I didn't say it was a bad thing. Just that it was interesting. It wouldn't be a bad idea if they tie in your bonus customizable stat points to these "drought" levels, and thus have every level gained give something. Just a thought.
i dont think they thought this out that well, you cant reduce mages skill pools that drastically, and pugilist really needs fleet of foot, unless they are gonna give out instant transmission, they already have extremely short range and have to get really close, now they will take longer doing it?
better give em a better version or instant transmission skill, Also, moving around the monster for more dmg, wow, if lancer is the only one with fleet of foot, they will be best at this as well, lnc still the most loved.
and yeahhhh this took so long to proof? basically told us nothing but an extremely rough idea, such shenanigans.
Last edited by Physic; 11-11-2011 at 10:14 PM.
CNJ has over 45 abilities, not couting the fires II and such. Classes going to be trimmed of lots of abilities.
Last edited by Klive; 11-11-2011 at 10:17 PM.
Forum Lurker Extraordinaire.
Like a good stalker, I'm always there.
I really hope we don't see a similar system to FFXI in regards to spell effectiveness. A spell's potency should be effected by the mob's weakness to that element. I don't see why they couldn't just give you all of the elemental spells and force you to choose one to slot. If instead they give them out as separate skills. Conjurer and Thaum will be waving goodbye to a huge amount of abilities.
i pretty much agree. i dont understand why they give us aero if were only going to use for one level. i cant remember the elemental order, but once you get the top two at level 50, no others will be used.I really hope we don't see a similar system to FFXI in regards to spell effectiveness. A spell's potency should be effected by the mob's weakness to that element. I don't see why they couldn't just give you all of the elemental spells and force you to choose one to slot. If instead they give them out as separate skills. Conjurer and Thaum will be waving goodbye to a huge amount of abilities.
i almost never saw Aero or Water spells in FFXI yet i thought the visual effects were fantastic in the later levels.
too bad the visual appeal of being a magic caster might be lost in this game.
very very generic.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
Suddenly the mage situation makes sense. Rather than create new abilities for the jobs, they are just going to cut some excess off the classes and move the abilities to the jobs.
As long as the current lore and Class --> Job plans stay as they are, CNJ will need at least the following abilities.
- Cure
- Curaga
- Raise
- Paralyna
- Poisona
- Silena
- Protect
- Shell
- Aero
- Water
- Fire
- Thunder
- Blizzard
- Stone
This covers all healing magic and all the "basic" elemental spells.
The elemental debuffs and the ancient magic elemental spells are not basic. I can see the elemental debuffs getting moved to Thaumaturge, to join the other debuffs. Just looking at their names (Drown, Rasp, Choke, Shock, Frost, Burn) and the actual effect they have (i.e. slowly draining the life out of you), I can see how the development team could move them without disrupting the flavor and lore of either class.
Honestly, the ancient elemental magic spells should be reserved for the Black Mage job, and quested for. Their power should be adjusted upwards accordingly.
This is all just my opinion though.
im glad you dont care at all for visual effects, we need more of that in the game industry.
screw having a streamlined system that can handle as many spells as it wants. lets minimize everything.
i can even point out animations that i feel could use some work.
i guess im that anal.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
Overall I was hoping that they would go more into detail of class specific changes, rather than an overview of the entire armory system.
I can see why they are doing this, sentinel might have been it's own class in theory but in reality it was more of a supplement to the armory system. Mages should still be able to have access to these skills from gladiator.
You know what's another idea? They said that spells can have combos too... so casting water a certain way may inflict the effect of Drown.As long as the current lore and Class --> Job plans stay as they are, CNJ will need at least the following abilities.
This covers all healing magic and all the "basic" elemental spells.
The elemental debuffs and the ancient magic elemental spells are not basic. I can see the elemental debuffs getting moved to Thaumaturge, to join the other debuffs. Just looking at their names (Drown, Rasp, Choke, Shock, Frost, Burn) and the actual effect they have (i.e. slowly draining the life out of you), I can see how the development team could move them without disrupting the flavor and lore of either class.
Honestly, the ancient elemental magic spells should be reserved for the Black Mage job, and quested for. Their power should be adjusted upwards accordingly.
This is all just my opinion though.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.