as their RA move during these leves), Unique tracker leve where you have to follow the proper path to find the mob to slay at the end of the leve.
    PUG= Enemy HP is increased. VIT is reduce, Enemy pop. reduced in favor of beefed up opponent (focuses highly on countering)
    LNC= enemy crit rate increased, crit potency reduced, Negate ability to crit hit
    THM= increase enemy mag defense, Impose random stat down every minute, Add THM mobs to leve
    CON=Grants regen on enemy, prevent restorative abilities for player, lower elemental resist.

    So pretty much I just thought of this as I wrote this but the general idea is, you pick up a leve and upon using 1 GA you can impose 1 Guild Mark handicap on you in order to obtain Guild Marks for that class. Basically the way it would work is you would have to obtain CON GM to obtain traits related to Conjurer so that you wouldn't be forced to level Conjurer to learn it's traits but of course you wouldn't be able to learn abilities through Guild Marks.

    I think one way to put it is, perhaps Guild Marks could be used as a means to obtain traits that enhance ones stats based on the knowledge of that class. With that in mind I wouldn't mind seeing the same imposed limitation as with abilities from other classes such as you can only have a trait from another class every level, so you would only be able to put 5 traits from another class onto your class.

    Now the traits in question wouldn't be things like "Increase the potency of Iron Tempest" but rather boost that show off their design.

    Like Gladiator is a defensive class so they could have Guild Mark traits that increase Defense, Vitality and such. The way Guild Marks would work now is this, pretty much you earn marks for that class based on completing the limitation imposed on you during the leve. By completing those objectives you prove to that Class that you are worthy of learning the secret of some of their traits. I feel like this would add another depth to allow customization of mixing and matching traits within other claslses that pertain more to stat/attribute or even elemental resist/status resist boost rather then ability potency increased.

    -----

    One thing I"m dissapointed in though is hearing this makes me think all the traits we were able to learn will pretty much be abolished, so the STR to INT traits which was nice for crafting classes and gathering classes to increase quantity obtained will no longer be possible which does dissapoint me. I'm curious as to whether traits like Enmity +10 for MRD will be eliminated since they seem to want traits to just be based on the potency of abilities rather thena passive ability. But ya, just reading the introduction to the changes those are my real concerns over it.

    Overall the changes do sound like they could be interesting, though I wish they would give the option to actually remove abilities froma class if you outright hate them lol. It'll definitely be interesting when we see the actual changes to each class though, to bad we have to wait a few more days though lol.
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  6. #6
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    Actions are the spells/abilities that we choose to equip as actions on the action bar.

    A spell is a spell and an ability is an ability.

    I believe everyone has taken this out of context. The table is set under a heading of "Setting Actions and Traits"
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  7. #7
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    Sorel's Avatar
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    Quote Originally Posted by AshToreth View Post
    Actions are the spells/abilities that we choose to equip as actions on the action bar.

    A spell is a spell and an ability is an ability.

    I believe everyone has taken this out of context. The table is set under a heading of "Setting Actions and Traits"

    That is possible, but reading it over twice now, I don't see how we can get around that they said actions (be they spell or ability) will automatically be assigned, unable to be removed ... and then they show a chart listing how many actions a class at a certain level will get.

    I don't think I'm missing anything.
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  8. #8
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    Quote Originally Posted by Sorel View Post
    That is possible, but reading it over twice now, I don't see how we can get around that they said actions (be they spell or ability) will automatically be assigned, unable to be removed ... and then they show a chart listing how many actions a class at a certain level will get.

    I don't think I'm missing anything.
    My understanding of that is just that, as we learn an extra action slot, it will be automatically assigned.
    Makes perfect sense to me. Why would anyone not want to have all available action slots open to them and assigned automatically for use, as and when you learn them.
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    Last edited by AshToreth; 11-11-2011 at 11:39 PM.


  9. #9
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    Sorel's Avatar
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    Quote Originally Posted by AshToreth View Post
    My understanding of that is just that, as we learn an extra action slot, it will be automatically assigned.
    Makes perfect sense to me. Why would anyone not want to have all available action slots open to them and assigned automatically for use as you learn them.
    I think I see your your coming from. The only thing I have to say is what the development team wrote.

    Fifteen actions and eleven traits will be made available for each class up to level 50, with either one action or trait learned for every two levels gained.
    They don't say 15 "action slots" and 11 "trait slots". The say 15 actions and 11 traits.

    The chart columns are not titles "Action Slots" or "Trait Slots" they are called "Action" and Traits".

    I think you may be assuming they mean slots ... but because they don't actually say "slots" I cannot make that assumption with you. Sorry.
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  10. #10
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    Quote Originally Posted by Sorel View Post
    I think I see your your coming from. The only thing I have to say is what the development team wrote.



    They don't say 15 "action slots" and 11 "trait slots". The say 15 actions and 11 traits.

    The chart columns are not titles "Action Slots" or "Trait Slots" they are called "Action" and Traits".

    I think you may be assuming they mean slots ... but because they don't actually say "slots" I cannot make that assumption with you. Sorry.
    Agreed, if they had said "Action Slot" and "Trait Slot" on the table, it would be totally clear what they mean, and i would have a lower post count lol

    But considering the alternative possibility, this one is the only one that makes sense to me lol

    Now would be a great time for a dev to drop by and clarify......
    (0)


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