im sure its been said somewhere in these 30 pages but...yah bard is going to be abused and wanted to death. regen MP/TP, increase acc and buffing buffs (?)
expect them to be just as overly desired as they were in FFXI



im sure its been said somewhere in these 30 pages but...yah bard is going to be abused and wanted to death. regen MP/TP, increase acc and buffing buffs (?)
expect them to be just as overly desired as they were in FFXI



Well we can keep Archers being useless if you like.
If a class is strongly desired in a party, I say mission accomplished SE. It isn't like another job will be not invited in. So far, Bard is it's own special role in a party of "8".


Well you sir must not have been a Dragoon in the infamous LolDRG era of FFXI. Or when they buffed up Samurai and it soon became "SAM or no invite" to most events.
I'm hoping that because there are 8 slots in these parties we have a little room for "random" or "not as desired" jobs/classes to fit in, because I would be sad if any job gets the nerf stick indirectly through the over powering of another job.
Ahh the good old times of waiting days for an invite, to finally get one..then half the PT leaves when they see you're a DRG.



i remember those days very clearly. What was odd was that i played one of the most desirable jobs as my first to 75 (RDM) and my second was DRG (which i enjoyed much more) but that was back when yes, loldrg was still going on and our 2hr was call wyvern.
hopefully this was not the full list of skills for the jobs. Id like to see more with better explanations soon.

Actually Aero and Earth Spells, traditionally belong to WHM, not BLM.
Water is a BLU spell in most FF.
BLM always had Fire, Thunder and Blizzard as Elemental Magic Spells.
FFXI was the exception to this.
White mage had Aero. Once. In FF3. Hardly a tradition but technically not unprecedented. I don't know of any earth nukes they've ever had.
I will agree Fire, Ice, and Lightning are traditional black mage spells in many instances, so I have no qualms that they provide the "Final Fantasy" feel.
I don't even know where your idea about Water being blue magic comes from. Lulu, Vivi, Ravagers in XIII, and the black mage job of X-2 all had water nukes.
(original by GalvatronZero)



^^^
Water-element spells started out solely with the Leviathan summon. After that, FF5 started the trend of Blue Magic getting the elements that Black Magic didn't (in this case, Water through Aqualung/Aqua Rake and Wind through the Aero line). It was Blue Magic in FF6 and 7, too. 8 on made it an actual Black Magic spell.
Nah, your history glosses over a lot of water-based attacks. You'd probably consider it the domain of Geomancers and Summoners before you would Blue Mages. Prior to FF8, water was in 6 Geomancy spells, 5 summons, and only 3 Blue magic spells.^^^
Water-element spells started out solely with the Leviathan summon. After that, FF5 started the trend of Blue Magic getting the elements that Black Magic didn't (in this case, Water through Aqualung/Aqua Rake and Wind through the Aero line). It was Blue Magic in FF6 and 7, too. 8 on made it an actual Black Magic spell.
http://finalfantasy.wikia.com/wiki/Water_%28Element%29
Last edited by AmyRae; 11-19-2011 at 07:20 PM.
(original by GalvatronZero)
All I'm gonna say is that I'm 100% fine with all of the changes outlined. I kind of hope they alter the lore for CON and THM in game to placate those people who are upset about it, but I think it still fits well enough as is.
Conjurers commune with the spirits of the world, the elementals. I imagine that generally means Earth, Wind, and Water. Yes, there have to be elementals for Fire, Thunder, and Ice, but those are generally elements of destruction rather than creation. For example, that kid angers the elementals of the Black Shroud by using: You guessed it, fire.
So I think it makes sense for Conjurer to get the Earth and Wind nukes while focusing on the healing and protecting. Maybe they'll make cures Water-Elemental, but failing that I feel like Conjurer could definitely get a Water nuke later on.
I'll admit I don't know much about Thaumaturge lore, but they've always seemed to be more on the Black-Mage end of the spectrum.
PUG/MNK sounds awesome. Options to use MP to enhance their attacks against a variety of elemental weaknesses, or just adding more physical attacks (kicks) if they aren't fighting something with a weakness they can exploit. MP tight? Don't use those buffs till you get back to a stable condition. Seems like it'll be a lot of fun, plus MNK looked flat out awesome in the concept art.
LNC/DRG also looks fun. Glass cannon with TP management, plus what appears to be a Fire-Breath attack. The Fire Breath alone is enough to make me want to play it.
I can see Arcanist becoming the main enfeebling class when it's implemented. So I'm not too worried about that. GLA and MRD look like I expected them to.
Still waiting for info on BLU and THF! (I know they haven't even been metioned, but I still want them. >:\ )
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